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Comparing deliantra/server/server/player.C (file contents):
Revision 1.18 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
4 * "$Id: player.C,v 1.18 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30#include <global.h> 25#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 26#include <sproto.h>
36#endif
37#include <sounds.h> 27#include <sounds.h>
38#include <living.h> 28#include <living.h>
39#include <object.h> 29#include <object.h>
40#include <spells.h> 30#include <spells.h>
41#include <skills.h> 31#include <skills.h>
42#include <newclient.h>
43 32
44#ifdef COZY_SERVER 33#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 34#include <functional>
46#endif
47 35
48player * 36playervec players;
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86 37
87void 38void
88display_motd (const object *op) 39display_motd (const object *op)
89{ 40{
90 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
93 int comp; 44 int comp;
94 int size; 45 int size;
95 46
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 49 return;
100 } 50
101 motd[0] = '\0'; 51 motd[0] = '\0';
102 size = 0; 52 size = 0;
53
103 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
104 { 55 {
105 if (*buf == '#') 56 if (*buf == '#')
106 continue; 57 continue;
58
107 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 60 size += strlen (buf);
109 } 61 }
62
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
112} 65}
113 66
114void 67void
120 int comp; 73 int comp;
121 int size; 74 int size;
122 75
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 78 return;
127 } 79
128 rules[0] = '\0'; 80 rules[0] = '\0';
129 size = 0; 81 size = 0;
82
130 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
131 { 84 {
132 if (*buf == '#') 85 if (*buf == '#')
133 continue; 86 continue;
87
134 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
135 { 89 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 91 break;
138 } 92 }
93
139 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 95 size += strlen (buf);
141 } 96 }
97
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
144} 100}
145 101
146void 102void
154 int size; 110 int size;
155 111
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 114 return;
115
159 news[0] = '\0'; 116 news[0] = '\0';
160 subject[0] = '\0'; 117 subject[0] = '\0';
161 size = 0; 118 size = 0;
119
162 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
163 { 121 {
164 if (*buf == '#') 122 if (*buf == '#')
165 continue; 123 continue;
124
166 if (*buf == '%') 125 if (*buf == '%')
167 { /* send one news */ 126 { /* send one news */
168 if (size > 0) 127 if (size > 0)
169 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
170 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
171 strip_endline (subject); 131 strip_endline (subject);
172 size = 0; 132 size = 0;
173 news[0] = '\0'; 133 news[0] = '\0';
174 } 134 }
183 size += strlen (buf); 143 size += strlen (buf);
184 } 144 }
185 } 145 }
186 146
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
189 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
190} 150}
191 151
192int 152float
193playername_ok (const char *cp) 153player::weapon_speed () const
194{ 154{
195 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316} 156}
317 157
318/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
319static void 159static void
320set_first_map (object *op) 160set_first_map (object *op)
321{ 161{
322 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
323 op->x = -1; 163 op->x = -1;
324 op->y = -1; 164 op->y = -1;
325 enter_exit (op, NULL);
326} 165}
327 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case WAND:
278 case ROD:
279 case HORN:
280 case BOW:
281 case SKILL_TOOL:
282 case WEAPON:
283 op->flag [FLAG_APPLIED] = false;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats ();
294
295 ns->floorbox_update ();
296 esrv_send_inventory (ob, ob);
297 esrv_add_spells (this, 0);
298
299 activate ();
300
301 send_rules (ob);
302 send_news (ob);
303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
306 INVOKE_PLAYER (LOGIN, this);
307}
308
309void
310player::disconnect ()
311{
312 if (ns)
313 {
314 if (active)
315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316
317 INVOKE_PLAYER (DISCONNECT, this);
318
319 ns->reset_stats ();
320 ns->pl = 0;
321 ns = 0;
322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
326
327 deactivate ();
328}
329
330// the need for this function can be explained
331// by load_object not returning the object
332void
333player::set_object (object *op)
334{
335 ob = op;
336 ob->contr = this; /* this aren't yet in archetype */
337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341}
342
343player::player ()
344{
345 /* There are some elements we want initialised to non zero value -
346 * we deal with that below this point.
347 */
348 outputs_sync = 4;
349 outputs_count = 4;
350 unapply = unapply_nochoice;
351
352 savebed_map = first_map_path; /* Init. respawn position */
353
354 gen_sp_armour = 10;
355 bowtype = bow_normal;
356 petmode = pet_normal;
357 listening = 10;
358 usekeys = containers;
359 peaceful = 1; /* default peaceful */
360 do_los = 1;
361}
362
363void
364player::do_destroy ()
365{
366 disconnect ();
367
368 attachable::do_destroy ();
369
370 if (ob)
371 {
372 ob->destroy_inv (false);
373 ob->destroy ();
374 }
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
328/* Tries to add player on the connection passwd in ns. 383/* 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 384 * All we can really get in this is some settings like host and display
330 * mode. 385 * mode.
331 */ 386 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 387player *
388player::create ()
389{
390 player *pl = new player;
337 391
338 p = get_player (NULL); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns; 393
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 394 pl->ob->roll_stats ();
341 if (p->socket.faces_sent == NULL) 395 pl->ob->stats.wc = 2;
342 fatal (OUT_OF_MEMORY); 396 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)); 397
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); 398 set_first_map (pl->ob);
350 399
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; 400 return pl;
358} 401}
359 402
360/* 403/*
361 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
371 { 414 {
372 if (at == NULL || at->next == NULL) 415 if (at == NULL || at->next == NULL)
373 at = first_archetype; 416 at = first_archetype;
374 else 417 else
375 at = at->next; 418 at = at->next;
419
376 if (at->clone.type == PLAYER) 420 if (at->clone.type == PLAYER)
377 return at; 421 return at;
422
378 if (at == start) 423 if (at == start)
379 { 424 {
380 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
381 exit (-1); 426 exit (-1);
382 } 427 }
383 } 428 }
384} 429}
385 430
386
387object * 431object *
388get_nearest_player (object *mon) 432get_nearest_player (object *mon)
389{ 433{
390 object *op = NULL; 434 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 435 objectlink *ol;
393 unsigned lastdist; 436 unsigned lastdist;
394 rv_vector rv; 437 rv_vector rv;
395 438
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 440 {
398 /* We should not find free objects on this friendly list, but it 441 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
405 object *tmp = ol->ob; 448 object *tmp = ol->ob;
406 449
407 /* Can't do much more other than log the fact, because the object 450 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared. 451 * itself will have been cleared.
409 */ 452 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
411 ol = ol->next; 455 ol = ol->next;
412 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
413 if (!ol) 457 if (!ol)
414 return op; 458 return op;
415 } 459 }
428 { 472 {
429 op = ol->ob; 473 op = ol->ob;
430 lastdist = rv.distance; 474 lastdist = rv.distance;
431 } 475 }
432 } 476 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 477
434 { 478 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 479 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 480 if (lastdist > rv.distance)
439 { 481 {
440 op = pl->ob; 482 op = pl->ob;
441 lastdist = rv.distance; 483 lastdist = rv.distance;
442 } 484 }
443 } 485
444 }
445#if 0 486#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 487 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 488#endif
448 return op; 489 return op;
449} 490}
467 * circling behaviour. Unfortunately, this function is also used to determined 508 * 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 509 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 510 * is probably not a good thing.
470 */ 511 */
471#define MAX_SPACES 50 512#define MAX_SPACES 50
472
473 513
474/* 514/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * 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 516 * 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 517 * 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) 536path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 537{
498 rv_vector rv; 538 rv_vector rv;
499 sint16 x, y; 539 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 540 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 541 maptile *m, *lastmap;
502 542
503 get_rangevector (mon, pl, &rv, 0); 543 get_rangevector (mon, pl, &rv, 0);
504 544
505 if (rv.distance < mindiff) 545 if (rv.distance < mindiff)
506 return 0; 546 return 0;
508 x = mon->x; 548 x = mon->x;
509 y = mon->y; 549 y = mon->y;
510 m = mon->map; 550 m = mon->map;
511 dir = rv.direction; 551 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 552 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); 553 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
554
514 /* If we can't solve it within the search distance, return now. */ 555 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 556 if (diff > max)
516 return 0; 557 return 0;
558
517 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
518 { 560 {
519 lastx = x; 561 lastx = x;
520 lasty = y; 562 lasty = y;
521 lastmap = m; 563 lastmap = m;
603 max--; 645 max--;
604 lastdir = dir; 646 lastdir = dir;
605 if (!firstdir) 647 if (!firstdir)
606 firstdir = dir; 648 firstdir = dir;
607 } 649 }
650
608 if (diff <= 1) 651 if (diff <= 1)
609 { 652 {
610 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 654 * headed toward player for entire distance.
612 */ 655 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 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); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 658 }
659
616 if (diff > max) 660 if (diff > max)
617 return 0; 661 return 0;
618 } 662 }
663
619 /* If we reached the max, didn't find a direction in time */ 664 /* If we reached the max, didn't find a direction in time */
620 if (!max) 665 if (!max)
621 return 0; 666 return 0;
622 667
623 return firstdir; 668 return firstdir;
650 (op->type == ARMOUR || op->type == BOOTS || 695 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 696 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 697 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 698 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 699 {
655 remove_ob (op); 700 op->destroy ();
656 free_object (op);
657 continue; 701 continue;
658 } 702 }
659 } 703 }
660 704
661 /* This really needs to be better - we should really give 705 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 716 if (tmp->type == op->type && tmp->name == op->name)
673 break; 717 break;
674 718
675 if (tmp) 719 if (tmp)
676 { 720 {
677 remove_ob (op); 721 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 722 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 723 continue;
681 } 724 }
725
682 if (op->nrof > 1) 726 if (op->nrof > 1)
683 op->nrof = 1; 727 op->nrof = 1;
684 } 728 }
685 729
686 if (op->type == SPELLBOOK && op->inv) 730 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 742 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 743 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 744 }
701 if (op->type == SPELL) 745 if (op->type == SPELL)
702 { 746 {
703 remove_ob (op); 747 op->destroy ();
704 free_object (op);
705 continue; 748 continue;
706 } 749 }
707 else if (op->type == SKILL) 750 else if (op->type == SKILL)
708 { 751 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 752 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
719 link_player_skills (pl); 762 link_player_skills (pl);
720} 763}
721 764
722void 765void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761
762int
763receive_play_again (object *op, char key)
764{
765 if (key == 'q' || key == 'Q')
766 {
767 remove_friendly_object (op);
768 leave (op->contr, 0); /* ericserver will draw the message */
769 return 2;
770 }
771 else if (key == 'a' || key == 'A')
772 {
773 player *pl = op->contr;
774 shstr name = op->name;
775
776 remove_friendly_object (op);
777 free_object (op);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 {
791 /* user pressed something else so just ask again... */
792 play_again (op);
793 }
794 return 0;
795}
796
797void
798confirm_password (object *op)
799{
800
801 op->contr->write_buf[0] = '\0';
802 op->contr->state = ST_CONFIRM_PASSWORD;
803 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
804}
805
806void
807get_party_password (object *op, partylist *party) 766get_party_password (object *op, partylist *party)
808{ 767{
809 if (party == NULL) 768 if (party == NULL)
810 { 769 {
811 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 770 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
812 return; 771 return;
813 } 772 }
773
814 op->contr->write_buf[0] = '\0'; 774 op->contr->write_buf[0] = '\0';
815 op->contr->state = ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
816 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
817 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 777 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
818} 778}
819
820 779
821/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 780/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822int 781static int
823roll_stat (void) 782roll_stat (void)
824{ 783{
825 int a[4], i, j, k; 784 int a[4], i, j, k;
826 785
827 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
828 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
829 788
830 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
831 if (a[i] < k) 790 if (a[i] < k)
832 k = a[i], j = i; 791 k = a[i], j = i;
833 792
834 for (i = 0, k = 0; i < 4; i++) 793 for (i = 0, k = 0; i < 4; i++)
835 {
836 if (i != j) 794 if (i != j)
837 k += a[i]; 795 k += a[i];
838 } 796
839 return k; 797 return k;
840} 798}
841 799
842void 800void
843roll_stats (object *op) 801object::roll_stats ()
844{ 802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
845 int sum = 0; 807 int sum = 0;
846 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
847 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
848 810
849 do 811 if (sum >= 82 && sum <= 116)
812 break;
850 { 813 }
851 op->stats.Str = roll_stat ();
852 op->stats.Dex = roll_stat ();
853 op->stats.Int = roll_stat ();
854 op->stats.Con = roll_stat ();
855 op->stats.Wis = roll_stat ();
856 op->stats.Pow = roll_stat ();
857 op->stats.Cha = roll_stat ();
858 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
859 }
860 while (sum < 82 || sum > 116);
861 814
862 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
863 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
864 statsort[1] = op->stats.Dex;
865 statsort[2] = op->stats.Int;
866 statsort[3] = op->stats.Con;
867 statsort[4] = op->stats.Wis;
868 statsort[5] = op->stats.Pow;
869 statsort[6] = op->stats.Cha;
870 817
871 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
872 do 819 stats.stat (i) = statsort [i];
873 {
874 if (statsort[i] < statsort[i + 1])
875 {
876 j = statsort[i];
877 statsort[i] = statsort[i + 1];
878 statsort[i + 1] = j;
879 i = 0;
880 }
881 else
882 {
883 i++;
884 }
885 }
886 while (i < 6);
887 820
888 op->stats.Str = statsort[0];
889 op->stats.Dex = statsort[1];
890 op->stats.Con = statsort[2];
891 op->stats.Int = statsort[3];
892 op->stats.Wis = statsort[4];
893 op->stats.Pow = statsort[5];
894 op->stats.Cha = statsort[6];
895
896
897 op->contr->orig_stats.Str = op->stats.Str;
898 op->contr->orig_stats.Dex = op->stats.Dex;
899 op->contr->orig_stats.Int = op->stats.Int;
900 op->contr->orig_stats.Con = op->stats.Con;
901 op->contr->orig_stats.Wis = op->stats.Wis;
902 op->contr->orig_stats.Pow = op->stats.Pow;
903 op->contr->orig_stats.Cha = op->stats.Cha;
904
905 op->level = 1;
906 op->stats.exp = 0; 821 stats.exp = 0;
907 op->stats.ac = 0; 822 stats.ac = 0;
908 823
909 op->contr->levhp[1] = 9;
910 op->contr->levsp[1] = 6;
911 op->contr->levgrace[1] = 3;
912
913 fix_player (op);
914 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
915 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
916 op->stats.grace = op->stats.maxgrace; 826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
830 contr->levhp[1] = 9;
831 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3;
833
917 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
835 }
918} 836}
919 837
920void 838void
921Roll_Again (object *op) 839object::swap_stats (int a, int b)
922{ 840{
923 esrv_new_player (op->contr, 0); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
925 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
926}
927 842
928void 843 for (int i = 0; i < NUM_STATS; ++i)
929Swap_Stat (object *op, int Swap_Second) 844 stats.stat (i) = contr->orig_stats.stat (i);
845
846 //TODO: the following code looks so borked and should, at the very least,
847 // be merged with the similar code in roll_stats
848 stats.ac = 0;
849
850 level = 1;
851 stats.exp = 0;
852 stats.ac = 0;
853
854 stats.hp = stats.maxhp;
855 stats.sp = stats.maxsp;
856 stats.grace = stats.maxgrace;
857
858 if (contr)
859 {
860 contr->levhp[1] = 9;
861 contr->levsp[1] = 6;
862 contr->levgrace[1] = 3;
863
864 contr->orig_stats = stats;
865 }
866}
867
868static void
869start_info (object *op)
930{ 870{
931 signed char tmp;
932 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
933 872
934 if (op->contr->Swap_First == -1) 873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
935 {
936 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
937 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
938 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
939 return;
940 }
941
942 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
943
944 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
945
946 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
947
948 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
949 new_draw_info (NDI_UNIQUE, 0, op, buf); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
950 op->stats.Str = op->contr->orig_stats.Str; 875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
951 op->stats.Dex = op->contr->orig_stats.Dex;
952 op->stats.Con = op->contr->orig_stats.Con;
953 op->stats.Int = op->contr->orig_stats.Int;
954 op->stats.Wis = op->contr->orig_stats.Wis;
955 op->stats.Pow = op->contr->orig_stats.Pow;
956 op->stats.Cha = op->contr->orig_stats.Cha;
957 op->stats.ac = 0;
958
959 op->level = 1;
960 op->stats.exp = 0;
961 op->stats.ac = 0;
962
963 op->contr->levhp[1] = 9;
964 op->contr->levsp[1] = 6;
965 op->contr->levgrace[1] = 3;
966
967 fix_player (op);
968 op->stats.hp = op->stats.maxhp;
969 op->stats.sp = op->stats.maxsp;
970 op->stats.grace = op->stats.maxgrace;
971 op->contr->orig_stats = op->stats;
972 op->contr->Swap_First = -1;
973}
974
975
976/* This code has been greatly reduced, because with set_attr_value
977 * and get_attr_value, the stats can be accessed just numeric
978 * ids. stat_trans is a table that translate the number entered
979 * into the actual stat. It is needed because the order the stats
980 * are displayed in the stat window is not the same as how
981 * the number's access that stat. The table does that translation.
982 */
983int
984key_roll_stat (object *op, char key)
985{
986 int keynum = key - '0';
987 char buf[MAX_BUF];
988 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
989
990 if (keynum > 0 && keynum <= 7)
991 {
992 if (op->contr->Swap_First == -1)
993 {
994 op->contr->Swap_First = stat_trans[keynum];
995 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
996 new_draw_info (NDI_UNIQUE, 0, op, buf); 876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
997 }
998 else
999 Swap_Stat (op, stat_trans[keynum]);
1000
1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003 }
1004 switch (key)
1005 {
1006 case 'n':
1007 case 'N':
1008 {
1009 SET_FLAG (op, FLAG_WIZ);
1010 if (op->map == NULL)
1011 {
1012 LOG (llevError, "Map == NULL in state 2\n");
1013 break;
1014 }
1015
1016#if 0
1017 /* So that enter_exit will put us at startx/starty */
1018 op->x = -1;
1019
1020 enter_exit (op, NULL);
1021#endif
1022 SET_ANIMATION (op, 2); /* So player faces south */
1023 /* Enter exit adds a player otherwise */
1024 add_statbonus (op);
1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1026 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1027 op->contr->state = ST_CHANGE_CLASS;
1028 if (op->msg)
1029 new_draw_info (NDI_BLUE, 0, op, op->msg);
1030 return 0;
1031 }
1032 case 'y':
1033 case 'Y':
1034 roll_stats (op);
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1036 return 1;
1037
1038 case 'q':
1039 case 'Q':
1040 play_again (op);
1041 return 1;
1042
1043 default:
1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1045 return 0;
1046 }
1047 return 0;
1048} 877}
1049 878
1050/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
1051 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
1052 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
1053 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
1054 * not the class. 883 * not the class.
1055 */ 884 */
1056 885void
1057int 886player::chargen_race_done ()
1058key_change_class (object *op, char key)
1059{ 887{
1060 int tmp_loop;
1061
1062 if (key == 'q' || key == 'Q')
1063 {
1064 remove_ob (op);
1065 play_again (op);
1066 return 0;
1067 }
1068 if (key == 'd' || key == 'D')
1069 {
1070 char buf[MAX_BUF];
1071
1072 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
1073 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1074 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1075 890
891 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl)
893 create_treasure (tl, ob, 0, 0, 0);
894
1076 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
1077 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
1078 897
1079 op->contr->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
1080 899
1081 if (op->msg) 900 if (ob->msg)
1082 op->msg = NULL; 901 ob->msg = 0;
1083 902
1084 /* We create this now because some of the unique maps will need it 903 /* We create this now because some of the unique maps will need it
1085 * to save here. 904 * to save here.
1086 */ 905 */
906 {
907 char buf[MAX_BUF];
1087 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1088 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
1089 911
1090#ifdef AUTOSAVE
1091 op->contr->last_save_tick = pticks;
1092#endif
1093 start_info (op); 912 start_info (ob);
1094 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
1095 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
1096 link_player_skills (op); 915 link_player_skills (ob);
1097 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
1098 fix_player (op); 917 ob->update_stats ();
1099 918
1100 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
1101 * is one for this race 920 * is one for this race
1102 */ 921 */
1103 if (*first_map_ext_path) 922 if (*first_map_ext_path)
1104 { 923 {
1105 object *tmp; 924 object *tmp;
1106 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
1107 926
1108 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1109 tmp = get_object (); 928 tmp = object::create ();
1110 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
1111 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
1112 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
1113 enter_exit (op, tmp); /* we don't really care if it succeeded; 932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1114 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
1115 * default initial map */ 934 * default initial map */
1116 free_object (tmp); 935 tmp->destroy ();
1117 } 936 }
1118 else 937 else
1119 {
1120 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
1121 } 939}
1122 return 0;
1123 }
1124 940
941void
942player::chargen_race_next ()
943{
1125 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
1126 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
1127 */ 946 */
1128 947
1129 tmp_loop = 0; 948 do
1130 while (!tmp_loop)
1131 { 949 {
1132 shstr name = op->name; 950 shstr name = ob->name;
1133 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
1134 952
1135 remove_statbonus (op); 953 ob->remove_statbonus ();
1136 remove_ob (op); 954 ob->remove ();
1137 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
1138 copy_object (&op->arch->clone, op); 956 ob->arch->clone.copy_to (ob);
1139 op->instantiate (); 957 ob->instantiate ();
1140 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
1141 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
1142 op->x = x; 960 ob->x = x;
1143 op->y = y; 961 ob->y = y;
1144 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
1145 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 964 assign (ob->contr->title, ob->arch->clone.name);
1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1148 add_statbonus (op); 965 ob->add_statbonus ();
1149 tmp_loop = allowed_class (op);
1150 } 966 }
967 while (!allowed_class (ob));
968
1151 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
1153 fix_player (op); 971 ob->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
1156 op->stats.grace = 0; 974 ob->stats.grace = 0;
1157 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg);
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0;
1161}
1162
1163int
1164key_confirm_quit (object *op, char key)
1165{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207 play_again (op);
1208 return 1;
1209} 975}
1210 976
1211void 977void
1212flee_player (object *op) 978flee_player (object *op)
1213{ 979{
1243 { 1009 {
1244 op->enemy = NULL; 1010 op->enemy = NULL;
1245 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1246 return; 1012 return;
1247 } 1013 }
1014
1248 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1249 1016
1250 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1251 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1252 { 1019 {
1253 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1254 1021
1255 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1256 {
1257 return; 1023 return;
1258 }
1259 } 1024 }
1025
1260 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1261 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1262 op->enemy = NULL; 1028 op->enemy = NULL;
1263} 1029}
1264 1030
1265
1266/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* check_pick sees if there is stuff to be picked up/picks up stuff.
1267 * IT returns 1 if the player should keep on moving, 0 if he should 1032 * It returns 1 if the player should keep on moving, 0 if he should
1268 * stop. 1033 * stop.
1269 */ 1034 */
1270int 1035int
1271check_pick (object *op) 1036check_pick (object *op)
1272{ 1037{
1273 object *tmp, *next; 1038 object *tmp, *next;
1274 tag_t next_tag = 0, op_tag;
1275 int stop = 0; 1039 int stop = 0;
1276 int j, k, wvratio; 1040 int wvratio;
1277 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1278
1279 1042
1280 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1281 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1282 return 1; 1045 return 1;
1283 1046
1284 op_tag = op->count;
1285
1286 next = op->below; 1047 next = op->below;
1287 if (next)
1288 next_tag = next->count;
1289 1048
1290 /* loop while there are items on the floor that are not marked as 1049 /* loop while there are items on the floor that are not marked as
1291 * destroyed */ 1050 * destroyed */
1292 while (next && !was_destroyed (next, next_tag)) 1051 while (next && !next->destroyed ())
1293 { 1052 {
1294 tmp = next; 1053 tmp = next;
1295 next = tmp->below; 1054 next = tmp->below;
1296 if (next)
1297 next_tag = next->count;
1298 1055
1299 if (was_destroyed (op, op_tag)) 1056 if (op->destroyed ())
1300 return 0; 1057 return 0;
1301 1058
1302 if (!can_pick (op, tmp)) 1059 if (!can_pick (op, tmp))
1303 continue; 1060 continue;
1304 1061
1312 /* high not bit set? We're using the old autopickup model */ 1069 /* high not bit set? We're using the old autopickup model */
1313 if (!(op->contr->mode & PU_NEWMODE)) 1070 if (!(op->contr->mode & PU_NEWMODE))
1314 { 1071 {
1315 switch (op->contr->mode) 1072 switch (op->contr->mode)
1316 { 1073 {
1317 case 0: 1074 case 0:
1318 return 1; /* don't pick up */ 1075 return 1; /* don't pick up */
1319 case 1: 1076 case 1:
1077 pick_up (op, tmp);
1078 return 1;
1079 case 2:
1080 pick_up (op, tmp);
1081 return 0;
1082 case 3:
1083 return 0; /* stop before pickup */
1084 case 4:
1085 pick_up (op, tmp);
1086 break;
1087 case 5:
1088 pick_up (op, tmp);
1089 stop = 1;
1090 break;
1091 case 6:
1092 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1320 pick_up (op, tmp); 1093 pick_up (op, tmp);
1321 return 1; 1094 break;
1095
1322 case 2: 1096 case 7:
1097 if (tmp->type == MONEY || tmp->type == GEM)
1323 pick_up (op, tmp); 1098 pick_up (op, tmp);
1324 return 0; 1099 break;
1325 case 3: 1100
1326 return 0; /* stop before pickup */ 1101 default:
1327 case 4: 1102 /* use value density */
1103 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1104 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1328 pick_up (op, tmp); 1105 pick_up (op, tmp);
1329 break;
1330 case 5:
1331 pick_up (op, tmp);
1332 stop = 1;
1333 break;
1334 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336 pick_up (op, tmp);
1337 break;
1338
1339 case 7:
1340 if (tmp->type == MONEY || tmp->type == GEM)
1341 pick_up (op, tmp);
1342 break;
1343
1344 default:
1345 /* use value density */
1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1348 pick_up (op, tmp);
1349 } 1106 }
1350 } 1107 }
1351 else 1108 else
1352 { /* old model */ 1109 { /* old model */
1353 /* NEW pickup handling */ 1110 /* NEW pickup handling */
1358 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1359 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1360 else 1117 else
1361 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1362 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365 sprintf (putstring, "...flags: ");
1366 for (k = 0; k < 4; k++)
1367 {
1368 for (j = 0; j < 32; j++)
1369 {
1370 if ((tmp->flags[k] >> j) & 0x01)
1371 {
1372 sprintf (tmpstr, "%d ", k * 32 + j);
1373 strcat (putstring, tmpstr);
1374 }
1375 }
1376 }
1377 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1378
1379#if 0
1380 /* print the flags too */
1381 for (k = 0; k < 4; k++)
1382 {
1383 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1384 for (j = 0; j < 32; j++)
1385 {
1386 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1387 if (!((j + 1) % 4))
1388 fprintf (stderr, " ");
1389 }
1390 fprintf (stderr, " [%d]\n", k * 32);
1391 }
1392#endif
1393 } 1122 }
1123
1394 /* philosophy: 1124 /* philosophy:
1395 * It's easy to grab an item type from a pile, as long as it's 1125 * It's easy to grab an item type from a pile, as long as it's
1396 * generic. This takes no game-time. For more detailed pickups 1126 * generic. This takes no game-time. For more detailed pickups
1397 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1398 * grab-as-you-run type mode that's really useful for arrows for 1128 * grab-as-you-run type mode that's really useful for arrows for
1399 * example. 1129 * example.
1400 * The drawback: right now it has no frontend, so you need to 1130 * The drawback: right now it has no frontend, so you need to
1401 * stick the bits you want into a calculator in hex mode and then 1131 * stick the bits you want into a calculator in hex mode and then
1402 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1436 /* question: don't pick up known-poisonous stuff? */ 1166 /* question: don't pick up known-poisonous stuff? */
1437 if (op->contr->mode & PU_FOOD) 1167 if (op->contr->mode & PU_FOOD)
1438 if (tmp->type == FOOD) 1168 if (tmp->type == FOOD)
1439 { 1169 {
1440 pick_up (op, tmp); 1170 pick_up (op, tmp);
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue; 1171 continue;
1444 } 1172 }
1173
1445 if (op->contr->mode & PU_DRINK) 1174 if (op->contr->mode & PU_DRINK)
1446 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1175 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1447 { 1176 {
1448 pick_up (op, tmp); 1177 pick_up (op, tmp);
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue; 1178 continue;
1452 } 1179 }
1453 1180
1454 if (op->contr->mode & PU_POTION) 1181 if (op->contr->mode & PU_POTION)
1455 if (tmp->type == POTION) 1182 if (tmp->type == POTION)
1456 { 1183 {
1457 pick_up (op, tmp); 1184 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue; 1185 continue;
1461 } 1186 }
1462 1187
1463 /* spellbooks, skillscrolls and normal books/scrolls */ 1188 /* spellbooks, skillscrolls and normal books/scrolls */
1464 if (op->contr->mode & PU_SPELLBOOK) 1189 if (op->contr->mode & PU_SPELLBOOK)
1465 if (tmp->type == SPELLBOOK) 1190 if (tmp->type == SPELLBOOK)
1466 { 1191 {
1467 pick_up (op, tmp); 1192 pick_up (op, tmp);
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue; 1193 continue;
1471 } 1194 }
1195
1472 if (op->contr->mode & PU_SKILLSCROLL) 1196 if (op->contr->mode & PU_SKILLSCROLL)
1473 if (tmp->type == SKILLSCROLL) 1197 if (tmp->type == SKILLSCROLL)
1474 { 1198 {
1475 pick_up (op, tmp); 1199 pick_up (op, tmp);
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue; 1200 continue;
1479 } 1201 }
1202
1480 if (op->contr->mode & PU_READABLES) 1203 if (op->contr->mode & PU_READABLES)
1481 if (tmp->type == BOOK || tmp->type == SCROLL) 1204 if (tmp->type == BOOK || tmp->type == SCROLL)
1482 { 1205 {
1483 pick_up (op, tmp); 1206 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue; 1207 continue;
1487 } 1208 }
1488 1209
1489 /* wands/staves/rods/horns */ 1210 /* wands/staves/rods/horns */
1490 if (op->contr->mode & PU_MAGIC_DEVICE) 1211 if (op->contr->mode & PU_MAGIC_DEVICE)
1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1212 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1492 { 1213 {
1493 pick_up (op, tmp); 1214 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue; 1215 continue;
1497 } 1216 }
1498 1217
1499 /* pick up all magical items */ 1218 /* pick up all magical items */
1500 if (op->contr->mode & PU_MAGICAL) 1219 if (op->contr->mode & PU_MAGICAL)
1501 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1502 { 1221 {
1503 pick_up (op, tmp); 1222 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue; 1223 continue;
1507 } 1224 }
1508 1225
1509 if (op->contr->mode & PU_VALUABLES) 1226 if (op->contr->mode & PU_VALUABLES)
1510 { 1227 {
1511 if (tmp->type == MONEY || tmp->type == GEM) 1228 if (tmp->type == MONEY || tmp->type == GEM)
1512 { 1229 {
1513 pick_up (op, tmp); 1230 pick_up (op, tmp);
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n");
1516 continue; 1231 continue;
1517 } 1232 }
1518 } 1233 }
1519 1234
1520 /* rings & amulets - talismans seems to be typed AMULET */ 1235 /* rings & amulets - talismans seems to be typed AMULET */
1521 if (op->contr->mode & PU_JEWELS) 1236 if (op->contr->mode & PU_JEWELS)
1522 if (tmp->type == RING || tmp->type == AMULET) 1237 if (tmp->type == RING || tmp->type == AMULET)
1523 { 1238 {
1524 pick_up (op, tmp); 1239 pick_up (op, tmp);
1240 continue;
1525 if (0) 1241 }
1526 fprintf (stderr, "JEWELS\n"); 1242
1243 /* we don't forget dragon food */
1244 if (op->contr->mode & PU_FLESH)
1245 if (tmp->type == FLESH)
1246 {
1247 pick_up (op, tmp);
1527 continue; 1248 continue;
1528 } 1249 }
1529 1250
1530 /* bows and arrows. Bows are good for selling! */ 1251 /* bows and arrows. Bows are good for selling! */
1531 if (op->contr->mode & PU_BOW) 1252 if (op->contr->mode & PU_BOW)
1532 if (tmp->type == BOW) 1253 if (tmp->type == BOW)
1533 { 1254 {
1534 pick_up (op, tmp); 1255 pick_up (op, tmp);
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue; 1256 continue;
1538 } 1257 }
1258
1539 if (op->contr->mode & PU_ARROW) 1259 if (op->contr->mode & PU_ARROW)
1540 if (tmp->type == ARROW) 1260 if (tmp->type == ARROW)
1541 { 1261 {
1542 pick_up (op, tmp); 1262 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue; 1263 continue;
1546 } 1264 }
1547 1265
1548 /* all kinds of armor etc. */ 1266 /* all kinds of armor etc. */
1549 if (op->contr->mode & PU_ARMOUR) 1267 if (op->contr->mode & PU_ARMOUR)
1550 if (tmp->type == ARMOUR) 1268 if (tmp->type == ARMOUR)
1551 { 1269 {
1552 pick_up (op, tmp); 1270 pick_up (op, tmp);
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue; 1271 continue;
1556 } 1272 }
1273
1557 if (op->contr->mode & PU_HELMET) 1274 if (op->contr->mode & PU_HELMET)
1558 if (tmp->type == HELMET) 1275 if (tmp->type == HELMET)
1559 { 1276 {
1560 pick_up (op, tmp); 1277 pick_up (op, tmp);
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue; 1278 continue;
1564 } 1279 }
1280
1565 if (op->contr->mode & PU_SHIELD) 1281 if (op->contr->mode & PU_SHIELD)
1566 if (tmp->type == SHIELD) 1282 if (tmp->type == SHIELD)
1567 { 1283 {
1568 pick_up (op, tmp); 1284 pick_up (op, tmp);
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue; 1285 continue;
1572 } 1286 }
1287
1573 if (op->contr->mode & PU_BOOTS) 1288 if (op->contr->mode & PU_BOOTS)
1574 if (tmp->type == BOOTS) 1289 if (tmp->type == BOOTS)
1575 { 1290 {
1576 pick_up (op, tmp); 1291 pick_up (op, tmp);
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue; 1292 continue;
1580 } 1293 }
1294
1581 if (op->contr->mode & PU_GLOVES) 1295 if (op->contr->mode & PU_GLOVES)
1582 if (tmp->type == GLOVES) 1296 if (tmp->type == GLOVES)
1583 { 1297 {
1584 pick_up (op, tmp); 1298 pick_up (op, tmp);
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue; 1299 continue;
1588 } 1300 }
1301
1589 if (op->contr->mode & PU_CLOAK) 1302 if (op->contr->mode & PU_CLOAK)
1590 if (tmp->type == CLOAK) 1303 if (tmp->type == CLOAK)
1591 { 1304 {
1592 pick_up (op, tmp); 1305 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue; 1306 continue;
1596 } 1307 }
1597 1308
1598 /* hoping to catch throwing daggers here */ 1309 /* hoping to catch throwing daggers here */
1599 if (op->contr->mode & PU_MISSILEWEAPON) 1310 if (op->contr->mode & PU_MISSILEWEAPON)
1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1311 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1601 { 1312 {
1602 pick_up (op, tmp); 1313 pick_up (op, tmp);
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue; 1314 continue;
1606 } 1315 }
1607 1316
1608 /* careful: chairs and tables are weapons! */ 1317 /* careful: chairs and tables are weapons! */
1609 if (op->contr->mode & PU_ALLWEAPON) 1318 if (op->contr->mode & PU_ALLWEAPON)
1612 { 1321 {
1613 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1322 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1324 {
1616 pick_up (op, tmp); 1325 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1326 continue;
1620 } 1327 }
1621 } 1328 }
1329
1622 if (tmp->type == WEAPON && tmp->name == NULL) 1330 if (tmp->type == WEAPON && tmp->name == NULL)
1623 { 1331 {
1624 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1332 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1625 { 1333 {
1626 pick_up (op, tmp); 1334 pick_up (op, tmp);
1627 if (0)
1628 fprintf (stderr, "WEAPON\n");
1629 continue; 1335 continue;
1630 } 1336 }
1631 } 1337 }
1632 } 1338 }
1633 1339
1634 /* misc stuff that's useful */ 1340 /* misc stuff that's useful */
1635 if (op->contr->mode & PU_KEY) 1341 if (op->contr->mode & PU_KEY)
1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1342 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1637 { 1343 {
1638 pick_up (op, tmp); 1344 pick_up (op, tmp);
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue; 1345 continue;
1642 } 1346 }
1643 1347
1644 /* any of the last 4 bits set means we use the ratio for value 1348 /* any of the last 4 bits set means we use the ratio for value
1645 * pickups */ 1349 * pickups */
1667 continue; 1371 continue;
1668 } 1372 }
1669 } 1373 }
1670 } /* the new pickup model */ 1374 } /* the new pickup model */
1671 } 1375 }
1376
1672 return !stop; 1377 return !stop;
1673} 1378}
1674 1379
1675/* 1380/*
1676 * Find an arrow in the inventory and after that 1381 * Find an arrow in the inventory and after that
1678 * found object is returned. 1383 * found object is returned.
1679 */ 1384 */
1680object * 1385object *
1681find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1682{ 1387{
1683 object *tmp = NULL; 1388 object *tmp = 0;
1684 1389
1685 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1686 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1687 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1688 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1689 return op; 1394 return op;
1395
1690 return tmp; 1396 return tmp;
1691} 1397}
1692 1398
1693/* 1399/*
1694 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1695 * against the target. A full test is not performed, simply a basic test 1401 * against the target. A full test is not performed, simply a basic test
1696 * of resistances. The archer is making a quick guess at what he sees down 1402 * of resistances. The archer is making a quick guess at what he sees down
1697 * the hall. Failing that it does it's best to pick the highest plus arrow. 1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1698 */ 1404 */
1699
1700object * 1405object *
1701find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1702{ 1407{
1703 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1704 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1770 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1771 * op = the shooter 1476 * op = the shooter
1772 * type = bow->race 1477 * type = bow->race
1773 * dir = fire direction 1478 * dir = fire direction
1774 */ 1479 */
1775
1776object * 1480object *
1777pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1778{ 1482{
1779 object *tmp = NULL; 1483 object *tmp = NULL;
1780 mapstruct *m; 1484 maptile *m;
1781 int i, mflags, found, number; 1485 int i, mflags, found, number;
1782 sint16 x, y; 1486 sint16 x, y;
1783 1487
1784 if (op->map == NULL) 1488 if (op->map == NULL)
1785 return find_arrow (op, type); 1489 return find_arrow (op, type);
1845 */ 1549 */
1846int 1550int
1847fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1848{ 1552{
1849 object *left, *bow; 1553 object *left, *bow;
1850 tag_t left_tag, tag; 1554 int mflags;
1851 int bowspeed, mflags; 1555 maptile *m;
1852 mapstruct *m;
1853 1556
1854 if (!dir) 1557 if (!dir)
1855 { 1558 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1857 return 0; 1560 return 0;
1858 } 1561 }
1859 if (op->type == PLAYER) 1562
1860 bow = op->contr->ranges[range_bow]; 1563 if (op->contr)
1564 bow = op->current_weapon;
1861 else 1565 else
1862 { 1566 {
1863 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1864 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* Don't check for applied - monsters don't apply bows - in that way, they
1865 * don't need to switch back and forth between bows and weapons. 1569 * don't need to switch back and forth between bows and weapons.
1870 if (!bow) 1574 if (!bow)
1871 { 1575 {
1872 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1873 return 0; 1577 return 0;
1874 } 1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1875 } 1587 }
1588
1876 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1877 { 1590 {
1878 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1879 return 0; 1592 return 0;
1880 } 1593 }
1881
1882 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1883
1884 /* penalize ROF for bestarrow */
1885 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1886 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1887 if (bowspeed < 1)
1888 bowspeed = 1;
1889 1594
1890 if (arrow == NULL) 1595 if (arrow == NULL)
1891 { 1596 {
1892 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1893 { 1598 {
1894 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1895 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1896 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1897 else 1602 else
1898 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1899 return 0; 1605 return 0;
1900 } 1606 }
1901 } 1607 }
1608
1902 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1903 if (mflags & P_OUT_OF_MAP) 1610 if (mflags & P_OUT_OF_MAP)
1904 {
1905 return 0; 1611 return 0;
1906 } 1612
1907 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908 { 1614 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1615 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1910 return 0; 1616 return 0;
1911 } 1617 }
1912 1618
1913 /* this should not happen, but sometimes does */ 1619 /* this should not happen, but sometimes does */
1914 if (arrow->nrof == 0) 1620 if (arrow->nrof == 0)
1915 { 1621 {
1916 remove_ob (arrow); 1622 arrow->destroy ();
1917 free_object (arrow);
1918 return 0; 1623 return 0;
1919 } 1624 }
1920 1625
1921 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1922 left_tag = left->count;
1923 arrow = get_split_ob (arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1924 if (arrow == NULL) 1628 if (!arrow)
1925 { 1629 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1630 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1927 return 0; 1631 return 0;
1928 } 1632 }
1929 set_owner (arrow, op); 1633
1634 arrow->set_owner (op);
1930 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1931
1932 arrow->direction = dir; 1636 arrow->direction = dir;
1933 arrow->x = sx; 1637
1934 arrow->y = sy; 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641
1642 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 if (player *pl = op->contr)
1646 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1666
1667 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1669 + bow->stats.dam / 7.0;
1670
1671 arrow->set_speed (max (arrow->speed, 2.0));
1672 arrow->speed_left = 0;
1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1935 1675
1936 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1937 { 1677 {
1938 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1939 fix_player (op);
1940 }
1941
1942 SET_ANIMATION (arrow, arrow->direction);
1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1944 arrow->stats.hp = arrow->stats.dam;
1945 arrow->stats.grace = arrow->attacktype;
1946 if (arrow->slaying != NULL)
1947 arrow->spellarg = strdup_local (arrow->slaying);
1948
1949 /* Note that this was different for monsters - they got their level
1950 * added to the damage. I think the strength bonus is more proper.
1951 */
1952
1953 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1954
1955 /* update the speed */
1956 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1957 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1958
1959 if (arrow->speed < 1.0)
1960 arrow->speed = 1.0;
1961 update_ob_speed (arrow);
1962 arrow->speed_left = 0;
1963
1964 if (op->type == PLAYER)
1965 {
1966 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1967 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1968 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1969
1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1679 wc -= dex_bonus[op->stats.Dex];
1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1971 } 1685 }
1972 else 1686 else
1973 { 1687 {
1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1975
1976 arrow->level = op->level; 1688 arrow->level = op->level;
1977 } 1689 arrow->stats.wc -= bow->magic;
1978 if (arrow->attacktype == AT_PHYSICAL) 1690
1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1979 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1980 if (bow->slaying != NULL) 1695 }
1981 arrow->slaying = bow->slaying;
1982 1696
1983 arrow->map = m; 1697 wc -= arrow->level;
1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1699
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1984 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1986 1703
1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1988 tag = arrow->count; 1705 m->insert (arrow, sx, sy, op);
1989 insert_ob_in_map (arrow, m, op, 0);
1990 1706
1991 if (!was_destroyed (arrow, tag)) 1707 if (!arrow->destroyed ())
1992 move_arrow (arrow); 1708 move_arrow (arrow);
1993 1709
1994 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1995 { 1711 {
1996 if (was_destroyed (left, left_tag)) 1712 if (left->destroyed ())
1997 esrv_del_item (op->contr, left_tag); 1713 esrv_del_item (op->contr, left->count);
1998 else 1714 else
1999 esrv_send_item (op, left); 1715 esrv_send_item (op, left);
2000 } 1716 }
1717
2001 return 1; 1718 return 1;
2002} 1719}
2003 1720
2004/* Special fire code for players - this takes into 1721/* Special fire code for players - this takes into
2005 * account the special fire modes players can have 1722 * account the special fire modes players can have
2013{ 1730{
2014 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
2015 1732
2016 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
2017 { 1734 {
2018 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2019 } 1736 }
2020 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2021 { 1738 {
2022 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2023 wcmod = -1; 1740 wcmod = -1;
1741
2024 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2025 } 1743 }
2026 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
2027 { 1745 {
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
2033 { 1751 {
2034 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2036 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2037
2038 } 1755 }
2039 else 1756 else
2040 { 1757 {
2041 /* Simple case */ 1758 /* Simple case */
2042 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2043 } 1760 }
1761
2044 return ret; 1762 return ret;
2045} 1763}
2046
2047 1764
2048/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
2049 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
2050 */ 1767 */
2051void 1768void
2052fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
2053{ 1770{
2054 object *item; 1771 object *item = op->contr->ranged_ob;
2055 1772
2056 if (!op->contr->ranges[range_misc]) 1773 if (!item)
2057 { 1774 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2059 return; 1776 return;
2060 } 1777 }
2061 1778
2062 item = op->contr->ranges[range_misc];
2063 if (!item->inv) 1779 if (!item->inv)
2064 { 1780 {
2065 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2066 return; 1782 return;
2067 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
2068 if (item->type == WAND) 1788 if (item->type == WAND)
2069 { 1789 {
2070 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
2071 { 1791 {
2072 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2073 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
2074 return; 1795 return;
2075 } 1796 }
2076 } 1797 }
2077 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2078 { 1799 {
2079 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2080 { 1801 {
2081 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
2082 if (item->type == ROD) 1804 if (item->type == ROD)
2083 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2084 else 1806 else
2085 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1808
2086 return; 1809 return;
2087 } 1810 }
2088 } 1811 }
2089 1812
2090 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
2098 1821
2099 if (item->arch) 1822 if (item->arch)
2100 { 1823 {
2101 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
2102 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
2103 item->speed = 0; 1826 item->set_speed (0);
2104 update_ob_speed (item);
2105 } 1827 }
1828
2106 if ((tmp = is_player_inv (item))) 1829 if ((tmp = item->in_player ()))
2107 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
2108 } 1831 }
2109 } 1832 }
2110 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
2111 {
2112 drain_rod_charge (item); 1834 drain_rod_charge (item);
2113 }
2114 } 1835 }
2115} 1836}
2116 1837
2117/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
2118 */ 1839 */
2123 1844
2124 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
2125 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
2126 make_visible (op); 1847 make_visible (op);
2127 1848
2128 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
2129 { 1852 {
2130 case range_none: 1853 control_golem (op->contr->golem, dir);
2131 return; 1854 return;
1855 }
2132 1856
2133 case range_bow: 1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type)
1866 {
1867 case BOW:
2134 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
2135 return; 1869 break;
2136 1870
2137 case range_magic: /* Casting spells */ 1871 case SPELL:
2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2139 return; 1873 break;
2140 1874
2141 case range_misc: 1875 case BUILDER:
2142 fire_misc_object (op, dir);
2143 return;
2144
2145 case range_golem: /* Control summoned monsters from scrolls */
2146 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2147 {
2148 op->contr->ranges[range_golem] = NULL;
2149 op->contr->shoottype = range_none;
2150 op->contr->golem_count = 0;
2151 }
2152 else
2153 control_golem (op->contr->ranges[range_golem], dir);
2154 return;
2155
2156 case range_skill:
2157 if (!op->chosen_skill)
2158 {
2159 if (op->type == PLAYER)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2161 return;
2162 }
2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2164 return;
2165 case range_builder:
2166 apply_map_builder (op, dir); 1876 apply_map_builder (op, dir);
2167 return; 1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
2168 default: 1883 default:
2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1884 fire_misc_object (op, dir);
2170 return; 1885 break;
2171 } 1886 }
2172} 1887}
2173
2174
2175 1888
2176/* find_key 1889/* find_key
2177 * We try to find a key for the door as passed. If we find a key 1890 * We try to find a key for the door as passed. If we find a key
2178 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
2179 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
2181 * pl is the player, 1894 * pl is the player,
2182 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
2183 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
2184 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
2185 */ 1898 */
2186
2187object * 1899object *
2188find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
2189{ 1901{
2190 object *tmp, *key; 1902 object *tmp, *key;
2191 1903
2192 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
2193 if (container->inv == NULL) 1905 if (!container->inv)
2194 return NULL; 1906 return 0;
2195 1907
2196 /* First, lets try to find a key in the top level inventory */ 1908 /* First, lets try to find a key in the top level inventory */
2197 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
2198 { 1910 {
2199 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
2200 break; 1912 break;
2201 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
2202 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
2203 */ 1915 */
2204 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2205 break; 1917 break;
2206 } 1918 }
1919
2207 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
2208 /* If we find and use a key in an inventory, return at that time. 1921 /* If we find and use a key in an inventory, return at that time.
2209 * otherwise, if we search all the inventories and still don't find 1922 * otherwise, if we search all the inventories and still don't find
2210 * a key, return 1923 * a key, return
2211 */ 1924 */
2212 if (!tmp) 1925 if (!tmp)
2213 { 1926 {
2214 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
2215 { 1928 {
2216 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
2217 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
2218 { 1931 {
2219 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
2220 return key; 1933 return key;
2221 } 1934 }
2222 } 1935 }
1936
2223 if (!tmp) 1937 if (!tmp)
2224 return NULL; 1938 return NULL;
2225 } 1939 }
1940
2226 /* We get down here if we have found a key. Now if its in a container, 1941 /* We get down here if we have found a key. Now if its in a container,
2227 * see if we actually want to use it 1942 * see if we actually want to use it
2228 */ 1943 */
2229 if (pl != container) 1944 if (pl != container)
2230 { 1945 {
2251 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2252 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2253 return NULL; 1968 return NULL;
2254 } 1969 }
2255 } 1970 }
1971
2256 return tmp; 1972 return tmp;
2257} 1973}
2258 1974
2259/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2260 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2262 * 0 otherwise 1978 * 0 otherwise
2263 */ 1979 */
2264static int 1980static int
2265player_attack_door (object *op, object *door) 1981player_attack_door (object *op, object *door)
2266{ 1982{
2267
2268 /* If its a door, try to find a use a key. If we do destroy the door, 1983 /* If its a door, try to find a use a key. If we do destroy the door,
2269 * might as well return immediately as there is nothing more to do - 1984 * might as well return immediately as there is nothing more to do -
2270 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
2271 */ 1986 */
2272 object *key = find_key (op, op, door); 1987 object *key = find_key (op, op, door);
2275 if (key) 1990 if (key)
2276 { 1991 {
2277 object *container = key->env; 1992 object *container = key->env;
2278 1993
2279 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995
2280 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2281 make_visible (op); 1997 make_visible (op);
1998
2282 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2283 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2284 if (door->type == DOOR) 2002 if (door->type == DOOR)
2285 {
2286 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2287 }
2288 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2289 { 2005 {
2290 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2291 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2292 } 2008 }
2009
2293 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2294 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2295 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2296 if (container != op) 2013 if (container != op)
2297 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2298 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2299 } 2017 }
2300 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2301 { 2019 {
2302 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2303 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2304 return 1; 2022 return 1;
2305 } 2023 }
2024
2306 return 0; 2025 return 0;
2307} 2026}
2308 2027
2309/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2310 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2311 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2312 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2313 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2314 */ 2033 */
2315
2316void 2034void
2317move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2318{ 2036{
2319 object *tmp, *mon; 2037 object *tmp, *mon;
2320 sint16 nx, ny;
2321 int on_battleground; 2038 int on_battleground;
2322 mapstruct *m; 2039 maptile *m;
2323 2040
2324 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2325 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2326 2043
2327 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2328 2045
2329 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2330 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2331 * want to be calling move_ob if braced, because move_ob will move the 2048 * want to be calling move_ob if braced, because move_ob will move the
2332 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2337 */ 2054 */
2338 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2339 { 2056 {
2340 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2341 { 2058 {
2342 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2343 if (!m) 2060 if (!m)
2344 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2345 } 2062 }
2346 else 2063 else
2347 m = op->map; 2064 m = op->map;
2348 2065
2349 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2350 {
2351 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2352 return; 2067 return;
2353 }
2354 2068
2355 mon = NULL; 2069 mon = 0;
2356 /* Go through all the objects, and find ones of interest. Only stop if 2070 /* Go through all the objects, and find ones of interest. Only stop if
2357 * we find a monster - that is something we know we want to attack. 2071 * we find a monster - that is something we know we want to attack.
2358 * if its a door or barrel (can roll) see if there may be monsters 2072 * if its a door or barrel (can roll) see if there may be monsters
2359 * on the space 2073 * on the space
2360 */ 2074 */
2361 while (tmp != NULL) 2075 while (tmp)
2362 { 2076 {
2363 if (tmp == op) 2077 if (tmp == op)
2364 { 2078 {
2365 tmp = tmp->above; 2079 tmp = tmp->above;
2366 continue; 2080 continue;
2367 } 2081 }
2082
2368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369 { 2084 {
2370 mon = tmp; 2085 mon = tmp;
2371 break; 2086 break;
2372 } 2087 }
2088
2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374 mon = tmp; 2090 mon = tmp;
2091
2375 tmp = tmp->above; 2092 tmp = tmp->above;
2376 } 2093 }
2377 2094
2378 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2379 return; /* into a wall */ 2096 return; /* into a wall */
2380 2097
2381 if (mon->head != NULL) 2098 if (mon->head)
2382 mon = mon->head; 2099 mon = mon->head;
2383 2100
2384 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2385 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2386 return; 2103 return;
2395 2112
2396 /* If the creature is a pet, push it even if the player is not 2113 /* If the creature is a pet, push it even if the player is not
2397 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2398 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2399 */ 2116 */
2400 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2401#if COZY_SERVER 2118 && ((mon->owner && mon->owner->contr
2402 &&
2403 ((get_owner (mon) && get_owner (mon)->contr
2404 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2405#else 2120 || mon->owner == op)
2406 && get_owner (mon) == op
2407#endif
2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 { 2122 {
2410 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2411 if (op->contr->braced) 2124 if (op->contr->braced)
2412 return; 2125 return;
2126
2413 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2414 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2415 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2416 make_visible (op); 2130 make_visible (op);
2131
2417 return; 2132 return;
2418 } 2133 }
2419 2134
2420 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2421 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2422 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2423 * attack them either. 2138 * attack them either.
2424 */ 2139 */
2425 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2426 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2427#ifdef PROHIBIT_PLAYERKILL 2142 && ((op->contr->peaceful
2428 (op->contr->peaceful 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2429 || (mon->type == PLAYER 2144 && !on_battleground))
2430 && mon->contr->
2431 peaceful)) &&
2432#else
2433 op->contr->peaceful &&
2434#endif
2435 !on_battleground))
2436 { 2145 {
2437 if (!op->contr->braced) 2146 if (!op->contr->braced)
2438 { 2147 {
2439 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2440 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2441 } 2150 }
2442 else 2151 else
2443 {
2444 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2445 } 2153
2446 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2447 make_visible (op); 2155 make_visible (op);
2448 } 2156 }
2449 2157
2450 /* If the object is a boulder or other rollable object, then 2158 /* If the object is a boulder or other rollable object, then
2461 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2462 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2463 * 1) Not a player, 2) A player, but of a different party. Note 2171 * 1) Not a player, 2) A player, but of a different party. Note
2464 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2465 */ 2173 */
2466
2467 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2468 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2469 { 2176 {
2470
2471 /* If the player hasn't hit something this tick, and does
2472 * so, give them speed boost based on weapon speed. Doing
2473 * it here is better than process_players2, which basically
2474 * incurred a 1 tick offset.
2475 */
2476 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2477 { 2178 {
2179 op->contr->has_hit = 1;
2478 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2479
2480 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2481 } 2181 }
2482 2182
2483 skill_attack (mon, op, 0, NULL, NULL); 2183 skill_attack (mon, op, 0, 0, 0);
2484 2184
2485 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2486 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2487 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2488 * the wiz. 2188 * the wiz.
2490 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2491 { 2191 {
2492 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2493 2193
2494 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2495 skill_attack (op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2496 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2497 } 2197 }
2198
2498 if (action_makes_visible (op)) 2199 if (action_makes_visible (op))
2499 make_visible (op); 2200 make_visible (op);
2500 } 2201 }
2501 } /* if player should attack something */ 2202 } /* if player should attack something */
2502} 2203}
2504int 2205int
2505move_player (object *op, int dir) 2206move_player (object *op, int dir)
2506{ 2207{
2507 int pick; 2208 int pick;
2508 2209
2509 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2510 return 0; 2211 return 0;
2511 2212
2512 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2513 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2514 { 2215 {
2515 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2516 return 0; 2217 return 0;
2517 } 2218 }
2518 2219
2519 /* peterm: added following line */ 2220 /* peterm: added following line */
2520 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2521 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2522 2223
2523 op->facing = dir; 2224 op->facing = dir;
2524 2225
2525 if (op->hide) 2226 if (op->hide)
2526 do_hidden_move (op); 2227 do_hidden_move (op);
2537 2238
2538 /* Add special check for newcs players and fire on - this way, the 2239 /* Add special check for newcs players and fire on - this way, the
2539 * server can handle repeat firing. 2240 * server can handle repeat firing.
2540 */ 2241 */
2541 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542 {
2543 op->direction = dir; 2243 op->direction = dir;
2544 }
2545 else 2244 else
2546 {
2547 op->direction = 0; 2245 op->direction = 0;
2548 } 2246
2549 /* Update how the player looks. Use the facing, so direction may 2247 /* Update how the player looks. Use the facing, so direction may
2550 * get reset to zero. This allows for full animation capabilities 2248 * get reset to zero. This allows for full animation capabilities
2551 * for players. 2249 * for players.
2552 */ 2250 */
2553 animate_object (op, op->facing); 2251 animate_object (op, op->facing);
2562 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2563 */ 2261 */
2564int 2262int
2565handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2566{ 2264{
2567 if (op->contr->hidden)
2568 {
2569 op->invisible = 1000;
2570 /* the socket code flashes the player visible/invisible
2571 * depending on the value of invisible, so we need to
2572 * alternate it here for it to work correctly.
2573 */
2574 if (pticks & 2)
2575 op->invisible--;
2576 }
2577 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2578 {
2579 op->invisible--;
2580 if (!op->invisible)
2581 {
2582 make_visible (op);
2583 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2584 }
2585 }
2586
2587 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2588 { 2266 {
2589 flee_player (op); 2267 flee_player (op);
2268
2590 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2591 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2592 { 2271 {
2593 op->speed_left--; 2272 --op->speed_left;
2594 return 0; 2273 return 0;
2595 } 2274 }
2596 }
2597
2598 /* I've been seeing crashes where the golem has been destroyed, but
2599 * the player object still points to the defunct golem. The code that
2600 * destroys the golem looks correct, and it doesn't always happen, so
2601 * put this in a a workaround to clean up the golem pointer.
2602 */
2603 if (op->contr->ranges[range_golem] &&
2604 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2605 {
2606 op->contr->ranges[range_golem] = NULL;
2607 op->contr->golem_count = 0;
2608 } 2275 }
2609 2276
2610 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2611 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2612 * called, so we recheck it here. 2279 * called, so we recheck it here.
2613 */ 2280 */
2614 HandleClient (&op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2615 if (op->speed_left < 0)
2616 return 0; 2282 return 1;
2617 2283
2284 if (op->speed_left > 0.f)
2285 {
2618 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619 { 2287 {
2620 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2621 op->speed_left--; 2289 --op->speed_left;
2622 2290
2623 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2624 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2625 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2626 */ 2294 */
2627 move_player (op, op->direction); 2295 move_player (op, op->direction);
2628 if (op->speed_left > 0) 2296
2629 return 1; 2297 return op->speed_left > 0.f;
2630 else 2298 }
2631 return 0;
2632 } 2299 }
2300
2633 return 0; 2301 return 0;
2634} 2302}
2635 2303
2636int 2304int
2637save_life (object *op) 2305save_life (object *op)
2638{ 2306{
2639 object *tmp;
2640
2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2642 return 0; 2308 return 0;
2643 2309
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646 { 2312 {
2647 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2315
2649 if (op->contr) 2316 if (op->contr)
2650 esrv_del_item (op->contr, tmp->count); 2317 esrv_del_item (op->contr, tmp->count);
2651 remove_ob (tmp); 2318
2652 free_object (tmp); 2319 tmp->destroy ();
2653 CLEAR_FLAG (op, FLAG_LIFESAVE); 2320 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321
2654 if (op->stats.hp < 0) 2322 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2324
2656 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2657 op->stats.food = 999; 2326 op->stats.food = 999;
2658 fix_player (op); 2327
2328 op->update_stats ();
2659 return 1; 2329 return 1;
2660 } 2330 }
2331
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2664 return 0; 2335 return 0;
2665} 2336}
2670 * from. 2341 * from.
2671 */ 2342 */
2672void 2343void
2673remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2674{ 2345{
2675 object *next;
2676
2677 while (op) 2346 while (op)
2678 { 2347 {
2679 next = op->below; /* Make sure we have a good value, in case 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2680 * we remove object 'op' 2349
2681 */
2682 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 { 2351 {
2684 remove_ob (op);
2685 op->x = env->x;
2686 op->y = env->y;
2687 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2688 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2689 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2690 } 2356 }
2691 else if (op->inv) 2357 else if (op->inv)
2692 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2359
2693 op = next; 2360 op = next;
2694 } 2361 }
2695} 2362}
2696
2697 2363
2698/* 2364/*
2699 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2700 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2701 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2712 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2713 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2715 else 2381 else
2716 sprintf (buf, "%s\n", &op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2717 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2718 strcat (buf2, buf); 2385 strcat (buf2, buf);
2719 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2720 sprintf (buf, "who was in level %d when killed\n", op->level); 2387 sprintf (buf, "who was in level %d when killed\n", op->level);
2721 else 2388 else
2722 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390
2723 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2392 strcat (buf2, buf);
2725 if (op->type == PLAYER) 2393 if (op->type == PLAYER)
2726 { 2394 {
2727 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2728 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2729 strcat (buf2, buf); 2397 strcat (buf2, buf);
2730 } 2398 }
2399
2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2732 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2733 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2734 return buf2; 2404 return buf2;
2735} 2405}
2736
2737
2738 2406
2739void 2407void
2740do_some_living (object *op) 2408do_some_living (object *op)
2741{ 2409{
2742 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2748 int rate_grace = 2000; 2416 int rate_grace = 2000;
2749 const int max_hp = 1; 2417 const int max_hp = 1;
2750 const int max_sp = 1; 2418 const int max_sp = 1;
2751 const int max_grace = 1; 2419 const int max_grace = 1;
2752 2420
2753 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2754 {
2755 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2756 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2757 flush_output_element (op, &op->contr->outputs[i]);
2758 } 2422 {
2423 op->invisible = 1000;
2424 /* the socket code flashes the player visible/invisible
2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2430 }
2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2432 {
2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2438 }
2759 2439
2760 if (op->contr->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2761 { 2441 {
2762
2763 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2764 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2765 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2766 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2767 else 2446 else
2768 { 2447 {
2769 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2770 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2771 } 2450 }
2451
2772 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2773 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2774 else 2454 else
2775 { 2455 {
2776 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2777 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2778 } 2458 }
2459
2779 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2780 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2781 else 2462 else
2782 { 2463 {
2783 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2784 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2785 } 2466 }
2786 2467
2787 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2788 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2789 { 2470 {
2790 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2791 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2792 { 2473 {
2793 op->stats.sp++; 2474 op->stats.sp++;
2799 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2800 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2801 op->stats.food = last_food; 2482 op->stats.food = last_food;
2802 } 2483 }
2803 } 2484 }
2485
2804 if (max_sp > 1) 2486 if (max_sp > 1)
2805 { 2487 {
2806 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2807 if (over_sp > 0) 2489 if (over_sp > 0)
2808 { 2490 {
2809 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2810 { 2492 {
2811 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2812 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2813 op->stats.sp--; 2496 op->stats.sp--;
2497
2814 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2815 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2816 } 2500 }
2817 op->last_sp = 0; 2501 op->last_sp = 0;
2818 } 2502 }
2819 else 2503 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2505 }
2824 else 2506 else
2825 {
2826 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2827 }
2828 } 2508 }
2829 2509
2830 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2831 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2832 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2833 { 2513 {
2834 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2835 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2836 if (max_grace > 1) 2517 if (max_grace > 1)
2837 { 2518 {
2838 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2839 if (over_grace > 0) 2520 if (over_grace > 0)
2840 { 2521 {
2868 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2869 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2870 op->stats.food = last_food; 2551 op->stats.food = last_food;
2871 } 2552 }
2872 } 2553 }
2554
2873 if (max_hp > 1) 2555 if (max_hp > 1)
2874 { 2556 {
2875 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2876 if (over_hp > 0) 2558 if (over_hp > 0)
2877 { 2559 {
2890 } 2572 }
2891 2573
2892 /* Digestion */ 2574 /* Digestion */
2893 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2894 { 2576 {
2895#ifdef COZY_SERVER
2896 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2897 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2898#else
2899 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2900#endif
2901 2578
2902 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2903 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2904 else 2581 else
2905 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2906 /* dms do not consume food */ 2584 /* dms do not consume food */
2907 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2908 op->stats.food--; 2586 op->stats.food--;
2909 } 2587 }
2910 }
2911 2588
2912 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2913 { 2590 {
2914 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2915 2592
2916 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2917 { 2594 {
2918 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2919 {
2920 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2921 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2924 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2925 break; 2602 break;
2926 } 2603 }
2927 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2928 flesh = tmp; 2605 flesh = tmp;
2929 } /* End if paid for object */ 2606 } /* End if paid for object */
2930 } /* end of for loop */ 2607 } /* end of for loop */
2608
2931 /* If player is still starving, it means they don't have any food, so 2609 /* If player is still starving, it means they don't have any food, so
2932 * eat flesh instead. 2610 * eat flesh instead.
2933 */ 2611 */
2934 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2935 { 2613 {
2936 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2937 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2938 } 2616 }
2939 } /* end if player is starving */ 2617 }
2940 2618
2941 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2942 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2943 2621
2944 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2945 kill_player (op); 2623 kill_player (op);
2624 }
2946} 2625}
2947
2948
2949 2626
2950/* If the player should die (lack of hp, food, etc), we call this. 2627/* If the player should die (lack of hp, food, etc), we call this.
2951 * op is the player in jeopardy. If the player can not be saved (not 2628 * op is the player in jeopardy. If the player can not be saved (not
2952 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2953 * file. 2630 * file.
2957{ 2634{
2958 char buf[MAX_BUF]; 2635 char buf[MAX_BUF];
2959 int x, y; 2636 int x, y;
2960 2637
2961 //int i; 2638 //int i;
2962 mapstruct *map; /* this is for resurrection */ 2639 maptile *map; /* this is for resurrection */
2963 2640
2964 /* int z; 2641 /* int z;
2965 int num_stats_lose; 2642 int num_stats_lose;
2966 int lost_a_stat; 2643 int lost_a_stat;
2967 int lose_this_stat; 2644 int lose_this_stat;
2982 { 2659 {
2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2985 2662
2986 /* restore player */ 2663 /* restore player */
2987 at = find_archetype ("poisoning"); 2664 at = archetype::find ("poisoning");
2988 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2989 if (tmp)
2990 { 2666 {
2991 remove_ob (tmp); 2667 tmp->destroy ();
2992 free_object (tmp);
2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994 } 2669 }
2995 2670
2996 at = find_archetype ("confusion"); 2671 at = archetype::find ("confusion");
2997 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2998 if (tmp)
2999 { 2673 {
3000 remove_ob (tmp); 2674 tmp->destroy ();
3001 free_object (tmp);
3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003 } 2676 }
3004 2677
3005 cure_disease (op, 0); /* remove any disease */ 2678 cure_disease (op, 0); /* remove any disease */
3006 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
3007 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
3008 op->stats.food = 999; 2681 op->stats.food = 999;
3009 2682
3010 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
3011 tmp = arch_to_object (find_archetype ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
3012 if (tmp != NULL)
3013 { 2685 {
3014 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
3015 tmp->name = buf; 2687 tmp->name = buf;
3016 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
3017 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
3018 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3019 tmp->msg = buf; 2691 tmp->msg = buf;
3020 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
3021 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
3022 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
3023 insert_ob_in_map (tmp, op->map, op, 0);
3024 } 2695 }
3025 2696
3026 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
3027 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
3028 op->contr->braced = 0; 2699 op->contr->braced = 0;
3033 2704
3034 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
3035 2706
3036 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
3037 { 2708 {
3038 if (op->contr->explore)
3039 {
3040 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3041 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3042 op->stats.food = 999;
3043 return;
3044 }
3045 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
3046 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
3047 } 2711 }
3048 else 2712 else
3049 {
3050 if (op->contr->explore)
3051 {
3052 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3053 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3054 op->stats.hp = op->stats.maxhp;
3055 return;
3056 }
3057 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
3058 } 2714
3059 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3060 2716
3061 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3062 x = op->x; 2718 x = op->x;
3063 y = op->y; 2719 y = op->y;
3064 map = op->map; 2720 map = op->map;
3065 2721
3066
3067 if (settings.not_permadeth == TRUE)
3068 {
3069 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3070 * life if they are dead - it takes some exp and a random stat. 2723 * life if they are dead - it takes some exp and a random stat.
3071 * See the config.h file for a little more in depth detail about this. 2724 * See the config.h file for a little more in depth detail about this.
3072 */ 2725 */
3073 2726
3074 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3075 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3076 * of death. 2729 * of death.
3077 */ 2730 */
3078#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3079 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3080 { 2733 {
3081 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3082 /* Lower level chars don't lose as many stats because they suffer 2735 /* Lower level chars don't lose as many stats because they suffer
3083 more if they do. */ 2736 more if they do. */
3084 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3085 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3086 little bit harder. */ 2739 little bit harder. */
3087 /* GD */ 2740 /* GD */
3088 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3089 num_stats_lose = 1; 2742 num_stats_lose = 1;
3090 else
3091 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3092 }
3093 else 2743 else
3094 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3095 num_stats_lose = 1; 2747 num_stats_lose = 1;
3096 } 2748
3097 lost_a_stat = 0; 2749 lost_a_stat = 0;
3098 2750
3099 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3100 { 2752 {
3101 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3102 2754
3103 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3104 { 2756 {
3105 /* Pick a random stat and take a point off it. Tell the player 2757 /* Pick a random stat and take a point off it. Tell the player
3106 * what he lost. 2758 * what he lost.
3107 */ 2759 */
3108 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3109 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3110 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3111 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3112 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3113 lost_a_stat = 1; 2765 lost_a_stat = 1;
2766 }
2767 else
2768 {
2769 /* deplete a stat */
2770 archetype *deparch = archetype::find ("depletion");
2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2775 {
2776 dep = arch_to_object (deparch);
2777 insert_ob_in_ob (dep, op);
3114 } 2778 }
3115 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3116 { 2781 {
3117 /* deplete a stat */ 2782 /* GD */
3118 archetype *deparch = find_archetype ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3119 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3120 2785 if (this_stat < 0)
3121 dep = present_arch_in_ob (deparch, op);
3122 if (!dep)
3123 { 2786 {
3124 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3126 } 2789
3127 lose_this_stat = 1; 2790 /* Yes, I am paranoid. Sue me. */
3128 if (settings.balanced_stat_loss)
3129 {
3130 /* GD */
3131 /* Get the stat that we're about to deplete. */
3132 this_stat = get_attr_value (&(dep->stats), i);
3133 if (this_stat < 0) 2791 if (keep_chance < 1)
2792 keep_chance = 1;
2793
2794 /* There is a maximum depletion total per level. */
2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3134 { 2796 {
3135 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3136 int keep_chance = this_stat * this_stat;
3137
3138 /* Yes, I am paranoid. Sue me. */
3139 if (keep_chance < 1)
3140 keep_chance = 1;
3141
3142 /* There is a maximum depletion total per level. */
3143 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3144 {
3145 lose_this_stat = 0; 2797 lose_this_stat = 0;
3146 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3147 retain the stat. */ 2799 retain the stat. */
3148 }
3149 else
3150 {
3151 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3152 lose_this_stat = 0;
3153 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3154 this_stat, keep_chance, loss_chance,
3155 lose_this_stat?"LOSE":"KEEP"); */
3156 }
3157 } 2800 }
3158 }
3159
3160 if (lose_this_stat)
3161 {
3162 this_stat = get_attr_value (&(dep->stats), i);
3163 /* We could try to do something clever like find another
3164 * stat to reduce if this fails. But chances are, if
3165 * stats have been depleted to -50, all are pretty low
3166 * and should be roughly the same, so it shouldn't make a
3167 * difference.
3168 */ 2801 else
3169 if (this_stat >= -50)
3170 { 2802 {
3171 change_attr_value (&(dep->stats), i, -1); 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3172 SET_FLAG (dep, FLAG_APPLIED);
3173 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3174 fix_player (op);
3175 lost_a_stat = 1; 2804 lose_this_stat = 0;
2805 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806 this_stat, keep_chance, loss_chance,
2807 lose_this_stat?"LOSE":"KEEP"); */
3176 } 2808 }
3177 } 2809 }
3178 } 2810 }
2811
2812 if (lose_this_stat)
2813 {
2814 this_stat = get_attr_value (&(dep->stats), i);
2815 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low
2818 * and should be roughly the same, so it shouldn't make a
2819 * difference.
2820 */
2821 if (this_stat >= -50)
2822 {
2823 change_attr_value (&(dep->stats), i, -1);
2824 SET_FLAG (dep, FLAG_APPLIED);
2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2826 op->update_stats ();
2827 lost_a_stat = 1;
2828 }
3179 } 2829 }
2830 }
2831 }
3180 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3181 if (!lost_a_stat) 2833 if (!lost_a_stat)
3182 { 2834 {
3183 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3184 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3185 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3186 2838
3187 if (god && (strcmp (god, "none"))) 2839 if (god && (strcmp (god, "none")))
3188 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3189 else 2841 else
3190 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3191 } 2843 }
2844#else
2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3192#endif 2846#endif
3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3194 2847
3195 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3196 * exp loss on the stone. 2849 * exp loss on the stone.
3197 */ 2850 */
3198 tmp = arch_to_object (find_archetype ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3199 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3200 tmp->name = buf; 2853 tmp->name = buf;
3201 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3202 tmp->name_pl = buf; 2855 tmp->name_pl = buf;
3203 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2856 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3204 tmp->msg = buf; 2857 tmp->msg = buf;
3205 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3206 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3207 2860
3208 /**************************************/ 2861 /**************************************/
3209 /* */ 2862 /* */
3210 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3211 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3212 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3213 /* */ 2866 /* */
3214
3215 /**************************************/ 2867 /**************************************/
3216 2868
3217 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3218 /* restore player */ 2870 /* restore player */
3219 at = find_archetype ("poisoning"); 2871 at = archetype::find ("poisoning");
3220 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
2873
3221 if (tmp) 2874 if (tmp)
3222 { 2875 {
3223 remove_ob (tmp); 2876 tmp->destroy ();
3224 free_object (tmp);
3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226 } 2878 }
3227 2879
3228 at = find_archetype ("confusion"); 2880 at = archetype::find ("confusion");
3229 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3230 if (tmp) 2882 if (tmp)
3231 { 2883 {
3232 remove_ob (tmp); 2884 tmp->destroy ();
3233 free_object (tmp);
3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235 } 2886 }
2887
3236 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3237 2889
3238 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3239 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3240 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3241 op->stats.food = 900; 2893 op->stats.food = 900;
3242 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3243 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3244 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3245 2897
3246 /* 2898 /*
3247 * Check to see if the player is in a shop. IF so, then check to see if 2899 * Check to see if the player has any unpaid items. If so, remove them
3248 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3249 * in the map. 2901 */
3250 */
3251
3252 if (is_in_shop (op))
3253 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3254 2903
3255 /****************************************/ 2904 /****************************************/
3256 /* */ 2905 /* */
3257 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3258 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3259 /* */ 2908 /* */
3260
3261 /****************************************/ 2909 /****************************************/
3262 2910
3263 enter_player_savebed (op); 2911 enter_player_savebed (op);
3264 2912
3265 /* Save the player before inserting the force to reduce
3266 * chance of abuse.
3267 */
3268 op->contr->braced = 0; 2913 op->contr->braced = 0;
3269 save_player (op, 1);
3270 2914
3271 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3272 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3273 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3274 * on the space that might harm the player. 2918 * on the space that might harm the player.
3275 */ 2919 */
3276 will_kill_again = 0; 2920 will_kill_again = 0;
3277 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2921 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278 {
3279 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3280 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3281 } 2924
3282 if (will_kill_again) 2925 if (will_kill_again)
3283 { 2926 {
3284 object *force; 2927 object *force;
3285 int at; 2928 int at;
3286 2929
3287 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3288 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3289 force->speed = 0.1; 2932 force->speed = 0.1f;
3290 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3291 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3292 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3293 {
3294 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3295 force->resist[at] = 100; 2937 force->resist[at] = 100;
3296 } 2938
3297 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3298 fix_player (op); 2940 op->update_stats ();
3299 2941
3300 } 2942 }
3301 2943
3302 /**************************************/
3303 /* */
3304 /* Repaint the characters inv, and */
3305 /* stats, and show a nasty message ;) */
3306 /* */
3307
3308 /**************************************/
3309
3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3311 return;
3312 } /* NOT_PERMADETH */
3313 else
3314 {
3315 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3316 * should probably be embedded in an else statement.
3317 */
3318
3319 op->contr->party = NULL;
3320 if (settings.set_title == TRUE)
3321 op->contr->own_title[0] = '\0';
3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3323 check_score (op);
3324 if (op->contr->ranges[range_golem] != NULL)
3325 {
3326 remove_friendly_object (op->contr->ranges[range_golem]);
3327 remove_ob (op->contr->ranges[range_golem]);
3328 free_object (op->contr->ranges[range_golem]);
3329 op->contr->ranges[range_golem] = NULL;
3330 op->contr->golem_count = 0;
3331 }
3332 loot_object (op); /* Remove some of the items for good */
3333 remove_ob (op);
3334 op->direction = 0;
3335
3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 {
3338 delete_character (op->name, 0);
3339 if (settings.resurrection == TRUE)
3340 {
3341 /* save playerfile sans equipment when player dies
3342 ** then save it as player.pl.dead so that future resurrection
3343 ** type spells will work on them nicely
3344 */
3345 delete_character (op->name, 0);
3346 op->stats.hp = op->stats.maxhp;
3347 op->stats.food = 999;
3348
3349 /* set the location of where the person will reappear when */
3350 /* maybe resurrection code should fix map also */
3351 strcpy (op->contr->maplevel, settings.emergency_mapname);
3352 if (op->map != NULL)
3353 op->map = NULL;
3354 op->x = settings.emergency_x;
3355 op->y = settings.emergency_y;
3356 save_player (op, 0);
3357 op->map = map;
3358 /* please see resurrection.c: peterm */
3359 dead_player (op);
3360 }
3361 else
3362 {
3363 delete_character (op->name, 1);
3364 }
3365 }
3366 play_again (op);
3367
3368 /* peterm: added to create a corpse at deathsite. */
3369 tmp = arch_to_object (find_archetype ("corpse_pl"));
3370 sprintf (buf, "%s", &op->name);
3371 tmp->name = tmp->name_pl = buf;
3372 tmp->level = op->level;
3373 tmp->x = x;
3374 tmp->y = y;
3375 tmp->msg = gravestone_text (op);
3376 SET_FLAG (tmp, FLAG_UNIQUE);
3377 insert_ob_in_map (tmp, map, NULL, 0);
3378 }
3379} 2945}
3380
3381 2946
3382void 2947void
3383loot_object (object *op) 2948loot_object (object *op)
3384{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3385 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3386 2951
3387 if (op->container) 2952 op->close_container (); /* close open sack first */
3388 { /* close open sack first */
3389 esrv_apply_container (op, op->container);
3390 }
3391 2953
3392 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3393 { 2955 {
3394 next = tmp->below; 2956 next = tmp->below;
3395 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3396 continue; 2959 continue;
3397 remove_ob (tmp); 2960
2961 tmp->remove ();
3398 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3399 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3401 loot_object (tmp); 2966
3402 }
3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3404 { 2968 {
3405 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3406 { 2970 {
3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3408 free_object (tmp2); 2972 tmp2->destroy ();
3409 insert_ob_in_map (tmp, op->map, NULL, 0); 2973 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 } 2974 }
3411 else 2975 else
3412 free_object (tmp); 2976 tmp->destroy ();
3413 } 2977 }
3414 else 2978 else
3415 insert_ob_in_map (tmp, op->map, NULL, 0); 2979 insert_ob_in_map (tmp, op->map, NULL, 0);
3416 } 2980 }
3417} 2981}
3419/* 2983/*
3420 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3421 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3422 * was changed. 2986 * was changed.
3423 */ 2987 */
3424
3425void 2988void
3426fix_weight (void) 2989fix_weight (void)
3427{ 2990{
3428 player *pl; 2991 for_all_players (pl)
3429
3430 for (pl = first_player; pl != NULL; pl = pl->next)
3431 { 2992 {
3432 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3433 2994
3434 if (old == sum) 2995 if (old == sum)
3435 continue; 2996 continue;
3436 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3437 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3438 } 2999 }
3439} 3000}
3440 3001
3441void 3002void
3442fix_luck (void) 3003fix_luck (void)
3443{ 3004{
3444 player *pl; 3005 for_all_players (pl)
3445
3446 for (pl = first_player; pl != NULL; pl = pl->next)
3447 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3448 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3449} 3008}
3450
3451 3009
3452/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3453 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3454 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3455 */ 3013 */
3456
3457void 3014void
3458cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3459{ 3016{
3460 object *skop, *spob; 3017 object *skop, *spob;
3461 3018
3482 if (op->type == PLAYER) 3039 if (op->type == PLAYER)
3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3040 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3484 3041
3485 cast_spell (op, throw_ob, dir, spob, NULL); 3042 cast_spell (op, throw_ob, dir, spob, NULL);
3486 3043
3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3044 throw_ob->destroy ();
3488 remove_ob (throw_ob);
3489 free_object (throw_ob);
3490} 3045}
3491 3046
3492void 3047void
3493make_visible (object *op) 3048make_visible (object *op)
3494{ 3049{
3497 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3498 { 3053 {
3499 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3500 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3501 } 3056 }
3057
3502 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3503} 3059}
3504 3060
3505int 3061int
3506is_true_undead (object *op) 3062is_true_undead (object *op)
3507{ 3063{
3508 object *tmp = NULL;
3509
3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3511 return 1; 3065 return 1;
3512 3066
3513 if (op->type == PLAYER)
3514 for (tmp = op->inv; tmp; tmp = tmp->below)
3515 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3516 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517 return 1;
3518 return 0; 3067 return 0;
3519} 3068}
3520 3069
3521/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3522 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3578 3127
3579 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3580 3129
3581 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3582 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3583 {
3584 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3585 { 3133 {
3586 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3587 make_visible (op); 3135 make_visible (op);
3588 return; 3136 return;
3589 } 3137 }
3590 else 3138 else
3591 num += 20; 3139 num += 20;
3592 } 3140
3593 num += op->map->difficulty; 3141 num += op->map->difficulty;
3594 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3595 num -= hide; 3143 num -= hide;
3144
3596 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597 { 3146 {
3598 make_visible (op); 3147 make_visible (op);
3599 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3600 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3601 } 3150 }
3602 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3603 {
3604 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3605 }
3606} 3153}
3607 3154
3608/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3609 3156
3610int 3157int
3611stand_near_hostile (object *who) 3158stand_near_hostile (object *who)
3612{ 3159{
3613 object *tmp = NULL; 3160 object *tmp = NULL;
3614 int i, friendly = 0, player = 0, mflags; 3161 int i, friendly = 0, player = 0, mflags;
3615 mapstruct *m; 3162 maptile *m;
3616 sint16 x, y; 3163 sint16 x, y;
3617 3164
3618 if (!who) 3165 if (!who)
3619 return 0; 3166 return 0;
3620 3167
3637 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3638 continue; 3185 continue;
3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3186 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640 continue; 3187 continue;
3641 3188
3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3189 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3643 { 3190 {
3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3191 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645 return 1; 3192 return 1;
3646 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3647 { 3194 {
3677 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3678 { 3225 {
3679 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3680 return -1; 3227 return -1;
3681 } 3228 }
3229
3682 if (!pl || !op) 3230 if (!pl || !op)
3683 return 0; 3231 return 0;
3684 3232
3685 if (op->head)
3686 {
3687 op = op->head; 3233 op = op->head_ ();
3688 } 3234
3689 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3690 3236
3691 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3692 * through the object and find if it has any 3238 * through the object and find if it has any
3693 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3701 3247
3702 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3703 * code, so we need to restrict ourselves to that range of values 3249 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values. 3250 * for any meaningful values.
3705 */ 3251 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3709 return 1; 3255 return 1;
3710 op = op->more; 3256 op = op->more;
3711 } 3257 }
3712 return 0; 3258 return 0;
3713} 3259}
3810 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3811 int i = 0, j = 0; 3357 int i = 0, j = 0;
3812 3358
3813 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3814 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3815 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3816 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3817 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3818 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3819 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3820 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3821 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3822 3368
3823 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3824 return; 3370 return;
3825 3371
3826 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3827 3373
3828 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3829 { 3375 {
3830 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3831 return; 3377 return;
3832 } 3378 }
3833 3379
3899 { 3445 {
3900 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3901 object *skin; 3447 object *skin;
3902 3448
3903 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3904 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 ;
3453
3905 if (skin == NULL) 3454 if (!skin)
3906 return; 3455 return;
3907 3456
3908 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3909 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3910 { 3459 {
3955 * not readied. 3504 * not readied.
3956 */ 3505 */
3957void 3506void
3958player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3959{ 3508{
3960 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3961 3511
3962 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3963 { 3513 pl->combat_ob = 0;
3514
3964 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3965 { 3516 pl->ranged_ob = 0;
3966 pl->ranges[i] = NULL;
3967 if (pl->shoottype == i)
3968 {
3969 pl->shoottype = range_none;
3970 }
3971 }
3972 }
3973} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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