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Comparing deliantra/server/server/player.C (file contents):
Revision 1.19 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.139 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 1.19 2006/09/11 23:53:30 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30#include <global.h> 25#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 26#include <sproto.h>
36#endif
37#include <sounds.h> 27#include <sounds.h>
38#include <living.h> 28#include <living.h>
39#include <object.h> 29#include <object.h>
40#include <spells.h> 30#include <spells.h>
41#include <skills.h> 31#include <skills.h>
42#include <newclient.h>
43 32
44#ifdef COZY_SERVER 33#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 34#include <functional>
46#endif
47 35
48player * 36playervec players;
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86 37
87void 38void
88display_motd (const object *op) 39display_motd (const object *op)
89{ 40{
90 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
93 int comp; 44 int comp;
94 int size; 45 int size;
95 46
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 49 return;
100 } 50
101 motd[0] = '\0'; 51 motd[0] = '\0';
102 size = 0; 52 size = 0;
53
103 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
104 { 55 {
105 if (*buf == '#') 56 if (*buf == '#')
106 continue; 57 continue;
58
107 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 60 size += strlen (buf);
109 } 61 }
62
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
112} 65}
113 66
114void 67void
120 int comp; 73 int comp;
121 int size; 74 int size;
122 75
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 78 return;
127 } 79
128 rules[0] = '\0'; 80 rules[0] = '\0';
129 size = 0; 81 size = 0;
82
130 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
131 { 84 {
132 if (*buf == '#') 85 if (*buf == '#')
133 continue; 86 continue;
87
134 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
135 { 89 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 91 break;
138 } 92 }
93
139 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 95 size += strlen (buf);
141 } 96 }
97
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
144} 100}
145 101
146void 102void
154 int size; 110 int size;
155 111
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 114 return;
115
159 news[0] = '\0'; 116 news[0] = '\0';
160 subject[0] = '\0'; 117 subject[0] = '\0';
161 size = 0; 118 size = 0;
119
162 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
163 { 121 {
164 if (*buf == '#') 122 if (*buf == '#')
165 continue; 123 continue;
124
166 if (*buf == '%') 125 if (*buf == '%')
167 { /* send one news */ 126 { /* send one news */
168 if (size > 0) 127 if (size > 0)
169 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
170 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
171 strip_endline (subject); 131 strip_endline (subject);
172 size = 0; 132 size = 0;
173 news[0] = '\0'; 133 news[0] = '\0';
174 } 134 }
183 size += strlen (buf); 143 size += strlen (buf);
184 } 144 }
185 } 145 }
186 146
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
189 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
190} 150}
191 151
192int 152float
193playername_ok (const char *cp) 153player::weapon_speed () const
194{ 154{
195 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316} 156}
317 157
318/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
319static void 159static void
320set_first_map (object *op) 160set_first_map (object *op)
321{ 161{
322 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
323 op->x = -1; 163 op->x = -1;
324 op->y = -1; 164 op->y = -1;
325 enter_exit (op, NULL);
326} 165}
327 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 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
761int
762receive_play_again (object *op, char key)
763{
764 if (key == 'q' || key == 'Q')
765 {
766 remove_friendly_object (op);
767 leave (op->contr, 0); /* ericserver will draw the message */
768 return 2;
769 }
770 else if (key == 'a' || key == 'A')
771 {
772 player *pl = op->contr;
773 shstr name = op->name;
774
775 op->contr = 0;
776 op->type = 0;
777 op->free (1);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 /* user pressed something else so just ask again... */
791 play_again (op);
792
793 return 0;
794}
795
796void
797confirm_password (object *op)
798{
799
800 op->contr->write_buf[0] = '\0';
801 op->contr->state = ST_CONFIRM_PASSWORD;
802 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
803}
804
805void
806get_party_password (object *op, partylist *party) 766get_party_password (object *op, partylist *party)
807{ 767{
808 if (party == NULL) 768 if (party == NULL)
809 { 769 {
810 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);
811 return; 771 return;
812 } 772 }
773
813 op->contr->write_buf[0] = '\0'; 774 op->contr->write_buf[0] = '\0';
814 op->contr->state = ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
815 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
816 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:");
817} 778}
818
819 779
820/* 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. */
821int 781static int
822roll_stat (void) 782roll_stat (void)
823{ 783{
824 int a[4], i, j, k; 784 int a[4], i, j, k;
825 785
826 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
827 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
828 788
829 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
830 if (a[i] < k) 790 if (a[i] < k)
831 k = a[i], j = i; 791 k = a[i], j = i;
832 792
833 for (i = 0, k = 0; i < 4; i++) 793 for (i = 0, k = 0; i < 4; i++)
834 {
835 if (i != j) 794 if (i != j)
836 k += a[i]; 795 k += a[i];
837 } 796
838 return k; 797 return k;
839} 798}
840 799
841void 800void
842roll_stats (object *op) 801object::roll_stats ()
843{ 802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
844 int sum = 0; 807 int sum = 0;
845 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
846 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
847 810
848 do 811 if (sum >= 82 && sum <= 116)
812 break;
849 { 813 }
850 op->stats.Str = roll_stat ();
851 op->stats.Dex = roll_stat ();
852 op->stats.Int = roll_stat ();
853 op->stats.Con = roll_stat ();
854 op->stats.Wis = roll_stat ();
855 op->stats.Pow = roll_stat ();
856 op->stats.Cha = roll_stat ();
857 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
858 }
859 while (sum < 82 || sum > 116);
860 814
861 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
862 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
863 statsort[1] = op->stats.Dex;
864 statsort[2] = op->stats.Int;
865 statsort[3] = op->stats.Con;
866 statsort[4] = op->stats.Wis;
867 statsort[5] = op->stats.Pow;
868 statsort[6] = op->stats.Cha;
869 817
870 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
871 do 819 stats.stat (i) = statsort [i];
872 {
873 if (statsort[i] < statsort[i + 1])
874 {
875 j = statsort[i];
876 statsort[i] = statsort[i + 1];
877 statsort[i + 1] = j;
878 i = 0;
879 }
880 else
881 {
882 i++;
883 }
884 }
885 while (i < 6);
886 820
887 op->stats.Str = statsort[0];
888 op->stats.Dex = statsort[1];
889 op->stats.Con = statsort[2];
890 op->stats.Int = statsort[3];
891 op->stats.Wis = statsort[4];
892 op->stats.Pow = statsort[5];
893 op->stats.Cha = statsort[6];
894
895
896 op->contr->orig_stats.Str = op->stats.Str;
897 op->contr->orig_stats.Dex = op->stats.Dex;
898 op->contr->orig_stats.Int = op->stats.Int;
899 op->contr->orig_stats.Con = op->stats.Con;
900 op->contr->orig_stats.Wis = op->stats.Wis;
901 op->contr->orig_stats.Pow = op->stats.Pow;
902 op->contr->orig_stats.Cha = op->stats.Cha;
903
904 op->level = 1;
905 op->stats.exp = 0; 821 stats.exp = 0;
906 op->stats.ac = 0; 822 stats.ac = 0;
907 823
908 op->contr->levhp[1] = 9;
909 op->contr->levsp[1] = 6;
910 op->contr->levgrace[1] = 3;
911
912 fix_player (op);
913 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
914 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
915 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
916 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
835 }
917} 836}
918 837
919void 838void
920Roll_Again (object *op) 839object::swap_stats (int a, int b)
921{ 840{
922 esrv_new_player (op->contr, 0); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
923 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
924 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
925}
926 842
927void 843 for (int i = 0; i < NUM_STATS; ++i)
928Swap_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)
929{ 870{
930 signed char tmp;
931 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
932 872
933 if (op->contr->Swap_First == -1) 873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
936 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
937 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
938 return;
939 }
940
941 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
942
943 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
944
945 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
946
947 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
948 new_draw_info (NDI_UNIQUE, 0, op, buf); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
949 op->stats.Str = op->contr->orig_stats.Str; 875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
950 op->stats.Dex = op->contr->orig_stats.Dex;
951 op->stats.Con = op->contr->orig_stats.Con;
952 op->stats.Int = op->contr->orig_stats.Int;
953 op->stats.Wis = op->contr->orig_stats.Wis;
954 op->stats.Pow = op->contr->orig_stats.Pow;
955 op->stats.Cha = op->contr->orig_stats.Cha;
956 op->stats.ac = 0;
957
958 op->level = 1;
959 op->stats.exp = 0;
960 op->stats.ac = 0;
961
962 op->contr->levhp[1] = 9;
963 op->contr->levsp[1] = 6;
964 op->contr->levgrace[1] = 3;
965
966 fix_player (op);
967 op->stats.hp = op->stats.maxhp;
968 op->stats.sp = op->stats.maxsp;
969 op->stats.grace = op->stats.maxgrace;
970 op->contr->orig_stats = op->stats;
971 op->contr->Swap_First = -1;
972}
973
974
975/* This code has been greatly reduced, because with set_attr_value
976 * and get_attr_value, the stats can be accessed just numeric
977 * ids. stat_trans is a table that translate the number entered
978 * into the actual stat. It is needed because the order the stats
979 * are displayed in the stat window is not the same as how
980 * the number's access that stat. The table does that translation.
981 */
982int
983key_roll_stat (object *op, char key)
984{
985 int keynum = key - '0';
986 char buf[MAX_BUF];
987 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
988
989 if (keynum > 0 && keynum <= 7)
990 {
991 if (op->contr->Swap_First == -1)
992 {
993 op->contr->Swap_First = stat_trans[keynum];
994 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
995 new_draw_info (NDI_UNIQUE, 0, op, buf); 876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
996 }
997 else
998 Swap_Stat (op, stat_trans[keynum]);
999
1000 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1001 return 1;
1002 }
1003 switch (key)
1004 {
1005 case 'n':
1006 case 'N':
1007 {
1008 SET_FLAG (op, FLAG_WIZ);
1009 if (op->map == NULL)
1010 {
1011 LOG (llevError, "Map == NULL in state 2\n");
1012 break;
1013 }
1014
1015#if 0
1016 /* So that enter_exit will put us at startx/starty */
1017 op->x = -1;
1018
1019 enter_exit (op, NULL);
1020#endif
1021 SET_ANIMATION (op, 2); /* So player faces south */
1022 /* Enter exit adds a player otherwise */
1023 add_statbonus (op);
1024 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1025 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1026 op->contr->state = ST_CHANGE_CLASS;
1027 if (op->msg)
1028 new_draw_info (NDI_BLUE, 0, op, op->msg);
1029 return 0;
1030 }
1031 case 'y':
1032 case 'Y':
1033 roll_stats (op);
1034 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1035 return 1;
1036
1037 case 'q':
1038 case 'Q':
1039 play_again (op);
1040 return 1;
1041
1042 default:
1043 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1044 return 0;
1045 }
1046 return 0;
1047} 877}
1048 878
1049/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
1050 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
1051 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
1052 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
1053 * not the class. 883 * not the class.
1054 */ 884 */
1055 885void
1056int 886player::chargen_race_done ()
1057key_change_class (object *op, char key)
1058{ 887{
1059 int tmp_loop;
1060
1061 if (key == 'q' || key == 'Q')
1062 {
1063 remove_ob (op);
1064 play_again (op);
1065 return 0;
1066 }
1067 if (key == 'd' || key == 'D')
1068 {
1069 char buf[MAX_BUF];
1070
1071 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
1072 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1073 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1074 890
891 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl)
893 create_treasure (tl, ob, 0, 0, 0);
894
1075 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
1076 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
1077 897
1078 op->contr->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
1079 899
1080 if (op->msg) 900 if (ob->msg)
1081 op->msg = NULL; 901 ob->msg = 0;
1082 902
1083 /* 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
1084 * to save here. 904 * to save here.
1085 */ 905 */
906 {
907 char buf[MAX_BUF];
1086 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1087 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
1088 911
1089#ifdef AUTOSAVE
1090 op->contr->last_save_tick = pticks;
1091#endif
1092 start_info (op); 912 start_info (ob);
1093 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
1094 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
1095 link_player_skills (op); 915 link_player_skills (ob);
1096 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
1097 fix_player (op); 917 ob->update_stats ();
1098 918
1099 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
1100 * is one for this race 920 * is one for this race
1101 */ 921 */
1102 if (*first_map_ext_path) 922 if (*first_map_ext_path)
1103 { 923 {
1104 object *tmp; 924 object *tmp;
1105 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
1106 926
1107 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);
1108 tmp = get_object (); 928 tmp = object::create ();
1109 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
1110 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
1111 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
1112 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;
1113 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
1114 * default initial map */ 934 * default initial map */
1115 free_object (tmp); 935 tmp->destroy ();
1116 } 936 }
1117 else 937 else
1118 {
1119 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
1120 } 939}
1121 return 0;
1122 }
1123 940
941void
942player::chargen_race_next ()
943{
1124 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
1125 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
1126 */ 946 */
1127 947
1128 tmp_loop = 0; 948 do
1129 while (!tmp_loop)
1130 { 949 {
1131 shstr name = op->name; 950 shstr name = ob->name;
1132 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
1133 952
1134 remove_statbonus (op); 953 ob->remove_statbonus ();
1135 remove_ob (op); 954 ob->remove ();
1136 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
1137 copy_object (&op->arch->clone, op); 956 ob->arch->clone.copy_to (ob);
1138 op->instantiate (); 957 ob->instantiate ();
1139 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
1140 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
1141 op->x = x; 960 ob->x = x;
1142 op->y = y; 961 ob->y = y;
1143 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
1144 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 964 assign (ob->contr->title, ob->arch->clone.name);
1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147 add_statbonus (op); 965 ob->add_statbonus ();
1148 tmp_loop = allowed_class (op);
1149 } 966 }
967 while (!allowed_class (ob));
1150 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
1208 play_again (op);
1209 return 1;
1210} 975}
1211 976
1212void 977void
1213flee_player (object *op) 978flee_player (object *op)
1214{ 979{
1244 { 1009 {
1245 op->enemy = NULL; 1010 op->enemy = NULL;
1246 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1247 return; 1012 return;
1248 } 1013 }
1014
1249 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1250 1016
1251 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1252 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1253 { 1019 {
1254 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1255 1021
1256 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)))
1257 {
1258 return; 1023 return;
1259 }
1260 } 1024 }
1025
1261 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1262 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1263 op->enemy = NULL; 1028 op->enemy = NULL;
1264} 1029}
1265 1030
1266
1267/* 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.
1268 * 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
1269 * stop. 1033 * stop.
1270 */ 1034 */
1271int 1035int
1272check_pick (object *op) 1036check_pick (object *op)
1273{ 1037{
1274 object *tmp, *next; 1038 object *tmp, *next;
1275 tag_t next_tag = 0, op_tag;
1276 int stop = 0; 1039 int stop = 0;
1277 int j, k, wvratio; 1040 int wvratio;
1278 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1279
1280 1042
1281 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1282 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1283 return 1; 1045 return 1;
1284 1046
1285 op_tag = op->count;
1286
1287 next = op->below; 1047 next = op->below;
1288 if (next)
1289 next_tag = next->count;
1290 1048
1291 /* 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
1292 * destroyed */ 1050 * destroyed */
1293 while (next && !was_destroyed (next, next_tag)) 1051 while (next && !next->destroyed ())
1294 { 1052 {
1295 tmp = next; 1053 tmp = next;
1296 next = tmp->below; 1054 next = tmp->below;
1297 if (next)
1298 next_tag = next->count;
1299 1055
1300 if (was_destroyed (op, op_tag)) 1056 if (op->destroyed ())
1301 return 0; 1057 return 0;
1302 1058
1303 if (!can_pick (op, tmp)) 1059 if (!can_pick (op, tmp))
1304 continue; 1060 continue;
1305 1061
1313 /* high not bit set? We're using the old autopickup model */ 1069 /* high not bit set? We're using the old autopickup model */
1314 if (!(op->contr->mode & PU_NEWMODE)) 1070 if (!(op->contr->mode & PU_NEWMODE))
1315 { 1071 {
1316 switch (op->contr->mode) 1072 switch (op->contr->mode)
1317 { 1073 {
1318 case 0: 1074 case 0:
1319 return 1; /* don't pick up */ 1075 return 1; /* don't pick up */
1320 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))
1321 pick_up (op, tmp); 1093 pick_up (op, tmp);
1322 return 1; 1094 break;
1095
1323 case 2: 1096 case 7:
1097 if (tmp->type == MONEY || tmp->type == GEM)
1324 pick_up (op, tmp); 1098 pick_up (op, tmp);
1325 return 0; 1099 break;
1326 case 3: 1100
1327 return 0; /* stop before pickup */ 1101 default:
1328 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)
1329 pick_up (op, tmp); 1105 pick_up (op, tmp);
1330 break;
1331 case 5:
1332 pick_up (op, tmp);
1333 stop = 1;
1334 break;
1335 case 6:
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1337 pick_up (op, tmp);
1338 break;
1339
1340 case 7:
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 pick_up (op, tmp);
1343 break;
1344
1345 default:
1346 /* use value density */
1347 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1348 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1349 pick_up (op, tmp);
1350 } 1106 }
1351 } 1107 }
1352 else 1108 else
1353 { /* old model */ 1109 { /* old model */
1354 /* NEW pickup handling */ 1110 /* NEW pickup handling */
1359 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1360 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361 else 1117 else
1362 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1363 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366 sprintf (putstring, "...flags: ");
1367 for (k = 0; k < 4; k++)
1368 {
1369 for (j = 0; j < 32; j++)
1370 {
1371 if ((tmp->flags[k] >> j) & 0x01)
1372 {
1373 sprintf (tmpstr, "%d ", k * 32 + j);
1374 strcat (putstring, tmpstr);
1375 }
1376 }
1377 }
1378 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1379
1380#if 0
1381 /* print the flags too */
1382 for (k = 0; k < 4; k++)
1383 {
1384 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1385 for (j = 0; j < 32; j++)
1386 {
1387 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1388 if (!((j + 1) % 4))
1389 fprintf (stderr, " ");
1390 }
1391 fprintf (stderr, " [%d]\n", k * 32);
1392 }
1393#endif
1394 } 1122 }
1123
1395 /* philosophy: 1124 /* philosophy:
1396 * 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
1397 * generic. This takes no game-time. For more detailed pickups 1126 * generic. This takes no game-time. For more detailed pickups
1398 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1399 * 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
1400 * example. 1129 * example.
1401 * 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
1402 * 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
1403 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1437 /* question: don't pick up known-poisonous stuff? */ 1166 /* question: don't pick up known-poisonous stuff? */
1438 if (op->contr->mode & PU_FOOD) 1167 if (op->contr->mode & PU_FOOD)
1439 if (tmp->type == FOOD) 1168 if (tmp->type == FOOD)
1440 { 1169 {
1441 pick_up (op, tmp); 1170 pick_up (op, tmp);
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue; 1171 continue;
1445 } 1172 }
1173
1446 if (op->contr->mode & PU_DRINK) 1174 if (op->contr->mode & PU_DRINK)
1447 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)))
1448 { 1176 {
1449 pick_up (op, tmp); 1177 pick_up (op, tmp);
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue; 1178 continue;
1453 } 1179 }
1454 1180
1455 if (op->contr->mode & PU_POTION) 1181 if (op->contr->mode & PU_POTION)
1456 if (tmp->type == POTION) 1182 if (tmp->type == POTION)
1457 { 1183 {
1458 pick_up (op, tmp); 1184 pick_up (op, tmp);
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue; 1185 continue;
1462 } 1186 }
1463 1187
1464 /* spellbooks, skillscrolls and normal books/scrolls */ 1188 /* spellbooks, skillscrolls and normal books/scrolls */
1465 if (op->contr->mode & PU_SPELLBOOK) 1189 if (op->contr->mode & PU_SPELLBOOK)
1466 if (tmp->type == SPELLBOOK) 1190 if (tmp->type == SPELLBOOK)
1467 { 1191 {
1468 pick_up (op, tmp); 1192 pick_up (op, tmp);
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue; 1193 continue;
1472 } 1194 }
1195
1473 if (op->contr->mode & PU_SKILLSCROLL) 1196 if (op->contr->mode & PU_SKILLSCROLL)
1474 if (tmp->type == SKILLSCROLL) 1197 if (tmp->type == SKILLSCROLL)
1475 { 1198 {
1476 pick_up (op, tmp); 1199 pick_up (op, tmp);
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue; 1200 continue;
1480 } 1201 }
1202
1481 if (op->contr->mode & PU_READABLES) 1203 if (op->contr->mode & PU_READABLES)
1482 if (tmp->type == BOOK || tmp->type == SCROLL) 1204 if (tmp->type == BOOK || tmp->type == SCROLL)
1483 { 1205 {
1484 pick_up (op, tmp); 1206 pick_up (op, tmp);
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue; 1207 continue;
1488 } 1208 }
1489 1209
1490 /* wands/staves/rods/horns */ 1210 /* wands/staves/rods/horns */
1491 if (op->contr->mode & PU_MAGIC_DEVICE) 1211 if (op->contr->mode & PU_MAGIC_DEVICE)
1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1212 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493 { 1213 {
1494 pick_up (op, tmp); 1214 pick_up (op, tmp);
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue; 1215 continue;
1498 } 1216 }
1499 1217
1500 /* pick up all magical items */ 1218 /* pick up all magical items */
1501 if (op->contr->mode & PU_MAGICAL) 1219 if (op->contr->mode & PU_MAGICAL)
1502 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))
1503 { 1221 {
1504 pick_up (op, tmp); 1222 pick_up (op, tmp);
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue; 1223 continue;
1508 } 1224 }
1509 1225
1510 if (op->contr->mode & PU_VALUABLES) 1226 if (op->contr->mode & PU_VALUABLES)
1511 { 1227 {
1512 if (tmp->type == MONEY || tmp->type == GEM) 1228 if (tmp->type == MONEY || tmp->type == GEM)
1513 { 1229 {
1514 pick_up (op, tmp); 1230 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n");
1517 continue; 1231 continue;
1518 } 1232 }
1519 } 1233 }
1520 1234
1521 /* rings & amulets - talismans seems to be typed AMULET */ 1235 /* rings & amulets - talismans seems to be typed AMULET */
1522 if (op->contr->mode & PU_JEWELS) 1236 if (op->contr->mode & PU_JEWELS)
1523 if (tmp->type == RING || tmp->type == AMULET) 1237 if (tmp->type == RING || tmp->type == AMULET)
1524 { 1238 {
1525 pick_up (op, tmp); 1239 pick_up (op, tmp);
1240 continue;
1526 if (0) 1241 }
1527 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);
1528 continue; 1248 continue;
1529 } 1249 }
1530 1250
1531 /* bows and arrows. Bows are good for selling! */ 1251 /* bows and arrows. Bows are good for selling! */
1532 if (op->contr->mode & PU_BOW) 1252 if (op->contr->mode & PU_BOW)
1533 if (tmp->type == BOW) 1253 if (tmp->type == BOW)
1534 { 1254 {
1535 pick_up (op, tmp); 1255 pick_up (op, tmp);
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue; 1256 continue;
1539 } 1257 }
1258
1540 if (op->contr->mode & PU_ARROW) 1259 if (op->contr->mode & PU_ARROW)
1541 if (tmp->type == ARROW) 1260 if (tmp->type == ARROW)
1542 { 1261 {
1543 pick_up (op, tmp); 1262 pick_up (op, tmp);
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue; 1263 continue;
1547 } 1264 }
1548 1265
1549 /* all kinds of armor etc. */ 1266 /* all kinds of armor etc. */
1550 if (op->contr->mode & PU_ARMOUR) 1267 if (op->contr->mode & PU_ARMOUR)
1551 if (tmp->type == ARMOUR) 1268 if (tmp->type == ARMOUR)
1552 { 1269 {
1553 pick_up (op, tmp); 1270 pick_up (op, tmp);
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue; 1271 continue;
1557 } 1272 }
1273
1558 if (op->contr->mode & PU_HELMET) 1274 if (op->contr->mode & PU_HELMET)
1559 if (tmp->type == HELMET) 1275 if (tmp->type == HELMET)
1560 { 1276 {
1561 pick_up (op, tmp); 1277 pick_up (op, tmp);
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue; 1278 continue;
1565 } 1279 }
1280
1566 if (op->contr->mode & PU_SHIELD) 1281 if (op->contr->mode & PU_SHIELD)
1567 if (tmp->type == SHIELD) 1282 if (tmp->type == SHIELD)
1568 { 1283 {
1569 pick_up (op, tmp); 1284 pick_up (op, tmp);
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue; 1285 continue;
1573 } 1286 }
1287
1574 if (op->contr->mode & PU_BOOTS) 1288 if (op->contr->mode & PU_BOOTS)
1575 if (tmp->type == BOOTS) 1289 if (tmp->type == BOOTS)
1576 { 1290 {
1577 pick_up (op, tmp); 1291 pick_up (op, tmp);
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue; 1292 continue;
1581 } 1293 }
1294
1582 if (op->contr->mode & PU_GLOVES) 1295 if (op->contr->mode & PU_GLOVES)
1583 if (tmp->type == GLOVES) 1296 if (tmp->type == GLOVES)
1584 { 1297 {
1585 pick_up (op, tmp); 1298 pick_up (op, tmp);
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue; 1299 continue;
1589 } 1300 }
1301
1590 if (op->contr->mode & PU_CLOAK) 1302 if (op->contr->mode & PU_CLOAK)
1591 if (tmp->type == CLOAK) 1303 if (tmp->type == CLOAK)
1592 { 1304 {
1593 pick_up (op, tmp); 1305 pick_up (op, tmp);
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue; 1306 continue;
1597 } 1307 }
1598 1308
1599 /* hoping to catch throwing daggers here */ 1309 /* hoping to catch throwing daggers here */
1600 if (op->contr->mode & PU_MISSILEWEAPON) 1310 if (op->contr->mode & PU_MISSILEWEAPON)
1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1311 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602 { 1312 {
1603 pick_up (op, tmp); 1313 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue; 1314 continue;
1607 } 1315 }
1608 1316
1609 /* careful: chairs and tables are weapons! */ 1317 /* careful: chairs and tables are weapons! */
1610 if (op->contr->mode & PU_ALLWEAPON) 1318 if (op->contr->mode & PU_ALLWEAPON)
1613 { 1321 {
1614 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 &&
1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1616 { 1324 {
1617 pick_up (op, tmp); 1325 pick_up (op, tmp);
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue; 1326 continue;
1621 } 1327 }
1622 } 1328 }
1329
1623 if (tmp->type == WEAPON && tmp->name == NULL) 1330 if (tmp->type == WEAPON && tmp->name == NULL)
1624 { 1331 {
1625 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)
1626 { 1333 {
1627 pick_up (op, tmp); 1334 pick_up (op, tmp);
1628 if (0)
1629 fprintf (stderr, "WEAPON\n");
1630 continue; 1335 continue;
1631 } 1336 }
1632 } 1337 }
1633 } 1338 }
1634 1339
1635 /* misc stuff that's useful */ 1340 /* misc stuff that's useful */
1636 if (op->contr->mode & PU_KEY) 1341 if (op->contr->mode & PU_KEY)
1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1342 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638 { 1343 {
1639 pick_up (op, tmp); 1344 pick_up (op, tmp);
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue; 1345 continue;
1643 } 1346 }
1644 1347
1645 /* 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
1646 * pickups */ 1349 * pickups */
1668 continue; 1371 continue;
1669 } 1372 }
1670 } 1373 }
1671 } /* the new pickup model */ 1374 } /* the new pickup model */
1672 } 1375 }
1376
1673 return !stop; 1377 return !stop;
1674} 1378}
1675 1379
1676/* 1380/*
1677 * Find an arrow in the inventory and after that 1381 * Find an arrow in the inventory and after that
1679 * found object is returned. 1383 * found object is returned.
1680 */ 1384 */
1681object * 1385object *
1682find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1683{ 1387{
1684 object *tmp = NULL; 1388 object *tmp = 0;
1685 1389
1686 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1687 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))
1688 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1689 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1690 return op; 1394 return op;
1395
1691 return tmp; 1396 return tmp;
1692} 1397}
1693 1398
1694/* 1399/*
1695 * 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
1696 * 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
1697 * 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
1698 * 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.
1699 */ 1404 */
1700
1701object * 1405object *
1702find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1703{ 1407{
1704 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1705 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1771 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1772 * op = the shooter 1476 * op = the shooter
1773 * type = bow->race 1477 * type = bow->race
1774 * dir = fire direction 1478 * dir = fire direction
1775 */ 1479 */
1776
1777object * 1480object *
1778pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1779{ 1482{
1780 object *tmp = NULL; 1483 object *tmp = NULL;
1781 mapstruct *m; 1484 maptile *m;
1782 int i, mflags, found, number; 1485 int i, mflags, found, number;
1783 sint16 x, y; 1486 sint16 x, y;
1784 1487
1785 if (op->map == NULL) 1488 if (op->map == NULL)
1786 return find_arrow (op, type); 1489 return find_arrow (op, type);
1846 */ 1549 */
1847int 1550int
1848fire_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)
1849{ 1552{
1850 object *left, *bow; 1553 object *left, *bow;
1851 tag_t left_tag, tag; 1554 int mflags;
1852 int bowspeed, mflags; 1555 maptile *m;
1853 mapstruct *m;
1854 1556
1855 if (!dir) 1557 if (!dir)
1856 { 1558 {
1857 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!");
1858 return 0; 1560 return 0;
1859 } 1561 }
1860 if (op->type == PLAYER) 1562
1861 bow = op->contr->ranges[range_bow]; 1563 if (op->contr)
1564 bow = op->current_weapon;
1862 else 1565 else
1863 { 1566 {
1864 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1865 /* 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
1866 * 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.
1871 if (!bow) 1574 if (!bow)
1872 { 1575 {
1873 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1874 return 0; 1577 return 0;
1875 } 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
1876 } 1587 }
1588
1877 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1878 { 1590 {
1879 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);
1880 return 0; 1592 return 0;
1881 } 1593 }
1882
1883 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1884
1885 /* penalize ROF for bestarrow */
1886 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1887 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1888 if (bowspeed < 1)
1889 bowspeed = 1;
1890 1594
1891 if (arrow == NULL) 1595 if (arrow == NULL)
1892 { 1596 {
1893 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1894 { 1598 {
1895 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1896 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);
1897 /* 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 */
1898 else 1602 else
1899 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1900 return 0; 1605 return 0;
1901 } 1606 }
1902 } 1607 }
1608
1903 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1904 if (mflags & P_OUT_OF_MAP) 1610 if (mflags & P_OUT_OF_MAP)
1905 {
1906 return 0; 1611 return 0;
1907 } 1612
1908 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909 { 1614 {
1910 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.");
1911 return 0; 1616 return 0;
1912 } 1617 }
1913 1618
1914 /* this should not happen, but sometimes does */ 1619 /* this should not happen, but sometimes does */
1915 if (arrow->nrof == 0) 1620 if (arrow->nrof == 0)
1916 { 1621 {
1917 remove_ob (arrow); 1622 arrow->destroy ();
1918 free_object (arrow);
1919 return 0; 1623 return 0;
1920 } 1624 }
1921 1625
1922 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1923 left_tag = left->count;
1924 arrow = get_split_ob (arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1925 if (arrow == NULL) 1628 if (!arrow)
1926 { 1629 {
1927 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);
1928 return 0; 1631 return 0;
1929 } 1632 }
1930 set_owner (arrow, op); 1633
1634 arrow->set_owner (op);
1931 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1932
1933 arrow->direction = dir; 1636 arrow->direction = dir;
1934 arrow->x = sx; 1637
1935 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;
1936 1675
1937 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1938 { 1677 {
1939 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1940 fix_player (op);
1941 }
1942
1943 SET_ANIMATION (arrow, arrow->direction);
1944 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1945 arrow->stats.hp = arrow->stats.dam;
1946 arrow->stats.grace = arrow->attacktype;
1947 if (arrow->slaying != NULL)
1948 arrow->spellarg = strdup_local (arrow->slaying);
1949
1950 /* Note that this was different for monsters - they got their level
1951 * added to the damage. I think the strength bonus is more proper.
1952 */
1953
1954 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1955
1956 /* update the speed */
1957 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1958 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1959
1960 if (arrow->speed < 1.0)
1961 arrow->speed = 1.0;
1962 update_ob_speed (arrow);
1963 arrow->speed_left = 0;
1964
1965 if (op->type == PLAYER)
1966 {
1967 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1968 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1969 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1970
1971 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1972 } 1685 }
1973 else 1686 else
1974 { 1687 {
1975 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1976
1977 arrow->level = op->level; 1688 arrow->level = op->level;
1978 } 1689 arrow->stats.wc -= bow->magic;
1979 if (arrow->attacktype == AT_PHYSICAL) 1690
1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1980 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1981 if (bow->slaying != NULL) 1695 }
1982 arrow->slaying = bow->slaying;
1983 1696
1984 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);
1985 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1987 1703
1988 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);
1989 tag = arrow->count; 1705 m->insert (arrow, sx, sy, op);
1990 insert_ob_in_map (arrow, m, op, 0);
1991 1706
1992 if (!was_destroyed (arrow, tag)) 1707 if (!arrow->destroyed ())
1993 move_arrow (arrow); 1708 move_arrow (arrow);
1994 1709
1995 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1996 { 1711 {
1997 if (was_destroyed (left, left_tag)) 1712 if (left->destroyed ())
1998 esrv_del_item (op->contr, left_tag); 1713 esrv_del_item (op->contr, left->count);
1999 else 1714 else
2000 esrv_send_item (op, left); 1715 esrv_send_item (op, left);
2001 } 1716 }
1717
2002 return 1; 1718 return 1;
2003} 1719}
2004 1720
2005/* Special fire code for players - this takes into 1721/* Special fire code for players - this takes into
2006 * account the special fire modes players can have 1722 * account the special fire modes players can have
2014{ 1730{
2015 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
2016 1732
2017 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
2018 { 1734 {
2019 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);
2020 } 1736 }
2021 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)
2022 { 1738 {
2023 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2024 wcmod = -1; 1740 wcmod = -1;
1741
2025 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);
2026 } 1743 }
2027 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
2028 { 1745 {
2029 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);
2033 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
2034 { 1751 {
2035 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);
2036 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);
2037 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);
2038
2039 } 1755 }
2040 else 1756 else
2041 { 1757 {
2042 /* Simple case */ 1758 /* Simple case */
2043 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);
2044 } 1760 }
1761
2045 return ret; 1762 return ret;
2046} 1763}
2047
2048 1764
2049/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
2050 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
2051 */ 1767 */
2052void 1768void
2053fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
2054{ 1770{
2055 object *item; 1771 object *item = op->contr->ranged_ob;
2056 1772
2057 if (!op->contr->ranges[range_misc]) 1773 if (!item)
2058 { 1774 {
2059 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.");
2060 return; 1776 return;
2061 } 1777 }
2062 1778
2063 item = op->contr->ranges[range_misc];
2064 if (!item->inv) 1779 if (!item->inv)
2065 { 1780 {
2066 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2067 return; 1782 return;
2068 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
2069 if (item->type == WAND) 1788 if (item->type == WAND)
2070 { 1789 {
2071 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
2072 { 1791 {
2073 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
2075 return; 1795 return;
2076 } 1796 }
2077 } 1797 }
2078 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2079 { 1799 {
2080 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))
2081 { 1801 {
2082 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
2083 if (item->type == ROD) 1804 if (item->type == ROD)
2084 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2085 else 1806 else
2086 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
2087 return; 1809 return;
2088 } 1810 }
2089 } 1811 }
2090 1812
2091 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
2099 1821
2100 if (item->arch) 1822 if (item->arch)
2101 { 1823 {
2102 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
2103 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
2104 item->speed = 0; 1826 item->set_speed (0);
2105 update_ob_speed (item);
2106 } 1827 }
1828
2107 if ((tmp = is_player_inv (item))) 1829 if ((tmp = item->in_player ()))
2108 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
2109 } 1831 }
2110 } 1832 }
2111 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
2112 {
2113 drain_rod_charge (item); 1834 drain_rod_charge (item);
2114 }
2115 } 1835 }
2116} 1836}
2117 1837
2118/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
2119 */ 1839 */
2124 1844
2125 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
2126 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
2127 make_visible (op); 1847 make_visible (op);
2128 1848
2129 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
2130 { 1852 {
2131 case range_none: 1853 control_golem (op->contr->golem, dir);
2132 return; 1854 return;
1855 }
2133 1856
2134 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:
2135 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
2136 return; 1869 break;
2137 1870
2138 case range_magic: /* Casting spells */ 1871 case SPELL:
2139 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);
2140 return; 1873 break;
2141 1874
2142 case range_misc: 1875 case BUILDER:
2143 fire_misc_object (op, dir);
2144 return;
2145
2146 case range_golem: /* Control summoned monsters from scrolls */
2147 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2148 {
2149 op->contr->ranges[range_golem] = NULL;
2150 op->contr->shoottype = range_none;
2151 op->contr->golem_count = 0;
2152 }
2153 else
2154 control_golem (op->contr->ranges[range_golem], dir);
2155 return;
2156
2157 case range_skill:
2158 if (!op->chosen_skill)
2159 {
2160 if (op->type == PLAYER)
2161 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2162 return;
2163 }
2164 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2165 return;
2166 case range_builder:
2167 apply_map_builder (op, dir); 1876 apply_map_builder (op, dir);
2168 return; 1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
2169 default: 1883 default:
2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1884 fire_misc_object (op, dir);
2171 return; 1885 break;
2172 } 1886 }
2173} 1887}
2174
2175
2176 1888
2177/* find_key 1889/* find_key
2178 * 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
2179 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
2180 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
2182 * pl is the player, 1894 * pl is the player,
2183 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
2184 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
2185 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
2186 */ 1898 */
2187
2188object * 1899object *
2189find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
2190{ 1901{
2191 object *tmp, *key; 1902 object *tmp, *key;
2192 1903
2193 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
2194 if (container->inv == NULL) 1905 if (!container->inv)
2195 return NULL; 1906 return 0;
2196 1907
2197 /* 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 */
2198 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
2199 { 1910 {
2200 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
2201 break; 1912 break;
2202 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
2203 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
2204 */ 1915 */
2205 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2206 break; 1917 break;
2207 } 1918 }
1919
2208 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
2209 /* 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.
2210 * 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
2211 * a key, return 1923 * a key, return
2212 */ 1924 */
2213 if (!tmp) 1925 if (!tmp)
2214 { 1926 {
2215 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
2216 { 1928 {
2217 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
2218 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
2219 { 1931 {
2220 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
2221 return key; 1933 return key;
2222 } 1934 }
2223 } 1935 }
1936
2224 if (!tmp) 1937 if (!tmp)
2225 return NULL; 1938 return NULL;
2226 } 1939 }
1940
2227 /* 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,
2228 * see if we actually want to use it 1942 * see if we actually want to use it
2229 */ 1943 */
2230 if (pl != container) 1944 if (pl != container)
2231 { 1945 {
2252 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2253 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2254 return NULL; 1968 return NULL;
2255 } 1969 }
2256 } 1970 }
1971
2257 return tmp; 1972 return tmp;
2258} 1973}
2259 1974
2260/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2261 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2263 * 0 otherwise 1978 * 0 otherwise
2264 */ 1979 */
2265static int 1980static int
2266player_attack_door (object *op, object *door) 1981player_attack_door (object *op, object *door)
2267{ 1982{
2268
2269 /* 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,
2270 * 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 -
2271 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
2272 */ 1986 */
2273 object *key = find_key (op, op, door); 1987 object *key = find_key (op, op, door);
2276 if (key) 1990 if (key)
2277 { 1991 {
2278 object *container = key->env; 1992 object *container = key->env;
2279 1993
2280 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
2281 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2282 make_visible (op); 1997 make_visible (op);
1998
2283 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2284 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2285 if (door->type == DOOR) 2002 if (door->type == DOOR)
2286 {
2287 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 */
2288 }
2289 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2290 { 2005 {
2291 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));
2292 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2293 } 2008 }
2009
2294 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2295 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2296 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2297 if (container != op) 2013 if (container != op)
2298 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2299 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2300 } 2017 }
2301 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2302 { 2019 {
2303 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2304 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2305 return 1; 2022 return 1;
2306 } 2023 }
2024
2307 return 0; 2025 return 0;
2308} 2026}
2309 2027
2310/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2311 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2312 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2313 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2314 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2315 */ 2033 */
2316
2317void 2034void
2318move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2319{ 2036{
2320 object *tmp, *mon; 2037 object *tmp, *mon;
2321 sint16 nx, ny;
2322 int on_battleground; 2038 int on_battleground;
2323 mapstruct *m; 2039 maptile *m;
2324 2040
2325 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2326 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2327 2043
2328 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2329 2045
2330 /* 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
2331 * 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
2332 * 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
2333 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2338 */ 2054 */
2339 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))
2340 { 2056 {
2341 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2342 { 2058 {
2343 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2344 if (!m) 2060 if (!m)
2345 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2346 } 2062 }
2347 else 2063 else
2348 m = op->map; 2064 m = op->map;
2349 2065
2350 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2351 {
2352 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2353 return; 2067 return;
2354 }
2355 2068
2356 mon = NULL; 2069 mon = 0;
2357 /* 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
2358 * 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.
2359 * 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
2360 * on the space 2073 * on the space
2361 */ 2074 */
2362 while (tmp != NULL) 2075 while (tmp)
2363 { 2076 {
2364 if (tmp == op) 2077 if (tmp == op)
2365 { 2078 {
2366 tmp = tmp->above; 2079 tmp = tmp->above;
2367 continue; 2080 continue;
2368 } 2081 }
2082
2369 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370 { 2084 {
2371 mon = tmp; 2085 mon = tmp;
2372 break; 2086 break;
2373 } 2087 }
2088
2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375 mon = tmp; 2090 mon = tmp;
2091
2376 tmp = tmp->above; 2092 tmp = tmp->above;
2377 } 2093 }
2378 2094
2379 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2380 return; /* into a wall */ 2096 return; /* into a wall */
2381 2097
2382 if (mon->head != NULL) 2098 if (mon->head)
2383 mon = mon->head; 2099 mon = mon->head;
2384 2100
2385 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))
2386 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2387 return; 2103 return;
2396 2112
2397 /* 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
2398 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2399 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2400 */ 2116 */
2401 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2402#if COZY_SERVER 2118 && ((mon->owner && mon->owner->contr
2403 &&
2404 ((get_owner (mon) && get_owner (mon)->contr
2405 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2406#else 2120 || mon->owner == op)
2407 && get_owner (mon) == op
2408#endif
2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 { 2122 {
2411 /* 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 */
2412 if (op->contr->braced) 2124 if (op->contr->braced)
2413 return; 2125 return;
2126
2414 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);
2415 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2416 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2417 make_visible (op); 2130 make_visible (op);
2131
2418 return; 2132 return;
2419 } 2133 }
2420 2134
2421 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2422 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2423 * 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
2424 * attack them either. 2138 * attack them either.
2425 */ 2139 */
2426 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2427 (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))
2428#ifdef PROHIBIT_PLAYERKILL 2142 && ((op->contr->peaceful
2429 (op->contr->peaceful 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2430 || (mon->type == PLAYER 2144 && !on_battleground))
2431 && mon->contr->
2432 peaceful)) &&
2433#else
2434 op->contr->peaceful &&
2435#endif
2436 !on_battleground))
2437 { 2145 {
2438 if (!op->contr->braced) 2146 if (!op->contr->braced)
2439 { 2147 {
2440 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);
2441 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2442 } 2150 }
2443 else 2151 else
2444 {
2445 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2446 } 2153
2447 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2448 make_visible (op); 2155 make_visible (op);
2449 } 2156 }
2450 2157
2451 /* If the object is a boulder or other rollable object, then 2158 /* If the object is a boulder or other rollable object, then
2462 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2463 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2464 * 1) Not a player, 2) A player, but of a different party. Note 2171 * 1) Not a player, 2) A player, but of a different party. Note
2465 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2466 */ 2173 */
2467
2468 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2469 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2470 { 2176 {
2471
2472 /* If the player hasn't hit something this tick, and does
2473 * so, give them speed boost based on weapon speed. Doing
2474 * it here is better than process_players2, which basically
2475 * incurred a 1 tick offset.
2476 */
2477 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2478 { 2178 {
2179 op->contr->has_hit = 1;
2479 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2480
2481 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2482 } 2181 }
2483 2182
2484 skill_attack (mon, op, 0, NULL, NULL); 2183 skill_attack (mon, op, 0, 0, 0);
2485 2184
2486 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2487 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2488 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2489 * the wiz. 2188 * the wiz.
2491 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))
2492 { 2191 {
2493 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2494 2193
2495 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2496 skill_attack (op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2497 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2498 } 2197 }
2198
2499 if (action_makes_visible (op)) 2199 if (action_makes_visible (op))
2500 make_visible (op); 2200 make_visible (op);
2501 } 2201 }
2502 } /* if player should attack something */ 2202 } /* if player should attack something */
2503} 2203}
2505int 2205int
2506move_player (object *op, int dir) 2206move_player (object *op, int dir)
2507{ 2207{
2508 int pick; 2208 int pick;
2509 2209
2510 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2511 return 0; 2211 return 0;
2512 2212
2513 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2514 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2515 { 2215 {
2516 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2517 return 0; 2217 return 0;
2518 } 2218 }
2519 2219
2520 /* peterm: added following line */ 2220 /* peterm: added following line */
2521 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2522 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2523 2223
2524 op->facing = dir; 2224 op->facing = dir;
2525 2225
2526 if (op->hide) 2226 if (op->hide)
2527 do_hidden_move (op); 2227 do_hidden_move (op);
2538 2238
2539 /* 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
2540 * server can handle repeat firing. 2240 * server can handle repeat firing.
2541 */ 2241 */
2542 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2543 {
2544 op->direction = dir; 2243 op->direction = dir;
2545 }
2546 else 2244 else
2547 {
2548 op->direction = 0; 2245 op->direction = 0;
2549 } 2246
2550 /* Update how the player looks. Use the facing, so direction may 2247 /* Update how the player looks. Use the facing, so direction may
2551 * get reset to zero. This allows for full animation capabilities 2248 * get reset to zero. This allows for full animation capabilities
2552 * for players. 2249 * for players.
2553 */ 2250 */
2554 animate_object (op, op->facing); 2251 animate_object (op, op->facing);
2563 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2564 */ 2261 */
2565int 2262int
2566handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2567{ 2264{
2568 if (op->contr->hidden)
2569 {
2570 op->invisible = 1000;
2571 /* the socket code flashes the player visible/invisible
2572 * depending on the value of invisible, so we need to
2573 * alternate it here for it to work correctly.
2574 */
2575 if (pticks & 2)
2576 op->invisible--;
2577 }
2578 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2579 {
2580 op->invisible--;
2581 if (!op->invisible)
2582 {
2583 make_visible (op);
2584 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2585 }
2586 }
2587
2588 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2589 { 2266 {
2590 flee_player (op); 2267 flee_player (op);
2268
2591 /* 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 */
2592 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2593 { 2271 {
2594 op->speed_left--; 2272 --op->speed_left;
2595 return 0; 2273 return 0;
2596 } 2274 }
2597 }
2598
2599 /* I've been seeing crashes where the golem has been destroyed, but
2600 * the player object still points to the defunct golem. The code that
2601 * destroys the golem looks correct, and it doesn't always happen, so
2602 * put this in a a workaround to clean up the golem pointer.
2603 */
2604 if (op->contr->ranges[range_golem] &&
2605 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2606 {
2607 op->contr->ranges[range_golem] = NULL;
2608 op->contr->golem_count = 0;
2609 } 2275 }
2610 2276
2611 /* 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
2612 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2613 * called, so we recheck it here. 2279 * called, so we recheck it here.
2614 */ 2280 */
2615 HandleClient (&op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2616 if (op->speed_left < 0)
2617 return 0; 2282 return 1;
2618 2283
2284 if (op->speed_left > 0.f)
2285 {
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620 { 2287 {
2621 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2622 op->speed_left--; 2289 --op->speed_left;
2623 2290
2624 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2625 * 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
2626 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2627 */ 2294 */
2628 move_player (op, op->direction); 2295 move_player (op, op->direction);
2629 if (op->speed_left > 0) 2296
2630 return 1; 2297 return op->speed_left > 0.f;
2631 else 2298 }
2632 return 0;
2633 } 2299 }
2300
2634 return 0; 2301 return 0;
2635} 2302}
2636 2303
2637int 2304int
2638save_life (object *op) 2305save_life (object *op)
2639{ 2306{
2640 object *tmp;
2641
2642 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 return 0; 2308 return 0;
2644 2309
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647 { 2312 {
2648 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);
2649 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
2650 if (op->contr) 2316 if (op->contr)
2651 esrv_del_item (op->contr, tmp->count); 2317 esrv_del_item (op->contr, tmp->count);
2652 remove_ob (tmp); 2318
2653 free_object (tmp); 2319 tmp->destroy ();
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2320 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321
2655 if (op->stats.hp < 0) 2322 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2324
2657 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2658 op->stats.food = 999; 2326 op->stats.food = 999;
2659 fix_player (op); 2327
2328 op->update_stats ();
2660 return 1; 2329 return 1;
2661 } 2330 }
2331
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2665 return 0; 2335 return 0;
2666} 2336}
2671 * from. 2341 * from.
2672 */ 2342 */
2673void 2343void
2674remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2675{ 2345{
2676 object *next;
2677
2678 while (op) 2346 while (op)
2679 { 2347 {
2680 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' */
2681 * we remove object 'op' 2349
2682 */
2683 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 { 2351 {
2685 remove_ob (op);
2686 op->x = env->x;
2687 op->y = env->y;
2688 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2689 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2690 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2691 } 2356 }
2692 else if (op->inv) 2357 else if (op->inv)
2693 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2359
2694 op = next; 2360 op = next;
2695 } 2361 }
2696} 2362}
2697
2698 2363
2699/* 2364/*
2700 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2701 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2702 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2713 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2714 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2716 else 2381 else
2717 sprintf (buf, "%s\n", &op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2385 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2721 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);
2722 else 2388 else
2723 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
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2392 strcat (buf2, buf);
2726 if (op->type == PLAYER) 2393 if (op->type == PLAYER)
2727 { 2394 {
2728 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2729 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2730 strcat (buf2, buf); 2397 strcat (buf2, buf);
2731 } 2398 }
2399
2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2733 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2734 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2735 return buf2; 2404 return buf2;
2736} 2405}
2737
2738
2739 2406
2740void 2407void
2741do_some_living (object *op) 2408do_some_living (object *op)
2742{ 2409{
2743 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2749 int rate_grace = 2000; 2416 int rate_grace = 2000;
2750 const int max_hp = 1; 2417 const int max_hp = 1;
2751 const int max_sp = 1; 2418 const int max_sp = 1;
2752 const int max_grace = 1; 2419 const int max_grace = 1;
2753 2420
2754 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2755 {
2756 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2757 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2758 flush_output_element (op, &op->contr->outputs[i]);
2759 } 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 }
2760 2439
2761 if (op->contr->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2762 { 2441 {
2763
2764 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2765 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2766 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2767 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2768 else 2446 else
2769 { 2447 {
2770 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2771 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2772 } 2450 }
2451
2773 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2774 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2775 else 2454 else
2776 { 2455 {
2777 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2778 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2779 } 2458 }
2459
2780 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2781 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2782 else 2462 else
2783 { 2463 {
2784 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2785 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2786 } 2466 }
2787 2467
2788 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2789 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2790 { 2470 {
2791 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);
2792 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2793 { 2473 {
2794 op->stats.sp++; 2474 op->stats.sp++;
2800 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2801 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))
2802 op->stats.food = last_food; 2482 op->stats.food = last_food;
2803 } 2483 }
2804 } 2484 }
2485
2805 if (max_sp > 1) 2486 if (max_sp > 1)
2806 { 2487 {
2807 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2808 if (over_sp > 0) 2489 if (over_sp > 0)
2809 { 2490 {
2810 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2811 { 2492 {
2812 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2813 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))
2814 op->stats.sp--; 2496 op->stats.sp--;
2497
2815 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2816 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2817 } 2500 }
2818 op->last_sp = 0; 2501 op->last_sp = 0;
2819 } 2502 }
2820 else 2503 else
2821 {
2822 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);
2823 }
2824 } 2505 }
2825 else 2506 else
2826 {
2827 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);
2828 }
2829 } 2508 }
2830 2509
2831 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2832 /* 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. */
2833 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2834 { 2513 {
2835 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2836 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2837 if (max_grace > 1) 2517 if (max_grace > 1)
2838 { 2518 {
2839 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2840 if (over_grace > 0) 2520 if (over_grace > 0)
2841 { 2521 {
2869 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2870 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))
2871 op->stats.food = last_food; 2551 op->stats.food = last_food;
2872 } 2552 }
2873 } 2553 }
2554
2874 if (max_hp > 1) 2555 if (max_hp > 1)
2875 { 2556 {
2876 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2877 if (over_hp > 0) 2558 if (over_hp > 0)
2878 { 2559 {
2891 } 2572 }
2892 2573
2893 /* Digestion */ 2574 /* Digestion */
2894 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2895 { 2576 {
2896#ifdef COZY_SERVER
2897 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2898 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2899#else
2900 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2901#endif
2902 2578
2903 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2904 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);
2905 else 2581 else
2906 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2907 /* dms do not consume food */ 2584 /* dms do not consume food */
2908 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2909 op->stats.food--; 2586 op->stats.food--;
2910 } 2587 }
2911 }
2912 2588
2913 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2914 { 2590 {
2915 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2916 2592
2917 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2918 { 2594 {
2919 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2920 {
2921 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2922 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2923 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.");
2924 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2925 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2926 break; 2602 break;
2927 } 2603 }
2928 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2929 flesh = tmp; 2605 flesh = tmp;
2930 } /* End if paid for object */ 2606 } /* End if paid for object */
2931 } /* end of for loop */ 2607 } /* end of for loop */
2608
2932 /* 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
2933 * eat flesh instead. 2610 * eat flesh instead.
2934 */ 2611 */
2935 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2936 { 2613 {
2937 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.");
2938 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2939 } 2616 }
2940 } /* end if player is starving */ 2617 }
2941 2618
2942 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2943 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2944 2621
2945 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))
2946 kill_player (op); 2623 kill_player (op);
2624 }
2947} 2625}
2948
2949
2950 2626
2951/* 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.
2952 * 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
2953 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2954 * file. 2630 * file.
2958{ 2634{
2959 char buf[MAX_BUF]; 2635 char buf[MAX_BUF];
2960 int x, y; 2636 int x, y;
2961 2637
2962 //int i; 2638 //int i;
2963 mapstruct *map; /* this is for resurrection */ 2639 maptile *map; /* this is for resurrection */
2964 2640
2965 /* int z; 2641 /* int z;
2966 int num_stats_lose; 2642 int num_stats_lose;
2967 int lost_a_stat; 2643 int lost_a_stat;
2968 int lose_this_stat; 2644 int lose_this_stat;
2983 { 2659 {
2984 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!");
2985 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...");
2986 2662
2987 /* restore player */ 2663 /* restore player */
2988 at = find_archetype ("poisoning"); 2664 at = archetype::find ("poisoning");
2989 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2666 {
2992 remove_ob (tmp); 2667 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995 } 2669 }
2996 2670
2997 at = find_archetype ("confusion"); 2671 at = archetype::find ("confusion");
2998 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2999 if (tmp)
3000 { 2673 {
3001 remove_ob (tmp); 2674 tmp->destroy ();
3002 free_object (tmp);
3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004 } 2676 }
3005 2677
3006 cure_disease (op, 0); /* remove any disease */ 2678 cure_disease (op, 0); /* remove any disease */
3007 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
3008 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
3009 op->stats.food = 999; 2681 op->stats.food = 999;
3010 2682
3011 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
3012 tmp = arch_to_object (find_archetype ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
3013 if (tmp != NULL)
3014 { 2685 {
3015 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
3016 tmp->name = buf; 2687 tmp->name = buf;
3017 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
3018 " 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",
3019 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3020 tmp->msg = buf; 2691 tmp->msg = buf;
3021 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
3022 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
3023 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
3024 insert_ob_in_map (tmp, op->map, op, 0);
3025 } 2695 }
3026 2696
3027 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
3028 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
3029 op->contr->braced = 0; 2699 op->contr->braced = 0;
3034 2704
3035 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
3036 2706
3037 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
3038 { 2708 {
3039 if (op->contr->explore)
3040 {
3041 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3043 op->stats.food = 999;
3044 return;
3045 }
3046 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
3047 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
3048 } 2711 }
3049 else 2712 else
3050 {
3051 if (op->contr->explore)
3052 {
3053 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3054 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3055 op->stats.hp = op->stats.maxhp;
3056 return;
3057 }
3058 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
3059 } 2714
3060 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3061 2716
3062 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3063 x = op->x; 2718 x = op->x;
3064 y = op->y; 2719 y = op->y;
3065 map = op->map; 2720 map = op->map;
3066 2721
3067
3068 if (settings.not_permadeth == TRUE)
3069 {
3070 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3071 * 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.
3072 * 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.
3073 */ 2725 */
3074 2726
3075 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3076 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3077 * of death. 2729 * of death.
3078 */ 2730 */
3079#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3080 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3081 { 2733 {
3082 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3083 /* 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
3084 more if they do. */ 2736 more if they do. */
3085 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3086 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3087 little bit harder. */ 2739 little bit harder. */
3088 /* GD */ 2740 /* GD */
3089 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3090 num_stats_lose = 1; 2742 num_stats_lose = 1;
3091 else
3092 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3093 }
3094 else 2743 else
3095 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3096 num_stats_lose = 1; 2747 num_stats_lose = 1;
3097 } 2748
3098 lost_a_stat = 0; 2749 lost_a_stat = 0;
3099 2750
3100 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3101 { 2752 {
3102 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3103 2754
3104 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3105 { 2756 {
3106 /* 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
3107 * what he lost. 2758 * what he lost.
3108 */ 2759 */
3109 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3110 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3111 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3112 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3113 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3114 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);
3115 } 2778 }
3116 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3117 { 2781 {
3118 /* deplete a stat */ 2782 /* GD */
3119 archetype *deparch = find_archetype ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3120 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3121 2785 if (this_stat < 0)
3122 dep = present_arch_in_ob (deparch, op);
3123 if (!dep)
3124 { 2786 {
3125 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3126 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3127 } 2789
3128 lose_this_stat = 1; 2790 /* Yes, I am paranoid. Sue me. */
3129 if (settings.balanced_stat_loss)
3130 {
3131 /* GD */
3132 /* Get the stat that we're about to deplete. */
3133 this_stat = get_attr_value (&(dep->stats), i);
3134 if (this_stat < 0) 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)
3135 { 2796 {
3136 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3137 int keep_chance = this_stat * this_stat;
3138
3139 /* Yes, I am paranoid. Sue me. */
3140 if (keep_chance < 1)
3141 keep_chance = 1;
3142
3143 /* There is a maximum depletion total per level. */
3144 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3145 {
3146 lose_this_stat = 0; 2797 lose_this_stat = 0;
3147 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3148 retain the stat. */ 2799 retain the stat. */
3149 }
3150 else
3151 {
3152 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3153 lose_this_stat = 0;
3154 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3155 this_stat, keep_chance, loss_chance,
3156 lose_this_stat?"LOSE":"KEEP"); */
3157 }
3158 } 2800 }
3159 }
3160
3161 if (lose_this_stat)
3162 {
3163 this_stat = get_attr_value (&(dep->stats), i);
3164 /* We could try to do something clever like find another
3165 * stat to reduce if this fails. But chances are, if
3166 * stats have been depleted to -50, all are pretty low
3167 * and should be roughly the same, so it shouldn't make a
3168 * difference.
3169 */ 2801 else
3170 if (this_stat >= -50)
3171 { 2802 {
3172 change_attr_value (&(dep->stats), i, -1); 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3173 SET_FLAG (dep, FLAG_APPLIED);
3174 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3175 fix_player (op);
3176 lost_a_stat = 1; 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"); */
3177 } 2808 }
3178 } 2809 }
3179 } 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 }
3180 } 2829 }
2830 }
2831 }
3181 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3182 if (!lost_a_stat) 2833 if (!lost_a_stat)
3183 { 2834 {
3184 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3185 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3186 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3187 2838
3188 if (god && (strcmp (god, "none"))) 2839 if (god && (strcmp (god, "none")))
3189 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3190 else 2841 else
3191 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.");
3192 } 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.");
3193#endif 2846#endif
3194 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3195 2847
3196 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3197 * exp loss on the stone. 2849 * exp loss on the stone.
3198 */ 2850 */
3199 tmp = arch_to_object (find_archetype ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3200 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3201 tmp->name = buf; 2853 tmp->name = buf;
3202 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3203 tmp->name_pl = buf; 2855 tmp->name_pl = buf;
3204 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3205 tmp->msg = buf; 2857 tmp->msg = buf;
3206 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3207 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3208 2860
3209 /**************************************/ 2861 /**************************************/
3210 /* */ 2862 /* */
3211 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3212 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3213 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3214 /* */ 2866 /* */
3215
3216 /**************************************/ 2867 /**************************************/
3217 2868
3218 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3219 /* restore player */ 2870 /* restore player */
3220 at = find_archetype ("poisoning"); 2871 at = archetype::find ("poisoning");
3221 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
2873
3222 if (tmp) 2874 if (tmp)
3223 { 2875 {
3224 remove_ob (tmp); 2876 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3227 } 2878 }
3228 2879
3229 at = find_archetype ("confusion"); 2880 at = archetype::find ("confusion");
3230 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3231 if (tmp) 2882 if (tmp)
3232 { 2883 {
3233 remove_ob (tmp); 2884 tmp->destroy ();
3234 free_object (tmp);
3235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236 } 2886 }
2887
3237 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3238 2889
3239 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3240 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3241 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3242 op->stats.food = 900; 2893 op->stats.food = 900;
3243 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3244 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3245 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3246 2897
3247 /* 2898 /*
3248 * 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
3249 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3250 * in the map. 2901 */
3251 */
3252
3253 if (is_in_shop (op))
3254 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3255 2903
3256 /****************************************/ 2904 /****************************************/
3257 /* */ 2905 /* */
3258 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3259 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3260 /* */ 2908 /* */
3261
3262 /****************************************/ 2909 /****************************************/
3263 2910
3264 enter_player_savebed (op); 2911 enter_player_savebed (op);
3265 2912
3266 /* Save the player before inserting the force to reduce
3267 * chance of abuse.
3268 */
3269 op->contr->braced = 0; 2913 op->contr->braced = 0;
3270 save_player (op, 1);
3271 2914
3272 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3273 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3274 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3275 * on the space that might harm the player. 2918 * on the space that might harm the player.
3276 */ 2919 */
3277 will_kill_again = 0; 2920 will_kill_again = 0;
3278 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)
3279 {
3280 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3281 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3282 } 2924
3283 if (will_kill_again) 2925 if (will_kill_again)
3284 { 2926 {
3285 object *force; 2927 object *force;
3286 int at; 2928 int at;
3287 2929
3288 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3289 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3290 force->speed = 0.1; 2932 force->speed = 0.1f;
3291 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3292 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3293 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3294 {
3295 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3296 force->resist[at] = 100; 2937 force->resist[at] = 100;
3297 } 2938
3298 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3299 fix_player (op); 2940 op->update_stats ();
3300 2941
3301 } 2942 }
3302 2943
3303 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3304 return;
3305 } /* NOT_PERMADETH */
3306 else
3307 {
3308 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3309 * should probably be embedded in an else statement.
3310 */
3311
3312 op->contr->party = NULL;
3313 if (settings.set_title == TRUE)
3314 op->contr->own_title[0] = '\0';
3315 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3316 check_score (op);
3317 if (op->contr->ranges[range_golem] != NULL)
3318 {
3319 remove_friendly_object (op->contr->ranges[range_golem]);
3320 remove_ob (op->contr->ranges[range_golem]);
3321 free_object (op->contr->ranges[range_golem]);
3322 op->contr->ranges[range_golem] = NULL;
3323 op->contr->golem_count = 0;
3324 }
3325 loot_object (op); /* Remove some of the items for good */
3326 remove_ob (op);
3327 op->direction = 0;
3328
3329 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3330 {
3331 delete_character (op->name, 0);
3332 if (settings.resurrection == TRUE)
3333 {
3334 /* save playerfile sans equipment when player dies
3335 ** then save it as player.pl.dead so that future resurrection
3336 ** type spells will work on them nicely
3337 */
3338 delete_character (op->name, 0);
3339 op->stats.hp = op->stats.maxhp;
3340 op->stats.food = 999;
3341
3342 /* set the location of where the person will reappear when */
3343 /* maybe resurrection code should fix map also */
3344 strcpy (op->contr->maplevel, settings.emergency_mapname);
3345 if (op->map != NULL)
3346 op->map = NULL;
3347 op->x = settings.emergency_x;
3348 op->y = settings.emergency_y;
3349 save_player (op, 0);
3350 op->map = map;
3351 /* please see resurrection.c: peterm */
3352 dead_player (op);
3353 }
3354 else
3355 delete_character (op->name, 1);
3356 }
3357
3358 play_again (op);
3359
3360 /* peterm: added to create a corpse at deathsite. */
3361 tmp = arch_to_object (find_archetype ("corpse_pl"));
3362 sprintf (buf, "%s", &op->name);
3363 tmp->name = tmp->name_pl = buf;
3364 tmp->level = op->level;
3365 tmp->x = x;
3366 tmp->y = y;
3367 tmp->msg = gravestone_text (op);
3368 SET_FLAG (tmp, FLAG_UNIQUE);
3369 insert_ob_in_map (tmp, map, NULL, 0);
3370 }
3371} 2945}
3372
3373 2946
3374void 2947void
3375loot_object (object *op) 2948loot_object (object *op)
3376{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3377 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3378 2951
3379 if (op->container) 2952 op->close_container (); /* close open sack first */
3380 { /* close open sack first */
3381 esrv_apply_container (op, op->container);
3382 }
3383 2953
3384 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3385 { 2955 {
3386 next = tmp->below; 2956 next = tmp->below;
3387 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3388 continue; 2959 continue;
3389 remove_ob (tmp); 2960
2961 tmp->remove ();
3390 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3391 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3392 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3393 loot_object (tmp); 2966
3394 }
3395 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))))
3396 { 2968 {
3397 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3398 { 2970 {
3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3400 free_object (tmp2); 2972 tmp2->destroy ();
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2973 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2974 }
3403 else 2975 else
3404 free_object (tmp); 2976 tmp->destroy ();
3405 } 2977 }
3406 else 2978 else
3407 insert_ob_in_map (tmp, op->map, NULL, 0); 2979 insert_ob_in_map (tmp, op->map, NULL, 0);
3408 } 2980 }
3409} 2981}
3411/* 2983/*
3412 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3413 * 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
3414 * was changed. 2986 * was changed.
3415 */ 2987 */
3416
3417void 2988void
3418fix_weight (void) 2989fix_weight (void)
3419{ 2990{
3420 player *pl; 2991 for_all_players (pl)
3421
3422 for (pl = first_player; pl != NULL; pl = pl->next)
3423 { 2992 {
3424 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3425 2994
3426 if (old == sum) 2995 if (old == sum)
3427 continue; 2996 continue;
3428 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3429 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);
3430 } 2999 }
3431} 3000}
3432 3001
3433void 3002void
3434fix_luck (void) 3003fix_luck (void)
3435{ 3004{
3436 player *pl; 3005 for_all_players (pl)
3437
3438 for (pl = first_player; pl != NULL; pl = pl->next)
3439 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3440 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3441} 3008}
3442
3443 3009
3444/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3445 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3446 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3447 */ 3013 */
3448
3449void 3014void
3450cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3451{ 3016{
3452 object *skop, *spob; 3017 object *skop, *spob;
3453 3018
3474 if (op->type == PLAYER) 3039 if (op->type == PLAYER)
3475 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);
3476 3041
3477 cast_spell (op, throw_ob, dir, spob, NULL); 3042 cast_spell (op, throw_ob, dir, spob, NULL);
3478 3043
3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3044 throw_ob->destroy ();
3480 remove_ob (throw_ob);
3481 free_object (throw_ob);
3482} 3045}
3483 3046
3484void 3047void
3485make_visible (object *op) 3048make_visible (object *op)
3486{ 3049{
3489 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3490 { 3053 {
3491 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3492 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3493 } 3056 }
3057
3494 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3495} 3059}
3496 3060
3497int 3061int
3498is_true_undead (object *op) 3062is_true_undead (object *op)
3499{ 3063{
3500 object *tmp = NULL;
3501
3502 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3503 return 1; 3065 return 1;
3504 3066
3505 if (op->type == PLAYER)
3506 for (tmp = op->inv; tmp; tmp = tmp->below)
3507 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3508 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3509 return 1;
3510 return 0; 3067 return 0;
3511} 3068}
3512 3069
3513/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3514 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3570 3127
3571 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3572 3129
3573 /* 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! */
3574 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3575 {
3576 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3577 { 3133 {
3578 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!");
3579 make_visible (op); 3135 make_visible (op);
3580 return; 3136 return;
3581 } 3137 }
3582 else 3138 else
3583 num += 20; 3139 num += 20;
3584 } 3140
3585 num += op->map->difficulty; 3141 num += op->map->difficulty;
3586 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3587 num -= hide; 3143 num -= hide;
3144
3588 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3589 { 3146 {
3590 make_visible (op); 3147 make_visible (op);
3591 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3592 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!");
3593 } 3150 }
3594 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3595 {
3596 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);
3597 }
3598} 3153}
3599 3154
3600/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3601 3156
3602int 3157int
3603stand_near_hostile (object *who) 3158stand_near_hostile (object *who)
3604{ 3159{
3605 object *tmp = NULL; 3160 object *tmp = NULL;
3606 int i, friendly = 0, player = 0, mflags; 3161 int i, friendly = 0, player = 0, mflags;
3607 mapstruct *m; 3162 maptile *m;
3608 sint16 x, y; 3163 sint16 x, y;
3609 3164
3610 if (!who) 3165 if (!who)
3611 return 0; 3166 return 0;
3612 3167
3629 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3630 continue; 3185 continue;
3631 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)))
3632 continue; 3187 continue;
3633 3188
3634 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)
3635 { 3190 {
3636 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))
3637 return 1; 3192 return 1;
3638 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3639 { 3194 {
3669 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3670 { 3225 {
3671 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3672 return -1; 3227 return -1;
3673 } 3228 }
3229
3674 if (!pl || !op) 3230 if (!pl || !op)
3675 return 0; 3231 return 0;
3676 3232
3677 if (op->head)
3678 {
3679 op = op->head; 3233 op = op->head_ ();
3680 } 3234
3681 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3682 3236
3683 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3684 * through the object and find if it has any 3238 * through the object and find if it has any
3685 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3693 3247
3694 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3695 * 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
3696 * for any meaningful values. 3250 * for any meaningful values.
3697 */ 3251 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3700 !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)])
3701 return 1; 3255 return 1;
3702 op = op->more; 3256 op = op->more;
3703 } 3257 }
3704 return 0; 3258 return 0;
3705} 3259}
3802 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3803 int i = 0, j = 0; 3357 int i = 0, j = 0;
3804 3358
3805 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3806 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3807 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3808 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3809 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3810 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3811 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3812 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3813 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3814 3368
3815 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3816 return; 3370 return;
3817 3371
3818 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++);
3819 3373
3820 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3821 { 3375 {
3822 /* 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]); */
3823 return; 3377 return;
3824 } 3378 }
3825 3379
3891 { 3445 {
3892 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3893 object *skin; 3447 object *skin;
3894 3448
3895 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3896 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 ;
3453
3897 if (skin == NULL) 3454 if (!skin)
3898 return; 3455 return;
3899 3456
3900 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3901 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3902 { 3459 {
3947 * not readied. 3504 * not readied.
3948 */ 3505 */
3949void 3506void
3950player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3951{ 3508{
3952 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3953 3511
3954 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3955 { 3513 pl->combat_ob = 0;
3514
3956 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3957 { 3516 pl->ranged_ob = 0;
3958 pl->ranges[i] = NULL;
3959 if (pl->shoottype == i)
3960 {
3961 pl->shoottype = range_none;
3962 }
3963 }
3964 }
3965} 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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