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Comparing deliantra/server/server/player.C (file contents):
Revision 1.22 by root, Thu Sep 14 21:16:12 2006 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 37
81void 38void
82display_motd (const object *op) 39display_motd (const object *op)
83{ 40{
84 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 int comp; 44 int comp;
88 int size; 45 int size;
89 46
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 49 return;
94 } 50
95 motd[0] = '\0'; 51 motd[0] = '\0';
96 size = 0; 52 size = 0;
53
97 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
98 { 55 {
99 if (*buf == '#') 56 if (*buf == '#')
100 continue; 57 continue;
58
101 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 60 size += strlen (buf);
103 } 61 }
62
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
106} 65}
107 66
108void 67void
114 int comp; 73 int comp;
115 int size; 74 int size;
116 75
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 78 return;
121 } 79
122 rules[0] = '\0'; 80 rules[0] = '\0';
123 size = 0; 81 size = 0;
82
124 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
125 { 84 {
126 if (*buf == '#') 85 if (*buf == '#')
127 continue; 86 continue;
87
128 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
129 { 89 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 91 break;
132 } 92 }
93
133 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 95 size += strlen (buf);
135 } 96 }
97
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
138} 100}
139 101
140void 102void
148 int size; 110 int size;
149 111
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 114 return;
115
153 news[0] = '\0'; 116 news[0] = '\0';
154 subject[0] = '\0'; 117 subject[0] = '\0';
155 size = 0; 118 size = 0;
119
156 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
157 { 121 {
158 if (*buf == '#') 122 if (*buf == '#')
159 continue; 123 continue;
124
160 if (*buf == '%') 125 if (*buf == '%')
161 { /* send one news */ 126 { /* send one news */
162 if (size > 0) 127 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
164 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
165 strip_endline (subject); 131 strip_endline (subject);
166 size = 0; 132 size = 0;
167 news[0] = '\0'; 133 news[0] = '\0';
168 } 134 }
177 size += strlen (buf); 143 size += strlen (buf);
178 } 144 }
179 } 145 }
180 146
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
184} 150}
185 151
186int 152float
187playername_ok (const char *cp) 153player::weapon_speed () const
188{ 154{
189 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 156}
310 157
311/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
312static void 159static void
313set_first_map (object *op) 160set_first_map (object *op)
314{ 161{
315 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
316 op->x = -1; 163 op->x = -1;
317 op->y = -1; 164 op->y = -1;
318 enter_exit (op, NULL);
319} 165}
320 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 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
321/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
323 * mode. 385 * mode.
324 */ 386 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 387player *
388player::create ()
389{
390 player *pl = new player;
330 391
331 p = get_player (NULL); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 393
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 394 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 395 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 396 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 397
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 398 set_first_map (pl->ob);
343 399
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 400 return pl;
351} 401}
352 402
353/* 403/*
354 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
364 { 414 {
365 if (at == NULL || at->next == NULL) 415 if (at == NULL || at->next == NULL)
366 at = first_archetype; 416 at = first_archetype;
367 else 417 else
368 at = at->next; 418 at = at->next;
419
369 if (at->clone.type == PLAYER) 420 if (at->clone.type == PLAYER)
370 return at; 421 return at;
422
371 if (at == start) 423 if (at == start)
372 { 424 {
373 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 426 exit (-1);
375 } 427 }
376 } 428 }
377} 429}
378 430
379
380object * 431object *
381get_nearest_player (object *mon) 432get_nearest_player (object *mon)
382{ 433{
383 object *op = NULL; 434 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 435 objectlink *ol;
386 unsigned lastdist; 436 unsigned lastdist;
387 rv_vector rv; 437 rv_vector rv;
388 438
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 440 {
391 /* 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
392 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 448 object *tmp = ol->ob;
399 449
400 /* 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
401 * itself will have been cleared. 451 * itself will have been cleared.
402 */ 452 */
403 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 ());
404 ol = ol->next; 455 ol = ol->next;
405 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
406 if (!ol) 457 if (!ol)
407 return op; 458 return op;
408 } 459 }
421 { 472 {
422 op = ol->ob; 473 op = ol->ob;
423 lastdist = rv.distance; 474 lastdist = rv.distance;
424 } 475 }
425 } 476 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 477
427 { 478 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 479 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 480 if (lastdist > rv.distance)
432 { 481 {
433 op = pl->ob; 482 op = pl->ob;
434 lastdist = rv.distance; 483 lastdist = rv.distance;
435 } 484 }
436 } 485
437 }
438#if 0 486#if 0
439 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)");
440#endif 488#endif
441 return op; 489 return op;
442} 490}
460 * circling behaviour. Unfortunately, this function is also used to determined 508 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 509 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 510 * is probably not a good thing.
463 */ 511 */
464#define MAX_SPACES 50 512#define MAX_SPACES 50
465
466 513
467/* 514/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 516 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 517 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 536path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 537{
491 rv_vector rv; 538 rv_vector rv;
492 sint16 x, y; 539 sint16 x, y;
493 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;
494 mapstruct *m, *lastmap; 541 maptile *m, *lastmap;
495 542
496 get_rangevector (mon, pl, &rv, 0); 543 get_rangevector (mon, pl, &rv, 0);
497 544
498 if (rv.distance < mindiff) 545 if (rv.distance < mindiff)
499 return 0; 546 return 0;
501 x = mon->x; 548 x = mon->x;
502 y = mon->y; 549 y = mon->y;
503 m = mon->map; 550 m = mon->map;
504 dir = rv.direction; 551 dir = rv.direction;
505 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 */
506 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
507 /* 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. */
508 if (diff > max) 556 if (diff > max)
509 return 0; 557 return 0;
558
510 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
511 { 560 {
512 lastx = x; 561 lastx = x;
513 lasty = y; 562 lasty = y;
514 lastmap = m; 563 lastmap = m;
596 max--; 645 max--;
597 lastdir = dir; 646 lastdir = dir;
598 if (!firstdir) 647 if (!firstdir)
599 firstdir = dir; 648 firstdir = dir;
600 } 649 }
650
601 if (diff <= 1) 651 if (diff <= 1)
602 { 652 {
603 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 654 * headed toward player for entire distance.
605 */ 655 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 658 }
659
609 if (diff > max) 660 if (diff > max)
610 return 0; 661 return 0;
611 } 662 }
663
612 /* 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 */
613 if (!max) 665 if (!max)
614 return 0; 666 return 0;
615 667
616 return firstdir; 668 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 695 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 696 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 697 op->type == SHIELD || op->type == GLOVES ||
646 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))
647 { 699 {
648 remove_ob (op); 700 op->destroy ();
649 free_object (op);
650 continue; 701 continue;
651 } 702 }
652 } 703 }
653 704
654 /* This really needs to be better - we should really give 705 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 716 if (tmp->type == op->type && tmp->name == op->name)
666 break; 717 break;
667 718
668 if (tmp) 719 if (tmp)
669 { 720 {
670 remove_ob (op); 721 op->destroy ();
671 free_object (op);
672 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);
673 continue; 723 continue;
674 } 724 }
725
675 if (op->nrof > 1) 726 if (op->nrof > 1)
676 op->nrof = 1; 727 op->nrof = 1;
677 } 728 }
678 729
679 if (op->type == SPELLBOOK && op->inv) 730 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 742 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 743 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 744 }
694 if (op->type == SPELL) 745 if (op->type == SPELL)
695 { 746 {
696 remove_ob (op); 747 op->destroy ();
697 free_object (op);
698 continue; 748 continue;
699 } 749 }
700 else if (op->type == SKILL) 750 else if (op->type == SKILL)
701 { 751 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 752 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
712 link_player_skills (pl); 762 link_player_skills (pl);
713} 763}
714 764
715void 765void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 766get_party_password (object *op, partylist *party)
800{ 767{
801 if (party == NULL) 768 if (party == NULL)
802 { 769 {
803 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);
804 return; 771 return;
805 } 772 }
773
806 op->contr->write_buf[0] = '\0'; 774 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
809 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:");
810} 778}
811
812 779
813/* 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. */
814int 781static int
815roll_stat (void) 782roll_stat (void)
816{ 783{
817 int a[4], i, j, k; 784 int a[4], i, j, k;
818 785
819 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
821 788
822 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 790 if (a[i] < k)
824 k = a[i], j = i; 791 k = a[i], j = i;
825 792
826 for (i = 0, k = 0; i < 4; i++) 793 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 794 if (i != j)
829 k += a[i]; 795 k += a[i];
830 } 796
831 return k; 797 return k;
832} 798}
833 799
834void 800void
835roll_stats (object *op) 801object::roll_stats ()
836{ 802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
837 int sum = 0; 807 int sum = 0;
838 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
840 810
841 do 811 if (sum >= 82 && sum <= 116)
812 break;
842 { 813 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 814
854 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 817
863 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
864 do 819 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 820
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 821 stats.exp = 0;
899 op->stats.ac = 0; 822 stats.ac = 0;
900 823
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
835 }
910} 836}
911 837
912void 838void
913Roll_Again (object *op) 839object::swap_stats (int a, int b)
914{ 840{
915 esrv_new_player (op->contr, 0); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 842
920void 843 for (int i = 0; i < NUM_STATS; ++i)
921Swap_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)
922{ 870{
923 signed char tmp;
924 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
925 872
926 if (op->contr->Swap_First == -1) 873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 877}
1041 878
1042/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
1046 * not the class. 883 * not the class.
1047 */ 884 */
1048 885void
1049int 886player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 887{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 890
891 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl)
893 create_treasure (tl, ob, 0, 0, 0);
894
1068 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
1070 897
1071 op->contr->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
1072 899
1073 if (op->msg) 900 if (ob->msg)
1074 op->msg = NULL; 901 ob->msg = 0;
1075 902
1076 /* 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
1077 * to save here. 904 * to save here.
1078 */ 905 */
906 {
907 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
1081 911
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 912 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 915 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
1090 fix_player (op); 917 ob->update_stats ();
1091 918
1092 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
1093 * is one for this race 920 * is one for this race
1094 */ 921 */
1095 if (*first_map_ext_path) 922 if (*first_map_ext_path)
1096 { 923 {
1097 object *tmp; 924 object *tmp;
1098 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
1099 926
1100 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);
1101 tmp = get_object (); 928 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
1105 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;
1106 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
1107 * default initial map */ 934 * default initial map */
1108 free_object (tmp); 935 tmp->destroy ();
1109 } 936 }
1110 else 937 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 939}
1114 return 0;
1115 }
1116 940
941void
942player::chargen_race_next ()
943{
1117 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
1119 */ 946 */
1120 947
1121 tmp_loop = 0; 948 do
1122 while (!tmp_loop)
1123 { 949 {
1124 shstr name = op->name; 950 shstr name = ob->name;
1125 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
1126 952
1127 remove_statbonus (op); 953 ob->remove_statbonus ();
1128 remove_ob (op); 954 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 956 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 957 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
1134 op->x = x; 960 ob->x = x;
1135 op->y = y; 961 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 965 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 966 }
967 while (!allowed_class (ob));
1142 968
1143 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 971 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 974 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 975}
1205 976
1206void 977void
1207flee_player (object *op) 978flee_player (object *op)
1208{ 979{
1238 { 1009 {
1239 op->enemy = NULL; 1010 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1012 return;
1242 } 1013 }
1014
1243 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1244 1016
1245 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1247 { 1019 {
1248 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1249 1021
1250 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)))
1251 {
1252 return; 1023 return;
1253 }
1254 } 1024 }
1025
1255 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1028 op->enemy = NULL;
1258} 1029}
1259 1030
1260
1261/* 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.
1262 * 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
1263 * stop. 1033 * stop.
1264 */ 1034 */
1265int 1035int
1266check_pick (object *op) 1036check_pick (object *op)
1267{ 1037{
1268 object *tmp, *next; 1038 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1039 int stop = 0;
1271 int j, k, wvratio; 1040 int wvratio;
1272 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1273
1274 1042
1275 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1277 return 1; 1045 return 1;
1278 1046
1279 op_tag = op->count;
1280
1281 next = op->below; 1047 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1048
1285 /* 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
1286 * destroyed */ 1050 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1051 while (next && !next->destroyed ())
1288 { 1052 {
1289 tmp = next; 1053 tmp = next;
1290 next = tmp->below; 1054 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1055
1294 if (was_destroyed (op, op_tag)) 1056 if (op->destroyed ())
1295 return 0; 1057 return 0;
1296 1058
1297 if (!can_pick (op, tmp)) 1059 if (!can_pick (op, tmp))
1298 continue; 1060 continue;
1299 1061
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1117 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1122 }
1123
1389 /* philosophy: 1124 /* philosophy:
1390 * 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
1391 * generic. This takes no game-time. For more detailed pickups 1126 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1393 * 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
1394 * example. 1129 * example.
1395 * 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
1396 * 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
1397 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1166 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1167 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1168 if (tmp->type == FOOD)
1434 { 1169 {
1435 pick_up (op, tmp); 1170 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1171 continue;
1439 } 1172 }
1173
1440 if (op->contr->mode & PU_DRINK) 1174 if (op->contr->mode & PU_DRINK)
1441 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)))
1442 { 1176 {
1443 pick_up (op, tmp); 1177 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1178 continue;
1447 } 1179 }
1448 1180
1449 if (op->contr->mode & PU_POTION) 1181 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1182 if (tmp->type == POTION)
1451 { 1183 {
1452 pick_up (op, tmp); 1184 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1185 continue;
1456 } 1186 }
1457 1187
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1188 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1189 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1190 if (tmp->type == SPELLBOOK)
1461 { 1191 {
1462 pick_up (op, tmp); 1192 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1193 continue;
1466 } 1194 }
1195
1467 if (op->contr->mode & PU_SKILLSCROLL) 1196 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1197 if (tmp->type == SKILLSCROLL)
1469 { 1198 {
1470 pick_up (op, tmp); 1199 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1200 continue;
1474 } 1201 }
1202
1475 if (op->contr->mode & PU_READABLES) 1203 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1204 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1205 {
1478 pick_up (op, tmp); 1206 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1207 continue;
1482 } 1208 }
1483 1209
1484 /* wands/staves/rods/horns */ 1210 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1211 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1212 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1213 {
1488 pick_up (op, tmp); 1214 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1215 continue;
1492 } 1216 }
1493 1217
1494 /* pick up all magical items */ 1218 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1219 if (op->contr->mode & PU_MAGICAL)
1496 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))
1497 { 1221 {
1498 pick_up (op, tmp); 1222 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1223 continue;
1502 } 1224 }
1503 1225
1504 if (op->contr->mode & PU_VALUABLES) 1226 if (op->contr->mode & PU_VALUABLES)
1505 { 1227 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1228 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1229 {
1508 pick_up (op, tmp); 1230 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1231 continue;
1512 } 1232 }
1513 } 1233 }
1514 1234
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1235 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1236 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1237 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1238 {
1519 pick_up (op, tmp); 1239 pick_up (op, tmp);
1240 continue;
1520 if (0) 1241 }
1521 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);
1522 continue; 1248 continue;
1523 } 1249 }
1524 1250
1525 /* bows and arrows. Bows are good for selling! */ 1251 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1252 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1253 if (tmp->type == BOW)
1528 { 1254 {
1529 pick_up (op, tmp); 1255 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1256 continue;
1533 } 1257 }
1258
1534 if (op->contr->mode & PU_ARROW) 1259 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1260 if (tmp->type == ARROW)
1536 { 1261 {
1537 pick_up (op, tmp); 1262 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1263 continue;
1541 } 1264 }
1542 1265
1543 /* all kinds of armor etc. */ 1266 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1267 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1268 if (tmp->type == ARMOUR)
1546 { 1269 {
1547 pick_up (op, tmp); 1270 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1271 continue;
1551 } 1272 }
1273
1552 if (op->contr->mode & PU_HELMET) 1274 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1275 if (tmp->type == HELMET)
1554 { 1276 {
1555 pick_up (op, tmp); 1277 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1278 continue;
1559 } 1279 }
1280
1560 if (op->contr->mode & PU_SHIELD) 1281 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1282 if (tmp->type == SHIELD)
1562 { 1283 {
1563 pick_up (op, tmp); 1284 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1285 continue;
1567 } 1286 }
1287
1568 if (op->contr->mode & PU_BOOTS) 1288 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1289 if (tmp->type == BOOTS)
1570 { 1290 {
1571 pick_up (op, tmp); 1291 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1292 continue;
1575 } 1293 }
1294
1576 if (op->contr->mode & PU_GLOVES) 1295 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1296 if (tmp->type == GLOVES)
1578 { 1297 {
1579 pick_up (op, tmp); 1298 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1299 continue;
1583 } 1300 }
1301
1584 if (op->contr->mode & PU_CLOAK) 1302 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1303 if (tmp->type == CLOAK)
1586 { 1304 {
1587 pick_up (op, tmp); 1305 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1306 continue;
1591 } 1307 }
1592 1308
1593 /* hoping to catch throwing daggers here */ 1309 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1310 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1311 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1312 {
1597 pick_up (op, tmp); 1313 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1314 continue;
1601 } 1315 }
1602 1316
1603 /* careful: chairs and tables are weapons! */ 1317 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1318 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1321 {
1608 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 &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1324 {
1611 pick_up (op, tmp); 1325 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1326 continue;
1615 } 1327 }
1616 } 1328 }
1329
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1330 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1331 {
1619 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)
1620 { 1333 {
1621 pick_up (op, tmp); 1334 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1335 continue;
1625 } 1336 }
1626 } 1337 }
1627 } 1338 }
1628 1339
1629 /* misc stuff that's useful */ 1340 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1341 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1342 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1343 {
1633 pick_up (op, tmp); 1344 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1345 continue;
1637 } 1346 }
1638 1347
1639 /* 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
1640 * pickups */ 1349 * pickups */
1662 continue; 1371 continue;
1663 } 1372 }
1664 } 1373 }
1665 } /* the new pickup model */ 1374 } /* the new pickup model */
1666 } 1375 }
1376
1667 return !stop; 1377 return !stop;
1668} 1378}
1669 1379
1670/* 1380/*
1671 * Find an arrow in the inventory and after that 1381 * Find an arrow in the inventory and after that
1673 * found object is returned. 1383 * found object is returned.
1674 */ 1384 */
1675object * 1385object *
1676find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1677{ 1387{
1678 object *tmp = NULL; 1388 object *tmp = 0;
1679 1389
1680 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1681 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))
1682 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1684 return op; 1394 return op;
1395
1685 return tmp; 1396 return tmp;
1686} 1397}
1687 1398
1688/* 1399/*
1689 * 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
1690 * 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
1691 * 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
1692 * 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.
1693 */ 1404 */
1694
1695object * 1405object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1407{
1698 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1765 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1476 * op = the shooter
1767 * type = bow->race 1477 * type = bow->race
1768 * dir = fire direction 1478 * dir = fire direction
1769 */ 1479 */
1770
1771object * 1480object *
1772pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1773{ 1482{
1774 object *tmp = NULL; 1483 object *tmp = NULL;
1775 mapstruct *m; 1484 maptile *m;
1776 int i, mflags, found, number; 1485 int i, mflags, found, number;
1777 sint16 x, y; 1486 sint16 x, y;
1778 1487
1779 if (op->map == NULL) 1488 if (op->map == NULL)
1780 return find_arrow (op, type); 1489 return find_arrow (op, type);
1840 */ 1549 */
1841int 1550int
1842fire_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)
1843{ 1552{
1844 object *left, *bow; 1553 object *left, *bow;
1845 tag_t left_tag, tag; 1554 int mflags;
1846 int bowspeed, mflags; 1555 maptile *m;
1847 mapstruct *m;
1848 1556
1849 if (!dir) 1557 if (!dir)
1850 { 1558 {
1851 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!");
1852 return 0; 1560 return 0;
1853 } 1561 }
1854 if (op->type == PLAYER) 1562
1855 bow = op->contr->ranges[range_bow]; 1563 if (op->contr)
1564 bow = op->current_weapon;
1856 else 1565 else
1857 { 1566 {
1858 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1859 /* 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
1860 * 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.
1865 if (!bow) 1574 if (!bow)
1866 { 1575 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1577 return 0;
1869 } 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
1870 } 1587 }
1588
1871 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1872 { 1590 {
1873 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);
1874 return 0; 1592 return 0;
1875 } 1593 }
1876
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878
1879 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1882 if (bowspeed < 1)
1883 bowspeed = 1;
1884 1594
1885 if (arrow == NULL) 1595 if (arrow == NULL)
1886 { 1596 {
1887 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 { 1598 {
1889 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1890 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);
1891 /* 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 */
1892 else 1602 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1894 return 0; 1605 return 0;
1895 } 1606 }
1896 } 1607 }
1608
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1610 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1611 return 0;
1901 } 1612
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1614 {
1904 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.");
1905 return 0; 1616 return 0;
1906 } 1617 }
1907 1618
1908 /* this should not happen, but sometimes does */ 1619 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1620 if (arrow->nrof == 0)
1910 { 1621 {
1911 remove_ob (arrow); 1622 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1623 return 0;
1914 } 1624 }
1915 1625
1916 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1628 if (!arrow)
1920 { 1629 {
1921 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);
1922 return 0; 1631 return 0;
1923 } 1632 }
1924 set_owner (arrow, op); 1633
1634 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1636 arrow->direction = dir;
1928 arrow->x = sx; 1637
1929 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;
1930 1675
1931 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1932 { 1677 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op);
1935 }
1936
1937 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying);
1943
1944 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper.
1946 */
1947
1948 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1949
1950 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953
1954 if (arrow->speed < 1.0)
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0;
1958
1959 if (op->type == PLAYER)
1960 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1963 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1964
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1966 } 1685 }
1967 else 1686 else
1968 { 1687 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1688 arrow->level = op->level;
1972 } 1689 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1690
1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1974 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1695 }
1976 arrow->slaying = bow->slaying;
1977 1696
1978 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);
1979 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1703
1982 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);
1983 tag = arrow->count; 1705 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1706
1986 if (!was_destroyed (arrow, tag)) 1707 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1708 move_arrow (arrow);
1988 1709
1989 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1990 { 1711 {
1991 if (was_destroyed (left, left_tag)) 1712 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1713 esrv_del_item (op->contr, left->count);
1993 else 1714 else
1994 esrv_send_item (op, left); 1715 esrv_send_item (op, left);
1995 } 1716 }
1717
1996 return 1; 1718 return 1;
1997} 1719}
1998 1720
1999/* Special fire code for players - this takes into 1721/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1722 * account the special fire modes players can have
2008{ 1730{
2009 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
2010 1732
2011 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
2012 { 1734 {
2013 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);
2014 } 1736 }
2015 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)
2016 { 1738 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1740 wcmod = -1;
1741
2019 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);
2020 } 1743 }
2021 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
2022 { 1745 {
2023 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);
2027 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1751 {
2029 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);
2030 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);
2031 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);
2032
2033 } 1755 }
2034 else 1756 else
2035 { 1757 {
2036 /* Simple case */ 1758 /* Simple case */
2037 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);
2038 } 1760 }
1761
2039 return ret; 1762 return ret;
2040} 1763}
2041
2042 1764
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
2045 */ 1767 */
2046void 1768void
2047fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
2048{ 1770{
2049 object *item; 1771 object *item = op->contr->ranged_ob;
2050 1772
2051 if (!op->contr->ranges[range_misc]) 1773 if (!item)
2052 { 1774 {
2053 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.");
2054 return; 1776 return;
2055 } 1777 }
2056 1778
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1779 if (!item->inv)
2059 { 1780 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1782 return;
2062 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
2063 if (item->type == WAND) 1788 if (item->type == WAND)
2064 { 1789 {
2065 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
2066 { 1791 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2068 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
2069 return; 1795 return;
2070 } 1796 }
2071 } 1797 }
2072 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2073 { 1799 {
2074 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))
2075 { 1801 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
2077 if (item->type == ROD) 1804 if (item->type == ROD)
2078 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079 else 1806 else
2080 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
2081 return; 1809 return;
2082 } 1810 }
2083 } 1811 }
2084 1812
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
2093 1821
2094 if (item->arch) 1822 if (item->arch)
2095 { 1823 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
2098 item->speed = 0; 1826 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1827 }
1828
2101 if ((tmp = is_player_inv (item))) 1829 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1831 }
2104 } 1832 }
2105 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1834 drain_rod_charge (item);
2108 }
2109 } 1835 }
2110} 1836}
2111 1837
2112/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
2113 */ 1839 */
2118 1844
2119 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
2121 make_visible (op); 1847 make_visible (op);
2122 1848
2123 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
2124 { 1852 {
2125 case range_none: 1853 control_golem (op->contr->golem, dir);
2126 return; 1854 return;
1855 }
2127 1856
2128 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:
2129 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
2130 return; 1869 break;
2131 1870
2132 case range_magic: /* Casting spells */ 1871 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2134 return; 1873 break;
2135 1874
2136 case range_misc: 1875 case BUILDER:
1876 apply_map_builder (op, dir);
1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
1883 default:
2137 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2138 return; 1885 break;
2139
2140 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2142 {
2143 op->contr->ranges[range_golem] = NULL;
2144 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 }
2147 else
2148 control_golem (op->contr->ranges[range_golem], dir);
2149 return;
2150
2151 case range_skill:
2152 if (!op->chosen_skill)
2153 {
2154 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return;
2157 }
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return;
2160 case range_builder:
2161 apply_map_builder (op, dir);
2162 return;
2163 default:
2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2165 return;
2166 } 1886 }
2167} 1887}
2168
2169
2170 1888
2171/* find_key 1889/* find_key
2172 * 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
2173 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1894 * pl is the player,
2177 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
2180 */ 1898 */
2181
2182object * 1899object *
2183find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
2184{ 1901{
2185 object *tmp, *key; 1902 object *tmp, *key;
2186 1903
2187 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1905 if (!container->inv)
2189 return NULL; 1906 return 0;
2190 1907
2191 /* 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 */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1910 {
2194 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1912 break;
2196 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
2198 */ 1915 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1917 break;
2201 } 1918 }
1919
2202 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
2203 /* 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.
2204 * 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
2205 * a key, return 1923 * a key, return
2206 */ 1924 */
2207 if (!tmp) 1925 if (!tmp)
2208 { 1926 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1928 {
2211 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1931 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
2215 return key; 1933 return key;
2216 } 1934 }
2217 } 1935 }
1936
2218 if (!tmp) 1937 if (!tmp)
2219 return NULL; 1938 return NULL;
2220 } 1939 }
1940
2221 /* 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,
2222 * see if we actually want to use it 1942 * see if we actually want to use it
2223 */ 1943 */
2224 if (pl != container) 1944 if (pl != container)
2225 { 1945 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2247 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1968 return NULL;
2249 } 1969 }
2250 } 1970 }
1971
2251 return tmp; 1972 return tmp;
2252} 1973}
2253 1974
2254/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1978 * 0 otherwise
2258 */ 1979 */
2259static int 1980static int
2260player_attack_door (object *op, object *door) 1981player_attack_door (object *op, object *door)
2261{ 1982{
2262
2263 /* 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,
2264 * 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 -
2265 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
2266 */ 1986 */
2267 object *key = find_key (op, op, door); 1987 object *key = find_key (op, op, door);
2270 if (key) 1990 if (key)
2271 { 1991 {
2272 object *container = key->env; 1992 object *container = key->env;
2273 1993
2274 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
2275 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2276 make_visible (op); 1997 make_visible (op);
1998
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2279 if (door->type == DOOR) 2002 if (door->type == DOOR)
2280 {
2281 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 */
2282 }
2283 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2284 { 2005 {
2285 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));
2286 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2287 } 2008 }
2009
2288 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2291 if (container != op) 2013 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2293 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2294 } 2017 }
2295 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2296 { 2019 {
2297 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 2022 return 1;
2300 } 2023 }
2024
2301 return 0; 2025 return 0;
2302} 2026}
2303 2027
2304/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2309 */ 2033 */
2310
2311void 2034void
2312move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2313{ 2036{
2314 object *tmp, *mon; 2037 object *tmp, *mon;
2315 sint16 nx, ny;
2316 int on_battleground; 2038 int on_battleground;
2317 mapstruct *m; 2039 maptile *m;
2318 2040
2319 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2321 2043
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2323 2045
2324 /* 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
2325 * 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
2326 * 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
2327 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2332 */ 2054 */
2333 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))
2334 { 2056 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 { 2058 {
2337 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2338 if (!m) 2060 if (!m)
2339 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2340 } 2062 }
2341 else 2063 else
2342 m = op->map; 2064 m = op->map;
2343 2065
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return; 2067 return;
2348 }
2349 2068
2350 mon = NULL; 2069 mon = 0;
2351 /* 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
2352 * 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.
2353 * 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
2354 * on the space 2073 * on the space
2355 */ 2074 */
2356 while (tmp != NULL) 2075 while (tmp)
2357 { 2076 {
2358 if (tmp == op) 2077 if (tmp == op)
2359 { 2078 {
2360 tmp = tmp->above; 2079 tmp = tmp->above;
2361 continue; 2080 continue;
2362 } 2081 }
2082
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2084 {
2365 mon = tmp; 2085 mon = tmp;
2366 break; 2086 break;
2367 } 2087 }
2088
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2090 mon = tmp;
2091
2370 tmp = tmp->above; 2092 tmp = tmp->above;
2371 } 2093 }
2372 2094
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2096 return; /* into a wall */
2375 2097
2376 if (mon->head != NULL) 2098 if (mon->head)
2377 mon = mon->head; 2099 mon = mon->head;
2378 2100
2379 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))
2380 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2381 return; 2103 return;
2390 2112
2391 /* 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
2392 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2393 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2394 */ 2116 */
2395 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2396#if COZY_SERVER 2118 && ((mon->owner && mon->owner->contr
2397 &&
2398 ((get_owner (mon) && get_owner (mon)->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2400#else 2120 || mon->owner == op)
2401 && get_owner (mon) == op
2402#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2122 {
2405 /* 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 */
2406 if (op->contr->braced) 2124 if (op->contr->braced)
2407 return; 2125 return;
2126
2408 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);
2409 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2130 make_visible (op);
2131
2412 return; 2132 return;
2413 } 2133 }
2414 2134
2415 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2417 * 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
2418 * attack them either. 2138 * attack them either.
2419 */ 2139 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2421 (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))
2422#ifdef PROHIBIT_PLAYERKILL 2142 && ((op->contr->peaceful
2423 (op->contr->peaceful 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2424 || (mon->type == PLAYER 2144 && !on_battleground))
2425 && mon->contr->
2426 peaceful)) &&
2427#else
2428 op->contr->peaceful &&
2429#endif
2430 !on_battleground))
2431 { 2145 {
2432 if (!op->contr->braced) 2146 if (!op->contr->braced)
2433 { 2147 {
2434 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);
2435 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2436 } 2150 }
2437 else 2151 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2153
2441 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2155 make_visible (op);
2443 } 2156 }
2444 2157
2445 /* If the object is a boulder or other rollable object, then 2158 /* If the object is a boulder or other rollable object, then
2456 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2457 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2458 * 1) Not a player, 2) A player, but of a different party. Note 2171 * 1) Not a player, 2) A player, but of a different party. Note
2459 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2173 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2176 {
2465
2466 /* If the player hasn't hit something this tick, and does
2467 * so, give them speed boost based on weapon speed. Doing
2468 * it here is better than process_players2, which basically
2469 * incurred a 1 tick offset.
2470 */
2471 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2472 { 2178 {
2179 op->contr->has_hit = 1;
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2474
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2181 }
2477 2182
2478 skill_attack (mon, op, 0, NULL, NULL); 2183 skill_attack (mon, op, 0, 0, 0);
2479 2184
2480 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2188 * the wiz.
2485 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))
2486 { 2191 {
2487 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2488 2193
2489 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2492 } 2197 }
2198
2493 if (action_makes_visible (op)) 2199 if (action_makes_visible (op))
2494 make_visible (op); 2200 make_visible (op);
2495 } 2201 }
2496 } /* if player should attack something */ 2202 } /* if player should attack something */
2497} 2203}
2499int 2205int
2500move_player (object *op, int dir) 2206move_player (object *op, int dir)
2501{ 2207{
2502 int pick; 2208 int pick;
2503 2209
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2211 return 0;
2506 2212
2507 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2509 { 2215 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2217 return 0;
2512 } 2218 }
2513 2219
2514 /* peterm: added following line */ 2220 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2223
2518 op->facing = dir; 2224 op->facing = dir;
2519 2225
2520 if (op->hide) 2226 if (op->hide)
2521 do_hidden_move (op); 2227 do_hidden_move (op);
2532 2238
2533 /* 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
2534 * server can handle repeat firing. 2240 * server can handle repeat firing.
2535 */ 2241 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2243 op->direction = dir;
2539 }
2540 else 2244 else
2541 {
2542 op->direction = 0; 2245 op->direction = 0;
2543 } 2246
2544 /* Update how the player looks. Use the facing, so direction may 2247 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2248 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2249 * for players.
2547 */ 2250 */
2548 animate_object (op, op->facing); 2251 animate_object (op, op->facing);
2557 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2558 */ 2261 */
2559int 2262int
2560handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2561{ 2264{
2562 if (op->contr->hidden)
2563 {
2564 op->invisible = 1000;
2565 /* the socket code flashes the player visible/invisible
2566 * depending on the value of invisible, so we need to
2567 * alternate it here for it to work correctly.
2568 */
2569 if (pticks & 2)
2570 op->invisible--;
2571 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2574 op->invisible--;
2575 if (!op->invisible)
2576 {
2577 make_visible (op);
2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2579 }
2580 }
2581
2582 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2266 {
2584 flee_player (op); 2267 flee_player (op);
2268
2585 /* 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 */
2586 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2587 { 2271 {
2588 op->speed_left--; 2272 --op->speed_left;
2589 return 0; 2273 return 0;
2590 } 2274 }
2591 }
2592
2593 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer.
2597 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2600 {
2601 op->contr->ranges[range_golem] = NULL;
2602 op->contr->golem_count = 0;
2603 } 2275 }
2604 2276
2605 /* 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
2606 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2279 * called, so we recheck it here.
2608 */ 2280 */
2609 HandleClient (&op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2610 if (op->speed_left < 0)
2611 return 0; 2282 return 1;
2612 2283
2284 if (op->speed_left > 0.f)
2285 {
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2287 {
2615 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--; 2289 --op->speed_left;
2617 2290
2618 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2619 * 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
2620 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2621 */ 2294 */
2622 move_player (op, op->direction); 2295 move_player (op, op->direction);
2623 if (op->speed_left > 0) 2296
2624 return 1; 2297 return op->speed_left > 0.f;
2625 else 2298 }
2626 return 0;
2627 } 2299 }
2300
2628 return 0; 2301 return 0;
2629} 2302}
2630 2303
2631int 2304int
2632save_life (object *op) 2305save_life (object *op)
2633{ 2306{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2308 return 0;
2638 2309
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2312 {
2642 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);
2643 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
2644 if (op->contr) 2316 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2317 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2318
2647 free_object (tmp); 2319 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2320 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321
2649 if (op->stats.hp < 0) 2322 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2324
2651 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2652 op->stats.food = 999; 2326 op->stats.food = 999;
2653 fix_player (op); 2327
2328 op->update_stats ();
2654 return 1; 2329 return 1;
2655 } 2330 }
2331
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2335 return 0;
2660} 2336}
2665 * from. 2341 * from.
2666 */ 2342 */
2667void 2343void
2668remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2669{ 2345{
2670 object *next;
2671
2672 while (op) 2346 while (op)
2673 { 2347 {
2674 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' */
2675 * we remove object 'op' 2349
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2351 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2685 } 2356 }
2686 else if (op->inv) 2357 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2359
2688 op = next; 2360 op = next;
2689 } 2361 }
2690} 2362}
2691
2692 2363
2693/* 2364/*
2694 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2381 else
2711 sprintf (buf, "%s\n", &op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2385 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2715 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);
2716 else 2388 else
2717 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
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2392 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2393 if (op->type == PLAYER)
2721 { 2394 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2397 strcat (buf2, buf);
2725 } 2398 }
2399
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2729 return buf2; 2404 return buf2;
2730} 2405}
2731
2732
2733 2406
2734void 2407void
2735do_some_living (object *op) 2408do_some_living (object *op)
2736{ 2409{
2737 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2416 int rate_grace = 2000;
2744 const int max_hp = 1; 2417 const int max_hp = 1;
2745 const int max_sp = 1; 2418 const int max_sp = 1;
2746 const int max_grace = 1; 2419 const int max_grace = 1;
2747 2420
2748 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2749 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]);
2753 } 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 }
2754 2439
2755 if (op->contr->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2756 { 2441 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2446 else
2763 { 2447 {
2764 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2450 }
2451
2767 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2454 else
2770 { 2455 {
2771 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2458 }
2459
2774 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2462 else
2777 { 2463 {
2778 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2466 }
2781 2467
2782 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2784 { 2470 {
2785 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);
2786 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2787 { 2473 {
2788 op->stats.sp++; 2474 op->stats.sp++;
2794 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2795 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))
2796 op->stats.food = last_food; 2482 op->stats.food = last_food;
2797 } 2483 }
2798 } 2484 }
2485
2799 if (max_sp > 1) 2486 if (max_sp > 1)
2800 { 2487 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2489 if (over_sp > 0)
2803 { 2490 {
2804 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2805 { 2492 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2807 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))
2808 op->stats.sp--; 2496 op->stats.sp--;
2497
2809 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2811 } 2500 }
2812 op->last_sp = 0; 2501 op->last_sp = 0;
2813 } 2502 }
2814 else 2503 else
2815 {
2816 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);
2817 }
2818 } 2505 }
2819 else 2506 else
2820 {
2821 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);
2822 }
2823 } 2508 }
2824 2509
2825 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2826 /* 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. */
2827 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2828 { 2513 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2831 if (max_grace > 1) 2517 if (max_grace > 1)
2832 { 2518 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2520 if (over_grace > 0)
2835 { 2521 {
2863 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2864 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))
2865 op->stats.food = last_food; 2551 op->stats.food = last_food;
2866 } 2552 }
2867 } 2553 }
2554
2868 if (max_hp > 1) 2555 if (max_hp > 1)
2869 { 2556 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2558 if (over_hp > 0)
2872 { 2559 {
2885 } 2572 }
2886 2573
2887 /* Digestion */ 2574 /* Digestion */
2888 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2889 { 2576 {
2890#ifdef COZY_SERVER
2891 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2892 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2893#else
2894 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;
2895#endif
2896 2578
2897 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2898 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);
2899 else 2581 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2901 /* dms do not consume food */ 2584 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2586 op->stats.food--;
2904 } 2587 }
2905 }
2906 2588
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2590 {
2909 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2910 2592
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2594 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2917 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.");
2918 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2602 break;
2921 } 2603 }
2922 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2923 flesh = tmp; 2605 flesh = tmp;
2924 } /* End if paid for object */ 2606 } /* End if paid for object */
2925 } /* end of for loop */ 2607 } /* end of for loop */
2608
2926 /* 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
2927 * eat flesh instead. 2610 * eat flesh instead.
2928 */ 2611 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2613 {
2931 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.");
2932 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2933 } 2616 }
2934 } /* end if player is starving */ 2617 }
2935 2618
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2938 2621
2939 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))
2940 kill_player (op); 2623 kill_player (op);
2624 }
2941} 2625}
2942
2943
2944 2626
2945/* 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.
2946 * 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
2947 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2630 * file.
2952{ 2634{
2953 char buf[MAX_BUF]; 2635 char buf[MAX_BUF];
2954 int x, y; 2636 int x, y;
2955 2637
2956 //int i; 2638 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2639 maptile *map; /* this is for resurrection */
2958 2640
2959 /* int z; 2641 /* int z;
2960 int num_stats_lose; 2642 int num_stats_lose;
2961 int lost_a_stat; 2643 int lost_a_stat;
2962 int lose_this_stat; 2644 int lose_this_stat;
2978 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!");
2979 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...");
2980 2662
2981 /* restore player */ 2663 /* restore player */
2982 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2666 {
2986 remove_ob (tmp); 2667 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2669 }
2990 2670
2991 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2673 {
2995 remove_ob (tmp); 2674 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2676 }
2999 2677
3000 cure_disease (op, 0); /* remove any disease */ 2678 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2681 op->stats.food = 999;
3004 2682
3005 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2685 {
3009 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2687 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
3012 " 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",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2691 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2695 }
3020 2696
3021 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2699 op->contr->braced = 0;
3028 2704
3029 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
3030 2706
3031 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
3032 { 2708 {
3033 if (op->contr->explore)
3034 {
3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3037 op->stats.food = 999;
3038 return;
3039 }
3040 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
3042 } 2711 }
3043 else 2712 else
3044 {
3045 if (op->contr->explore)
3046 {
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3049 op->stats.hp = op->stats.maxhp;
3050 return;
3051 }
3052 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
3053 } 2714
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2716
3056 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3057 x = op->x; 2718 x = op->x;
3058 y = op->y; 2719 y = op->y;
3059 map = op->map; 2720 map = op->map;
3060 2721
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * 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.
3066 * 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.
3067 */ 2725 */
3068 2726
3069 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2729 * of death.
3072 */ 2730 */
3073#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3075 { 2733 {
3076 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3077 /* 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
3078 more if they do. */ 2736 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2739 little bit harder. */
3082 /* GD */ 2740 /* GD */
3083 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2742 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2743 else
3089 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3090 num_stats_lose = 1; 2747 num_stats_lose = 1;
3091 } 2748
3092 lost_a_stat = 0; 2749 lost_a_stat = 0;
3093 2750
3094 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3095 { 2752 {
3096 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3097 2754
3098 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3099 { 2756 {
3100 /* 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
3101 * what he lost. 2758 * what he lost.
3102 */ 2759 */
3103 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 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);
3109 } 2778 }
3110 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3111 { 2781 {
3112 /* deplete a stat */ 2782 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3114 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3115 2785 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2786 {
3119 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3121 } 2789
3122 lose_this_stat = 1; 2790 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0) 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)
3129 { 2796 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2797 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2799 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2800 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2801 else
3164 if (this_stat >= -50)
3165 { 2802 {
3166 change_attr_value (&(dep->stats), i, -1); 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 lost_a_stat = 1; 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"); */
3171 } 2808 }
3172 } 2809 }
3173 } 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 }
3174 } 2829 }
2830 }
2831 }
3175 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2833 if (!lost_a_stat)
3177 { 2834 {
3178 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3181 2838
3182 if (god && (strcmp (god, "none"))) 2839 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2841 else
3185 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.");
3186 } 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.");
3187#endif 2846#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2847
3190 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2849 * exp loss on the stone.
3192 */ 2850 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2853 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2855 tmp->name_pl = buf;
3198 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3199 tmp->msg = buf; 2857 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2860
3203 /**************************************/ 2861 /**************************************/
3204 /* */ 2862 /* */
3205 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3208 /* */ 2866 /* */
3209
3210 /**************************************/ 2867 /**************************************/
3211 2868
3212 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2870 /* restore player */
3214 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
2873
3216 if (tmp) 2874 if (tmp)
3217 { 2875 {
3218 remove_ob (tmp); 2876 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2878 }
3222 2879
3223 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2882 if (tmp)
3226 { 2883 {
3227 remove_ob (tmp); 2884 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2886 }
2887
3231 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3232 2889
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3236 op->stats.food = 900; 2893 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2897
3241 /* 2898 /*
3242 * 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
3243 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3244 * in the map. 2901 */
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3249 2903
3250 /****************************************/ 2904 /****************************************/
3251 /* */ 2905 /* */
3252 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3254 /* */ 2908 /* */
3255
3256 /****************************************/ 2909 /****************************************/
3257 2910
3258 enter_player_savebed (op); 2911 enter_player_savebed (op);
3259 2912
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2913 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2914
3266 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2918 * on the space that might harm the player.
3270 */ 2919 */
3271 will_kill_again = 0; 2920 will_kill_again = 0;
3272 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)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3276 } 2924
3277 if (will_kill_again) 2925 if (will_kill_again)
3278 { 2926 {
3279 object *force; 2927 object *force;
3280 int at; 2928 int at;
3281 2929
3282 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2932 force->speed = 0.1f;
3285 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3286 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2937 force->resist[at] = 100;
3291 } 2938
3292 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3293 fix_player (op); 2940 op->update_stats ();
3294 2941
3295 } 2942 }
3296 2943
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 2945}
3366
3367 2946
3368void 2947void
3369loot_object (object *op) 2948loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3372 2951
3373 if (op->container) 2952 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2953
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3379 { 2955 {
3380 next = tmp->below; 2956 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3382 continue; 2959 continue;
3383 remove_ob (tmp); 2960
2961 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3385 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2966
3388 }
3389 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))))
3390 { 2968 {
3391 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3392 { 2970 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2972 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2973 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2974 }
3397 else 2975 else
3398 free_object (tmp); 2976 tmp->destroy ();
3399 } 2977 }
3400 else 2978 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2979 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2980 }
3403} 2981}
3405/* 2983/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3407 * 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
3408 * was changed. 2986 * was changed.
3409 */ 2987 */
3410
3411void 2988void
3412fix_weight (void) 2989fix_weight (void)
3413{ 2990{
3414 player *pl; 2991 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2992 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 2994
3420 if (old == sum) 2995 if (old == sum)
3421 continue; 2996 continue;
3422 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3423 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);
3424 } 2999 }
3425} 3000}
3426 3001
3427void 3002void
3428fix_luck (void) 3003fix_luck (void)
3429{ 3004{
3430 player *pl; 3005 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3435} 3008}
3436
3437 3009
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3441 */ 3013 */
3442
3443void 3014void
3444cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3445{ 3016{
3446 object *skop, *spob; 3017 object *skop, *spob;
3447 3018
3468 if (op->type == PLAYER) 3039 if (op->type == PLAYER)
3469 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);
3470 3041
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3042 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3043
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3044 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3045}
3477 3046
3478void 3047void
3479make_visible (object *op) 3048make_visible (object *op)
3480{ 3049{
3483 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3484 { 3053 {
3485 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3487 } 3056 }
3057
3488 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3489} 3059}
3490 3060
3491int 3061int
3492is_true_undead (object *op) 3062is_true_undead (object *op)
3493{ 3063{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3065 return 1;
3498 3066
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3067 return 0;
3505} 3068}
3506 3069
3507/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3564 3127
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3129
3567 /* 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! */
3568 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3571 { 3133 {
3572 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!");
3573 make_visible (op); 3135 make_visible (op);
3574 return; 3136 return;
3575 } 3137 }
3576 else 3138 else
3577 num += 20; 3139 num += 20;
3578 } 3140
3579 num += op->map->difficulty; 3141 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3143 num -= hide;
3144
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3146 {
3584 make_visible (op); 3147 make_visible (op);
3585 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3586 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!");
3587 } 3150 }
3588 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3589 {
3590 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);
3591 }
3592} 3153}
3593 3154
3594/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3595 3156
3596int 3157int
3597stand_near_hostile (object *who) 3158stand_near_hostile (object *who)
3598{ 3159{
3599 object *tmp = NULL; 3160 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3161 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3162 maptile *m;
3602 sint16 x, y; 3163 sint16 x, y;
3603 3164
3604 if (!who) 3165 if (!who)
3605 return 0; 3166 return 0;
3606 3167
3623 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3624 continue; 3185 continue;
3625 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)))
3626 continue; 3187 continue;
3627 3188
3628 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)
3629 { 3190 {
3630 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))
3631 return 1; 3192 return 1;
3632 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3633 { 3194 {
3663 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3664 { 3225 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3227 return -1;
3667 } 3228 }
3229
3668 if (!pl || !op) 3230 if (!pl || !op)
3669 return 0; 3231 return 0;
3670 3232
3671 if (op->head)
3672 {
3673 op = op->head; 3233 op = op->head_ ();
3674 } 3234
3675 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3676 3236
3677 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3238 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3687 3247
3688 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3689 * 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
3690 * for any meaningful values. 3250 * for any meaningful values.
3691 */ 3251 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !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)])
3695 return 1; 3255 return 1;
3696 op = op->more; 3256 op = op->more;
3697 } 3257 }
3698 return 0; 3258 return 0;
3699} 3259}
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3357 int i = 0, j = 0;
3798 3358
3799 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3802 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3804 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3806 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3808 3368
3809 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3810 return; 3370 return;
3811 3371
3812 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++);
3813 3373
3814 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3815 { 3375 {
3816 /* 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]); */
3817 return; 3377 return;
3818 } 3378 }
3819 3379
3885 { 3445 {
3886 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3447 object *skin;
3888 3448
3889 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 ;
3453
3891 if (skin == NULL) 3454 if (!skin)
3892 return; 3455 return;
3893 3456
3894 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3459 {
3941 * not readied. 3504 * not readied.
3942 */ 3505 */
3943void 3506void
3944player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3945{ 3508{
3946 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3947 3511
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3949 { 3513 pl->combat_ob = 0;
3514
3950 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3951 { 3516 pl->ranged_ob = 0;
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 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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