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Comparing deliantra/server/server/player.C (file contents):
Revision 1.18 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
4 * "$Id: player.C,v 1.18 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30#include <global.h> 25#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 26#include <sproto.h>
36#endif
37#include <sounds.h> 27#include <sounds.h>
38#include <living.h> 28#include <living.h>
39#include <object.h> 29#include <object.h>
40#include <spells.h> 30#include <spells.h>
41#include <skills.h> 31#include <skills.h>
42#include <newclient.h>
43 32
44#ifdef COZY_SERVER 33#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 34#include <functional>
46#endif
47 35
48player * 36playervec players;
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86 37
87void 38void
88display_motd (const object *op) 39display_motd (const object *op)
89{ 40{
90 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
93 int comp; 44 int comp;
94 int size; 45 int size;
95 46
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 49 return;
100 } 50
101 motd[0] = '\0'; 51 motd[0] = '\0';
102 size = 0; 52 size = 0;
53
103 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
104 { 55 {
105 if (*buf == '#') 56 if (*buf == '#')
106 continue; 57 continue;
58
107 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 60 size += strlen (buf);
109 } 61 }
62
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
112} 65}
113 66
114void 67void
120 int comp; 73 int comp;
121 int size; 74 int size;
122 75
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 78 return;
127 } 79
128 rules[0] = '\0'; 80 rules[0] = '\0';
129 size = 0; 81 size = 0;
82
130 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
131 { 84 {
132 if (*buf == '#') 85 if (*buf == '#')
133 continue; 86 continue;
87
134 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
135 { 89 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 91 break;
138 } 92 }
93
139 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 95 size += strlen (buf);
141 } 96 }
97
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
144} 100}
145 101
146void 102void
154 int size; 110 int size;
155 111
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 114 return;
115
159 news[0] = '\0'; 116 news[0] = '\0';
160 subject[0] = '\0'; 117 subject[0] = '\0';
161 size = 0; 118 size = 0;
119
162 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
163 { 121 {
164 if (*buf == '#') 122 if (*buf == '#')
165 continue; 123 continue;
124
166 if (*buf == '%') 125 if (*buf == '%')
167 { /* send one news */ 126 { /* send one news */
168 if (size > 0) 127 if (size > 0)
169 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
170 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
171 strip_endline (subject); 131 strip_endline (subject);
172 size = 0; 132 size = 0;
173 news[0] = '\0'; 133 news[0] = '\0';
174 } 134 }
183 size += strlen (buf); 143 size += strlen (buf);
184 } 144 }
185 } 145 }
186 146
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
189 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
190}
191
192int
193playername_ok (const char *cp)
194{
195 /* Don't allow - or _ as first character in the name */
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316} 150}
317 151
318/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
319static void 153static void
320set_first_map (object *op) 154set_first_map (object *op)
321{ 155{
322 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
323 op->x = -1; 157 op->x = -1;
324 op->y = -1; 158 op->y = -1;
325 enter_exit (op, NULL);
326} 159}
327 160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (ob);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325player::player ()
326{
327 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point.
329 */
330 outputs_sync = 4;
331 outputs_count = 4;
332 unapply = unapply_nochoice;
333
334 savebed_map = first_map_path; /* Init. respawn position */
335
336 gen_sp_armour = 10;
337 bowtype = bow_normal;
338 petmode = pet_normal;
339 listening = 10;
340 usekeys = containers;
341 peaceful = 1; /* default peaceful */
342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
346}
347
348void
349player::do_destroy ()
350{
351 disconnect ();
352
353 attachable::do_destroy ();
354
355 if (ob)
356 {
357 ob->destroy_inv (false);
358 ob->destroy ();
359 }
360}
361
362player::~player ()
363{
364 /* Clear item stack */
365 free (stack_items);
366}
367
328/* Tries to add player on the connection passwd in ns. 368/* Tries to add player on the connection passed in ns.
329 * All we can really get in this is some settings like host and display 369 * All we can really get in this is some settings like host and display
330 * mode. 370 * mode.
331 */ 371 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 372player *
373player::create ()
374{
375 player *pl = new player;
337 376
338 p = get_player (NULL); 377 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns; 378
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 379 pl->ob->roll_stats ();
341 if (p->socket.faces_sent == NULL) 380 pl->ob->stats.wc = 2;
342 fatal (OUT_OF_MEMORY); 381 pl->ob->run_away = 25; /* Then we panick... */
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 382
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 383 set_first_map (pl->ob);
350 384
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0; 385 return pl;
358} 386}
359 387
360/* 388/*
361 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
371 { 399 {
372 if (at == NULL || at->next == NULL) 400 if (at == NULL || at->next == NULL)
373 at = first_archetype; 401 at = first_archetype;
374 else 402 else
375 at = at->next; 403 at = at->next;
404
376 if (at->clone.type == PLAYER) 405 if (at->clone.type == PLAYER)
377 return at; 406 return at;
407
378 if (at == start) 408 if (at == start)
379 { 409 {
380 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
381 exit (-1); 411 exit (-1);
382 } 412 }
383 } 413 }
384} 414}
385 415
386
387object * 416object *
388get_nearest_player (object *mon) 417get_nearest_player (object *mon)
389{ 418{
390 object *op = NULL; 419 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 420 objectlink *ol;
393 unsigned lastdist; 421 unsigned lastdist;
394 rv_vector rv; 422 rv_vector rv;
395 423
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 425 {
398 /* We should not find free objects on this friendly list, but it 426 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
405 object *tmp = ol->ob; 433 object *tmp = ol->ob;
406 434
407 /* Can't do much more other than log the fact, because the object 435 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared. 436 * itself will have been cleared.
409 */ 437 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
411 ol = ol->next; 440 ol = ol->next;
412 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
413 if (!ol) 442 if (!ol)
414 return op; 443 return op;
415 } 444 }
428 { 457 {
429 op = ol->ob; 458 op = ol->ob;
430 lastdist = rv.distance; 459 lastdist = rv.distance;
431 } 460 }
432 } 461 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 462
434 { 463 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 464 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 465 if (lastdist > rv.distance)
439 { 466 {
440 op = pl->ob; 467 op = pl->ob;
441 lastdist = rv.distance; 468 lastdist = rv.distance;
442 } 469 }
443 } 470
444 }
445#if 0 471#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 472 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 473#endif
448 return op; 474 return op;
449} 475}
467 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case 494 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 495 * is probably not a good thing.
470 */ 496 */
471#define MAX_SPACES 50 497#define MAX_SPACES 50
472
473 498
474/* 499/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards 501 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that 502 * player and if path is blocked then see if blockage is close enough to player that
496path_to_player (object *mon, object *pl, unsigned mindiff) 521path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 522{
498 rv_vector rv; 523 rv_vector rv;
499 sint16 x, y; 524 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 525 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 526 maptile *m, *lastmap;
502 527
503 get_rangevector (mon, pl, &rv, 0); 528 get_rangevector (mon, pl, &rv, 0);
504 529
505 if (rv.distance < mindiff) 530 if (rv.distance < mindiff)
506 return 0; 531 return 0;
508 x = mon->x; 533 x = mon->x;
509 y = mon->y; 534 y = mon->y;
510 m = mon->map; 535 m = mon->map;
511 dir = rv.direction; 536 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 537 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 538 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
539
514 /* If we can't solve it within the search distance, return now. */ 540 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 541 if (diff > max)
516 return 0; 542 return 0;
543
517 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
518 { 545 {
519 lastx = x; 546 lastx = x;
520 lasty = y; 547 lasty = y;
521 lastmap = m; 548 lastmap = m;
603 max--; 630 max--;
604 lastdir = dir; 631 lastdir = dir;
605 if (!firstdir) 632 if (!firstdir)
606 firstdir = dir; 633 firstdir = dir;
607 } 634 }
635
608 if (diff <= 1) 636 if (diff <= 1)
609 { 637 {
610 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 639 * headed toward player for entire distance.
612 */ 640 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 643 }
644
616 if (diff > max) 645 if (diff > max)
617 return 0; 646 return 0;
618 } 647 }
648
619 /* If we reached the max, didn't find a direction in time */ 649 /* If we reached the max, didn't find a direction in time */
620 if (!max) 650 if (!max)
621 return 0; 651 return 0;
622 652
623 return firstdir; 653 return firstdir;
650 (op->type == ARMOUR || op->type == BOOTS || 680 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 681 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 682 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 683 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 684 {
655 remove_ob (op); 685 op->destroy ();
656 free_object (op);
657 continue; 686 continue;
658 } 687 }
659 } 688 }
660 689
661 /* This really needs to be better - we should really give 690 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 701 if (tmp->type == op->type && tmp->name == op->name)
673 break; 702 break;
674 703
675 if (tmp) 704 if (tmp)
676 { 705 {
677 remove_ob (op); 706 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 707 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 708 continue;
681 } 709 }
710
682 if (op->nrof > 1) 711 if (op->nrof > 1)
683 op->nrof = 1; 712 op->nrof = 1;
684 } 713 }
685 714
686 if (op->type == SPELLBOOK && op->inv) 715 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 727 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 728 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 729 }
701 if (op->type == SPELL) 730 if (op->type == SPELL)
702 { 731 {
703 remove_ob (op); 732 op->destroy ();
704 free_object (op);
705 continue; 733 continue;
706 } 734 }
707 else if (op->type == SKILL) 735 else if (op->type == SKILL)
708 { 736 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 737 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 746 /* Need to set up the skill pointers */
719 link_player_skills (pl); 747 link_player_skills (pl);
720} 748}
721 749
722void 750void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761
762int
763receive_play_again (object *op, char key)
764{
765 if (key == 'q' || key == 'Q')
766 {
767 remove_friendly_object (op);
768 leave (op->contr, 0); /* ericserver will draw the message */
769 return 2;
770 }
771 else if (key == 'a' || key == 'A')
772 {
773 player *pl = op->contr;
774 shstr name = op->name;
775
776 remove_friendly_object (op);
777 free_object (op);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 {
791 /* user pressed something else so just ask again... */
792 play_again (op);
793 }
794 return 0;
795}
796
797void
798confirm_password (object *op)
799{
800
801 op->contr->write_buf[0] = '\0';
802 op->contr->state = ST_CONFIRM_PASSWORD;
803 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
804}
805
806void
807get_party_password (object *op, partylist *party) 751get_party_password (object *op, partylist *party)
808{ 752{
809 if (party == NULL) 753 if (party == NULL)
810 { 754 {
811 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 755 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
812 return; 756 return;
813 } 757 }
758
814 op->contr->write_buf[0] = '\0'; 759 op->contr->write_buf[0] = '\0';
815 op->contr->state = ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
816 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
817 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 762 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
818} 763}
819
820 764
821/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 765/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822int 766static int
823roll_stat (void) 767roll_stat (void)
824{ 768{
825 int a[4], i, j, k; 769 int a[4], i, j, k;
826 770
827 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
828 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
829 773
830 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
831 if (a[i] < k) 775 if (a[i] < k)
832 k = a[i], j = i; 776 k = a[i], j = i;
833 777
834 for (i = 0, k = 0; i < 4; i++) 778 for (i = 0, k = 0; i < 4; i++)
835 {
836 if (i != j) 779 if (i != j)
837 k += a[i]; 780 k += a[i];
838 } 781
839 return k; 782 return k;
840} 783}
841 784
842void 785void
843roll_stats (object *op) 786object::roll_stats ()
844{ 787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
845 int sum = 0; 792 int sum = 0;
846 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
847 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
848 795
849 do 796 if (sum >= 82 && sum <= 116)
797 break;
850 { 798 }
851 op->stats.Str = roll_stat ();
852 op->stats.Dex = roll_stat ();
853 op->stats.Int = roll_stat ();
854 op->stats.Con = roll_stat ();
855 op->stats.Wis = roll_stat ();
856 op->stats.Pow = roll_stat ();
857 op->stats.Cha = roll_stat ();
858 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
859 }
860 while (sum < 82 || sum > 116);
861 799
862 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
863 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
864 statsort[1] = op->stats.Dex;
865 statsort[2] = op->stats.Int;
866 statsort[3] = op->stats.Con;
867 statsort[4] = op->stats.Wis;
868 statsort[5] = op->stats.Pow;
869 statsort[6] = op->stats.Cha;
870 802
871 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
872 do 804 stats.stat (i) = statsort [i];
873 {
874 if (statsort[i] < statsort[i + 1])
875 {
876 j = statsort[i];
877 statsort[i] = statsort[i + 1];
878 statsort[i + 1] = j;
879 i = 0;
880 }
881 else
882 {
883 i++;
884 }
885 }
886 while (i < 6);
887 805
888 op->stats.Str = statsort[0];
889 op->stats.Dex = statsort[1];
890 op->stats.Con = statsort[2];
891 op->stats.Int = statsort[3];
892 op->stats.Wis = statsort[4];
893 op->stats.Pow = statsort[5];
894 op->stats.Cha = statsort[6];
895
896
897 op->contr->orig_stats.Str = op->stats.Str;
898 op->contr->orig_stats.Dex = op->stats.Dex;
899 op->contr->orig_stats.Int = op->stats.Int;
900 op->contr->orig_stats.Con = op->stats.Con;
901 op->contr->orig_stats.Wis = op->stats.Wis;
902 op->contr->orig_stats.Pow = op->stats.Pow;
903 op->contr->orig_stats.Cha = op->stats.Cha;
904
905 op->level = 1;
906 op->stats.exp = 0; 806 stats.exp = 0;
907 op->stats.ac = 0; 807 stats.ac = 0;
908 808
909 op->contr->levhp[1] = 9;
910 op->contr->levsp[1] = 6;
911 op->contr->levgrace[1] = 3;
912
913 fix_player (op);
914 op->stats.hp = op->stats.maxhp; 809 stats.hp = stats.maxhp;
915 op->stats.sp = op->stats.maxsp; 810 stats.sp = stats.maxsp;
916 op->stats.grace = op->stats.maxgrace; 811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
815 contr->levhp[1] = 9;
816 contr->levsp[1] = 6;
817 contr->levgrace[1] = 3;
818
917 op->contr->orig_stats = op->stats; 819 contr->orig_stats = stats;
820 }
918} 821}
919 822
920void 823void
921Roll_Again (object *op) 824object::swap_stats (int a, int b)
922{ 825{
923 esrv_new_player (op->contr, 0); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
925 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
926}
927 827
928void 828 for (int i = 0; i < NUM_STATS; ++i)
929Swap_Stat (object *op, int Swap_Second) 829 stats.stat (i) = contr->orig_stats.stat (i);
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851}
852
853static void
854start_info (object *op)
930{ 855{
931 signed char tmp;
932 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
933 857
934 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
935 {
936 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
937 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
938 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
939 return;
940 }
941
942 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
943
944 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
945
946 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
947
948 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
949 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
950 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
951 op->stats.Dex = op->contr->orig_stats.Dex;
952 op->stats.Con = op->contr->orig_stats.Con;
953 op->stats.Int = op->contr->orig_stats.Int;
954 op->stats.Wis = op->contr->orig_stats.Wis;
955 op->stats.Pow = op->contr->orig_stats.Pow;
956 op->stats.Cha = op->contr->orig_stats.Cha;
957 op->stats.ac = 0;
958
959 op->level = 1;
960 op->stats.exp = 0;
961 op->stats.ac = 0;
962
963 op->contr->levhp[1] = 9;
964 op->contr->levsp[1] = 6;
965 op->contr->levgrace[1] = 3;
966
967 fix_player (op);
968 op->stats.hp = op->stats.maxhp;
969 op->stats.sp = op->stats.maxsp;
970 op->stats.grace = op->stats.maxgrace;
971 op->contr->orig_stats = op->stats;
972 op->contr->Swap_First = -1;
973}
974
975
976/* This code has been greatly reduced, because with set_attr_value
977 * and get_attr_value, the stats can be accessed just numeric
978 * ids. stat_trans is a table that translate the number entered
979 * into the actual stat. It is needed because the order the stats
980 * are displayed in the stat window is not the same as how
981 * the number's access that stat. The table does that translation.
982 */
983int
984key_roll_stat (object *op, char key)
985{
986 int keynum = key - '0';
987 char buf[MAX_BUF];
988 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
989
990 if (keynum > 0 && keynum <= 7)
991 {
992 if (op->contr->Swap_First == -1)
993 {
994 op->contr->Swap_First = stat_trans[keynum];
995 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
996 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
997 }
998 else
999 Swap_Stat (op, stat_trans[keynum]);
1000
1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003 }
1004 switch (key)
1005 {
1006 case 'n':
1007 case 'N':
1008 {
1009 SET_FLAG (op, FLAG_WIZ);
1010 if (op->map == NULL)
1011 {
1012 LOG (llevError, "Map == NULL in state 2\n");
1013 break;
1014 }
1015
1016#if 0
1017 /* So that enter_exit will put us at startx/starty */
1018 op->x = -1;
1019
1020 enter_exit (op, NULL);
1021#endif
1022 SET_ANIMATION (op, 2); /* So player faces south */
1023 /* Enter exit adds a player otherwise */
1024 add_statbonus (op);
1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1026 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1027 op->contr->state = ST_CHANGE_CLASS;
1028 if (op->msg)
1029 new_draw_info (NDI_BLUE, 0, op, op->msg);
1030 return 0;
1031 }
1032 case 'y':
1033 case 'Y':
1034 roll_stats (op);
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1036 return 1;
1037
1038 case 'q':
1039 case 'Q':
1040 play_again (op);
1041 return 1;
1042
1043 default:
1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1045 return 0;
1046 }
1047 return 0;
1048} 862}
1049 863
1050/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1051 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1052 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1053 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1054 * not the class. 868 * not the class.
1055 */ 869 */
1056 870void
1057int 871player::chargen_race_done ()
1058key_change_class (object *op, char key)
1059{ 872{
1060 int tmp_loop;
1061
1062 if (key == 'q' || key == 'Q')
1063 {
1064 remove_ob (op);
1065 play_again (op);
1066 return 0;
1067 }
1068 if (key == 'd' || key == 'D')
1069 {
1070 char buf[MAX_BUF];
1071
1072 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
1073 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1074 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1075 875
876 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl)
878 create_treasure (tl, ob, 0, 0, 0);
879
1076 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
1077 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
1078 882
1079 op->contr->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
1080 884
1081 if (op->msg) 885 if (ob->msg)
1082 op->msg = NULL; 886 ob->msg = 0;
1083 887
1084 /* We create this now because some of the unique maps will need it 888 /* We create this now because some of the unique maps will need it
1085 * to save here. 889 * to save here.
1086 */ 890 */
891 {
892 char buf[MAX_BUF];
1087 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1088 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
1089 896
1090#ifdef AUTOSAVE
1091 op->contr->last_save_tick = pticks;
1092#endif
1093 start_info (op); 897 start_info (ob);
1094 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
1095 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
1096 link_player_skills (op); 900 link_player_skills (ob);
1097 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
1098 fix_player (op); 902 ob->update_stats ();
1099 903
1100 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1101 * is one for this race 905 * is one for this race
1102 */ 906 */
1103 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1104 { 908 {
1105 object *tmp; 909 object *tmp;
1106 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1107 911
1108 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1109 tmp = get_object (); 913 tmp = object::create ();
1110 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1111 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
1112 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
1113 enter_exit (op, tmp); /* we don't really care if it succeeded; 917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1114 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1115 * default initial map */ 919 * default initial map */
1116 free_object (tmp); 920 tmp->destroy ();
1117 } 921 }
1118 else 922 else
1119 {
1120 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1121 } 924}
1122 return 0;
1123 }
1124 925
926void
927player::chargen_race_next ()
928{
1125 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
1126 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
1127 */ 931 */
1128 932
1129 tmp_loop = 0; 933 do
1130 while (!tmp_loop)
1131 { 934 {
1132 shstr name = op->name; 935 shstr name = ob->name;
1133 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
1134 937
1135 remove_statbonus (op); 938 ob->remove_statbonus ();
1136 remove_ob (op); 939 ob->remove ();
1137 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
1138 copy_object (&op->arch->clone, op); 941 ob->arch->clone.copy_to (ob);
1139 op->instantiate (); 942 ob->instantiate ();
1140 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
1141 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
1142 op->x = x; 945 ob->x = x;
1143 op->y = y; 946 ob->y = y;
1144 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
1145 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 949 assign (ob->contr->title, ob->arch->clone.name);
1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1148 add_statbonus (op); 950 ob->add_statbonus ();
1149 tmp_loop = allowed_class (op);
1150 } 951 }
952 while (!allowed_class (ob));
953
1151 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
1153 fix_player (op); 956 ob->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
1156 op->stats.grace = 0; 959 ob->stats.grace = 0;
1157 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg);
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0;
1161}
1162
1163int
1164key_confirm_quit (object *op, char key)
1165{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207 play_again (op);
1208 return 1;
1209} 960}
1210 961
1211void 962void
1212flee_player (object *op) 963flee_player (object *op)
1213{ 964{
1243 { 994 {
1244 op->enemy = NULL; 995 op->enemy = NULL;
1245 CLEAR_FLAG (op, FLAG_SCARED); 996 CLEAR_FLAG (op, FLAG_SCARED);
1246 return; 997 return;
1247 } 998 }
999
1248 get_rangevector (op, op->enemy, &rv, 0); 1000 get_rangevector (op, op->enemy, &rv, 0);
1249 1001
1250 dir = absdir (4 + rv.direction); 1002 dir = absdir (4 + rv.direction);
1251 for (diff = 0; diff < 3; diff++) 1003 for (diff = 0; diff < 3; diff++)
1252 { 1004 {
1253 int m = 1 - (RANDOM () & 2); 1005 int m = 1 - (RANDOM () & 2);
1254 1006
1255 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1007 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1256 {
1257 return; 1008 return;
1258 }
1259 } 1009 }
1010
1260 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1261 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1262 op->enemy = NULL; 1013 op->enemy = NULL;
1263} 1014}
1264 1015
1265
1266/* check_pick sees if there is stuff to be picked up/picks up stuff. 1016/* check_pick sees if there is stuff to be picked up/picks up stuff.
1267 * IT returns 1 if the player should keep on moving, 0 if he should 1017 * It returns 1 if the player should keep on moving, 0 if he should
1268 * stop. 1018 * stop.
1269 */ 1019 */
1270int 1020int
1271check_pick (object *op) 1021check_pick (object *op)
1272{ 1022{
1273 object *tmp, *next; 1023 object *tmp, *next;
1274 tag_t next_tag = 0, op_tag;
1275 int stop = 0; 1024 int stop = 0;
1276 int j, k, wvratio; 1025 int wvratio;
1277 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1278
1279 1027
1280 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1281 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1282 return 1; 1030 return 1;
1283 1031
1284 op_tag = op->count;
1285
1286 next = op->below; 1032 next = op->below;
1287 if (next)
1288 next_tag = next->count;
1289 1033
1290 /* loop while there are items on the floor that are not marked as 1034 /* loop while there are items on the floor that are not marked as
1291 * destroyed */ 1035 * destroyed */
1292 while (next && !was_destroyed (next, next_tag)) 1036 while (next && !next->destroyed ())
1293 { 1037 {
1294 tmp = next; 1038 tmp = next;
1295 next = tmp->below; 1039 next = tmp->below;
1296 if (next)
1297 next_tag = next->count;
1298 1040
1299 if (was_destroyed (op, op_tag)) 1041 if (op->destroyed ())
1300 return 0; 1042 return 0;
1301 1043
1302 if (!can_pick (op, tmp)) 1044 if (!can_pick (op, tmp))
1303 continue; 1045 continue;
1304 1046
1312 /* high not bit set? We're using the old autopickup model */ 1054 /* high not bit set? We're using the old autopickup model */
1313 if (!(op->contr->mode & PU_NEWMODE)) 1055 if (!(op->contr->mode & PU_NEWMODE))
1314 { 1056 {
1315 switch (op->contr->mode) 1057 switch (op->contr->mode)
1316 { 1058 {
1317 case 0: 1059 case 0:
1318 return 1; /* don't pick up */ 1060 return 1; /* don't pick up */
1319 case 1: 1061 case 1:
1062 pick_up (op, tmp);
1063 return 1;
1064 case 2:
1065 pick_up (op, tmp);
1066 return 0;
1067 case 3:
1068 return 0; /* stop before pickup */
1069 case 4:
1070 pick_up (op, tmp);
1071 break;
1072 case 5:
1073 pick_up (op, tmp);
1074 stop = 1;
1075 break;
1076 case 6:
1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1320 pick_up (op, tmp); 1078 pick_up (op, tmp);
1321 return 1; 1079 break;
1080
1322 case 2: 1081 case 7:
1082 if (tmp->type == MONEY || tmp->type == GEM)
1323 pick_up (op, tmp); 1083 pick_up (op, tmp);
1324 return 0; 1084 break;
1325 case 3: 1085
1326 return 0; /* stop before pickup */ 1086 default:
1327 case 4: 1087 /* use value density */
1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1089 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1328 pick_up (op, tmp); 1090 pick_up (op, tmp);
1329 break;
1330 case 5:
1331 pick_up (op, tmp);
1332 stop = 1;
1333 break;
1334 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336 pick_up (op, tmp);
1337 break;
1338
1339 case 7:
1340 if (tmp->type == MONEY || tmp->type == GEM)
1341 pick_up (op, tmp);
1342 break;
1343
1344 default:
1345 /* use value density */
1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1348 pick_up (op, tmp);
1349 } 1091 }
1350 } 1092 }
1351 else 1093 else
1352 { /* old model */ 1094 { /* old model */
1353 /* NEW pickup handling */ 1095 /* NEW pickup handling */
1358 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1359 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1360 else 1102 else
1361 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1362 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365 sprintf (putstring, "...flags: ");
1366 for (k = 0; k < 4; k++)
1367 {
1368 for (j = 0; j < 32; j++)
1369 {
1370 if ((tmp->flags[k] >> j) & 0x01)
1371 {
1372 sprintf (tmpstr, "%d ", k * 32 + j);
1373 strcat (putstring, tmpstr);
1374 }
1375 }
1376 }
1377 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1378
1379#if 0
1380 /* print the flags too */
1381 for (k = 0; k < 4; k++)
1382 {
1383 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1384 for (j = 0; j < 32; j++)
1385 {
1386 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1387 if (!((j + 1) % 4))
1388 fprintf (stderr, " ");
1389 }
1390 fprintf (stderr, " [%d]\n", k * 32);
1391 }
1392#endif
1393 } 1107 }
1108
1394 /* philosophy: 1109 /* philosophy:
1395 * It's easy to grab an item type from a pile, as long as it's 1110 * It's easy to grab an item type from a pile, as long as it's
1396 * generic. This takes no game-time. For more detailed pickups 1111 * generic. This takes no game-time. For more detailed pickups
1397 * and selections, select-items shoul dbe used. This is a 1112 * and selections, select-items should be used. This is a
1398 * grab-as-you-run type mode that's really useful for arrows for 1113 * grab-as-you-run type mode that's really useful for arrows for
1399 * example. 1114 * example.
1400 * The drawback: right now it has no frontend, so you need to 1115 * The drawback: right now it has no frontend, so you need to
1401 * stick the bits you want into a calculator in hex mode and then 1116 * stick the bits you want into a calculator in hex mode and then
1402 * convert to decimal and then 'pickup <#> 1117 * convert to decimal and then 'pickup <#>
1436 /* question: don't pick up known-poisonous stuff? */ 1151 /* question: don't pick up known-poisonous stuff? */
1437 if (op->contr->mode & PU_FOOD) 1152 if (op->contr->mode & PU_FOOD)
1438 if (tmp->type == FOOD) 1153 if (tmp->type == FOOD)
1439 { 1154 {
1440 pick_up (op, tmp); 1155 pick_up (op, tmp);
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue; 1156 continue;
1444 } 1157 }
1158
1445 if (op->contr->mode & PU_DRINK) 1159 if (op->contr->mode & PU_DRINK)
1446 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1160 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1447 { 1161 {
1448 pick_up (op, tmp); 1162 pick_up (op, tmp);
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue; 1163 continue;
1452 } 1164 }
1453 1165
1454 if (op->contr->mode & PU_POTION) 1166 if (op->contr->mode & PU_POTION)
1455 if (tmp->type == POTION) 1167 if (tmp->type == POTION)
1456 { 1168 {
1457 pick_up (op, tmp); 1169 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue; 1170 continue;
1461 } 1171 }
1462 1172
1463 /* spellbooks, skillscrolls and normal books/scrolls */ 1173 /* spellbooks, skillscrolls and normal books/scrolls */
1464 if (op->contr->mode & PU_SPELLBOOK) 1174 if (op->contr->mode & PU_SPELLBOOK)
1465 if (tmp->type == SPELLBOOK) 1175 if (tmp->type == SPELLBOOK)
1466 { 1176 {
1467 pick_up (op, tmp); 1177 pick_up (op, tmp);
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue; 1178 continue;
1471 } 1179 }
1180
1472 if (op->contr->mode & PU_SKILLSCROLL) 1181 if (op->contr->mode & PU_SKILLSCROLL)
1473 if (tmp->type == SKILLSCROLL) 1182 if (tmp->type == SKILLSCROLL)
1474 { 1183 {
1475 pick_up (op, tmp); 1184 pick_up (op, tmp);
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue; 1185 continue;
1479 } 1186 }
1187
1480 if (op->contr->mode & PU_READABLES) 1188 if (op->contr->mode & PU_READABLES)
1481 if (tmp->type == BOOK || tmp->type == SCROLL) 1189 if (tmp->type == BOOK || tmp->type == SCROLL)
1482 { 1190 {
1483 pick_up (op, tmp); 1191 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue; 1192 continue;
1487 } 1193 }
1488 1194
1489 /* wands/staves/rods/horns */ 1195 /* wands/staves/rods/horns */
1490 if (op->contr->mode & PU_MAGIC_DEVICE) 1196 if (op->contr->mode & PU_MAGIC_DEVICE)
1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1492 { 1198 {
1493 pick_up (op, tmp); 1199 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue; 1200 continue;
1497 } 1201 }
1498 1202
1499 /* pick up all magical items */ 1203 /* pick up all magical items */
1500 if (op->contr->mode & PU_MAGICAL) 1204 if (op->contr->mode & PU_MAGICAL)
1501 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1502 { 1206 {
1503 pick_up (op, tmp); 1207 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue; 1208 continue;
1507 } 1209 }
1508 1210
1509 if (op->contr->mode & PU_VALUABLES) 1211 if (op->contr->mode & PU_VALUABLES)
1510 { 1212 {
1511 if (tmp->type == MONEY || tmp->type == GEM) 1213 if (tmp->type == MONEY || tmp->type == GEM)
1512 { 1214 {
1513 pick_up (op, tmp); 1215 pick_up (op, tmp);
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n");
1516 continue; 1216 continue;
1517 } 1217 }
1518 } 1218 }
1519 1219
1520 /* rings & amulets - talismans seems to be typed AMULET */ 1220 /* rings & amulets - talismans seems to be typed AMULET */
1521 if (op->contr->mode & PU_JEWELS) 1221 if (op->contr->mode & PU_JEWELS)
1522 if (tmp->type == RING || tmp->type == AMULET) 1222 if (tmp->type == RING || tmp->type == AMULET)
1523 { 1223 {
1524 pick_up (op, tmp); 1224 pick_up (op, tmp);
1225 continue;
1525 if (0) 1226 }
1526 fprintf (stderr, "JEWELS\n"); 1227
1228 /* we don't forget dragon food */
1229 if (op->contr->mode & PU_FLESH)
1230 if (tmp->type == FLESH)
1231 {
1232 pick_up (op, tmp);
1527 continue; 1233 continue;
1528 } 1234 }
1529 1235
1530 /* bows and arrows. Bows are good for selling! */ 1236 /* bows and arrows. Bows are good for selling! */
1531 if (op->contr->mode & PU_BOW) 1237 if (op->contr->mode & PU_BOW)
1532 if (tmp->type == BOW) 1238 if (tmp->type == BOW)
1533 { 1239 {
1534 pick_up (op, tmp); 1240 pick_up (op, tmp);
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue; 1241 continue;
1538 } 1242 }
1243
1539 if (op->contr->mode & PU_ARROW) 1244 if (op->contr->mode & PU_ARROW)
1540 if (tmp->type == ARROW) 1245 if (tmp->type == ARROW)
1541 { 1246 {
1542 pick_up (op, tmp); 1247 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue; 1248 continue;
1546 } 1249 }
1547 1250
1548 /* all kinds of armor etc. */ 1251 /* all kinds of armor etc. */
1549 if (op->contr->mode & PU_ARMOUR) 1252 if (op->contr->mode & PU_ARMOUR)
1550 if (tmp->type == ARMOUR) 1253 if (tmp->type == ARMOUR)
1551 { 1254 {
1552 pick_up (op, tmp); 1255 pick_up (op, tmp);
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue; 1256 continue;
1556 } 1257 }
1258
1557 if (op->contr->mode & PU_HELMET) 1259 if (op->contr->mode & PU_HELMET)
1558 if (tmp->type == HELMET) 1260 if (tmp->type == HELMET)
1559 { 1261 {
1560 pick_up (op, tmp); 1262 pick_up (op, tmp);
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue; 1263 continue;
1564 } 1264 }
1265
1565 if (op->contr->mode & PU_SHIELD) 1266 if (op->contr->mode & PU_SHIELD)
1566 if (tmp->type == SHIELD) 1267 if (tmp->type == SHIELD)
1567 { 1268 {
1568 pick_up (op, tmp); 1269 pick_up (op, tmp);
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue; 1270 continue;
1572 } 1271 }
1272
1573 if (op->contr->mode & PU_BOOTS) 1273 if (op->contr->mode & PU_BOOTS)
1574 if (tmp->type == BOOTS) 1274 if (tmp->type == BOOTS)
1575 { 1275 {
1576 pick_up (op, tmp); 1276 pick_up (op, tmp);
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue; 1277 continue;
1580 } 1278 }
1279
1581 if (op->contr->mode & PU_GLOVES) 1280 if (op->contr->mode & PU_GLOVES)
1582 if (tmp->type == GLOVES) 1281 if (tmp->type == GLOVES)
1583 { 1282 {
1584 pick_up (op, tmp); 1283 pick_up (op, tmp);
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue; 1284 continue;
1588 } 1285 }
1286
1589 if (op->contr->mode & PU_CLOAK) 1287 if (op->contr->mode & PU_CLOAK)
1590 if (tmp->type == CLOAK) 1288 if (tmp->type == CLOAK)
1591 { 1289 {
1592 pick_up (op, tmp); 1290 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue; 1291 continue;
1596 } 1292 }
1597 1293
1598 /* hoping to catch throwing daggers here */ 1294 /* hoping to catch throwing daggers here */
1599 if (op->contr->mode & PU_MISSILEWEAPON) 1295 if (op->contr->mode & PU_MISSILEWEAPON)
1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1601 { 1297 {
1602 pick_up (op, tmp); 1298 pick_up (op, tmp);
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue; 1299 continue;
1606 } 1300 }
1607 1301
1608 /* careful: chairs and tables are weapons! */ 1302 /* careful: chairs and tables are weapons! */
1609 if (op->contr->mode & PU_ALLWEAPON) 1303 if (op->contr->mode & PU_ALLWEAPON)
1612 { 1306 {
1613 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1309 {
1616 pick_up (op, tmp); 1310 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1311 continue;
1620 } 1312 }
1621 } 1313 }
1314
1622 if (tmp->type == WEAPON && tmp->name == NULL) 1315 if (tmp->type == WEAPON && tmp->name == NULL)
1623 { 1316 {
1624 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1625 { 1318 {
1626 pick_up (op, tmp); 1319 pick_up (op, tmp);
1627 if (0)
1628 fprintf (stderr, "WEAPON\n");
1629 continue; 1320 continue;
1630 } 1321 }
1631 } 1322 }
1632 } 1323 }
1633 1324
1634 /* misc stuff that's useful */ 1325 /* misc stuff that's useful */
1635 if (op->contr->mode & PU_KEY) 1326 if (op->contr->mode & PU_KEY)
1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1637 { 1328 {
1638 pick_up (op, tmp); 1329 pick_up (op, tmp);
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue; 1330 continue;
1642 } 1331 }
1643 1332
1644 /* any of the last 4 bits set means we use the ratio for value 1333 /* any of the last 4 bits set means we use the ratio for value
1645 * pickups */ 1334 * pickups */
1667 continue; 1356 continue;
1668 } 1357 }
1669 } 1358 }
1670 } /* the new pickup model */ 1359 } /* the new pickup model */
1671 } 1360 }
1361
1672 return !stop; 1362 return !stop;
1673} 1363}
1674 1364
1675/* 1365/*
1676 * Find an arrow in the inventory and after that 1366 * Find an arrow in the inventory and after that
1678 * found object is returned. 1368 * found object is returned.
1679 */ 1369 */
1680object * 1370object *
1681find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1682{ 1372{
1683 object *tmp = NULL; 1373 object *tmp = 0;
1684 1374
1685 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1686 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1687 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1688 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1689 return op; 1379 return op;
1380
1690 return tmp; 1381 return tmp;
1691} 1382}
1692 1383
1693/* 1384/*
1694 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1695 * against the target. A full test is not performed, simply a basic test 1386 * against the target. A full test is not performed, simply a basic test
1696 * of resistances. The archer is making a quick guess at what he sees down 1387 * of resistances. The archer is making a quick guess at what he sees down
1697 * the hall. Failing that it does it's best to pick the highest plus arrow. 1388 * the hall. Failing that it does it's best to pick the highest plus arrow.
1698 */ 1389 */
1699
1700object * 1390object *
1701find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1702{ 1392{
1703 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1704 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1770 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1771 * op = the shooter 1461 * op = the shooter
1772 * type = bow->race 1462 * type = bow->race
1773 * dir = fire direction 1463 * dir = fire direction
1774 */ 1464 */
1775
1776object * 1465object *
1777pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1778{ 1467{
1779 object *tmp = NULL; 1468 object *tmp = NULL;
1780 mapstruct *m; 1469 maptile *m;
1781 int i, mflags, found, number; 1470 int i, mflags, found, number;
1782 sint16 x, y; 1471 sint16 x, y;
1783 1472
1784 if (op->map == NULL) 1473 if (op->map == NULL)
1785 return find_arrow (op, type); 1474 return find_arrow (op, type);
1845 */ 1534 */
1846int 1535int
1847fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1848{ 1537{
1849 object *left, *bow; 1538 object *left, *bow;
1850 tag_t left_tag, tag; 1539 int mflags;
1851 int bowspeed, mflags; 1540 maptile *m;
1852 mapstruct *m;
1853 1541
1854 if (!dir) 1542 if (!dir)
1855 { 1543 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1857 return 0; 1545 return 0;
1858 } 1546 }
1859 if (op->type == PLAYER) 1547
1860 bow = op->contr->ranges[range_bow]; 1548 if (op->contr)
1549 bow = op->current_weapon;
1861 else 1550 else
1862 { 1551 {
1863 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1864 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1865 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1870 if (!bow) 1559 if (!bow)
1871 { 1560 {
1872 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1873 return 0; 1562 return 0;
1874 } 1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1875 } 1572 }
1573
1876 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1877 { 1575 {
1878 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1879 return 0; 1577 return 0;
1880 } 1578 }
1881
1882 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1883
1884 /* penalize ROF for bestarrow */
1885 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1886 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1887 if (bowspeed < 1)
1888 bowspeed = 1;
1889 1579
1890 if (arrow == NULL) 1580 if (arrow == NULL)
1891 { 1581 {
1892 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1893 { 1583 {
1894 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1895 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1896 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1897 else 1587 else
1898 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1899 return 0; 1590 return 0;
1900 } 1591 }
1901 } 1592 }
1593
1902 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1903 if (mflags & P_OUT_OF_MAP) 1595 if (mflags & P_OUT_OF_MAP)
1904 {
1905 return 0; 1596 return 0;
1906 } 1597
1907 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1598 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908 { 1599 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1600 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1910 return 0; 1601 return 0;
1911 } 1602 }
1912 1603
1913 /* this should not happen, but sometimes does */ 1604 /* this should not happen, but sometimes does */
1914 if (arrow->nrof == 0) 1605 if (arrow->nrof == 0)
1915 { 1606 {
1916 remove_ob (arrow); 1607 arrow->destroy ();
1917 free_object (arrow);
1918 return 0; 1608 return 0;
1919 } 1609 }
1920 1610
1921 left = arrow; /* these are arrows left to the player */ 1611 left = arrow; /* these are arrows left to the player */
1922 left_tag = left->count;
1923 arrow = get_split_ob (arrow, 1); 1612 arrow = get_split_ob (arrow, 1);
1924 if (arrow == NULL) 1613 if (!arrow)
1925 { 1614 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1927 return 0; 1616 return 0;
1928 } 1617 }
1929 set_owner (arrow, op); 1618
1619 arrow->set_owner (op);
1930 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1931
1932 arrow->direction = dir; 1621 arrow->direction = dir;
1933 arrow->x = sx; 1622
1934 arrow->y = sy; 1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype;
1626
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629
1630#if 0
1631 if (player *pl = op->contr)
1632 {
1633 float speed = pl->weapon_sp;
1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643#endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1646
1647 /* update the speed */
1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1649 + bow->stats.dam / 7.f;
1650
1651 arrow->set_speed (max (arrow->speed, 2.f));
1652 arrow->speed_left = 0;
1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1935 1655
1936 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1937 { 1657 {
1938 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1939 fix_player (op);
1940 }
1941
1942 SET_ANIMATION (arrow, arrow->direction);
1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1944 arrow->stats.hp = arrow->stats.dam;
1945 arrow->stats.grace = arrow->attacktype;
1946 if (arrow->slaying != NULL)
1947 arrow->spellarg = strdup_local (arrow->slaying);
1948
1949 /* Note that this was different for monsters - they got their level
1950 * added to the damage. I think the strength bonus is more proper.
1951 */
1952
1953 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1954
1955 /* update the speed */
1956 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1957 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1958
1959 if (arrow->speed < 1.0)
1960 arrow->speed = 1.0;
1961 update_ob_speed (arrow);
1962 arrow->speed_left = 0;
1963
1964 if (op->type == PLAYER)
1965 {
1966 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1967 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1968 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1969
1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1659 wc -= dex_bonus[op->stats.Dex];
1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1971 } 1665 }
1972 else 1666 else
1973 { 1667 {
1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1975
1976 arrow->level = op->level; 1668 arrow->level = op->level;
1977 } 1669 arrow->stats.wc -= bow->magic;
1978 if (arrow->attacktype == AT_PHYSICAL) 1670
1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1979 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1980 if (bow->slaying != NULL) 1675 }
1981 arrow->slaying = bow->slaying;
1982 1676
1983 arrow->map = m; 1677 wc -= arrow->level;
1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1984 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1986 1683
1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1988 tag = arrow->count; 1685 m->insert (arrow, sx, sy, op);
1989 insert_ob_in_map (arrow, m, op, 0);
1990 1686
1991 if (!was_destroyed (arrow, tag)) 1687 if (!arrow->destroyed ())
1992 move_arrow (arrow); 1688 move_arrow (arrow);
1993 1689
1994 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1995 { 1691 {
1996 if (was_destroyed (left, left_tag)) 1692 if (left->destroyed ())
1997 esrv_del_item (op->contr, left_tag); 1693 esrv_del_item (op->contr, left->count);
1998 else 1694 else
1999 esrv_send_item (op, left); 1695 esrv_send_item (op, left);
2000 } 1696 }
1697
2001 return 1; 1698 return 1;
2002} 1699}
2003 1700
2004/* Special fire code for players - this takes into 1701/* Special fire code for players - this takes into
2005 * account the special fire modes players can have 1702 * account the special fire modes players can have
2013{ 1710{
2014 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
2015 1712
2016 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
2017 { 1714 {
2018 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2019 } 1716 }
2020 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2021 { 1718 {
2022 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2023 wcmod = -1; 1720 wcmod = -1;
1721
2024 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2025 } 1723 }
2026 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
2027 { 1725 {
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
2033 { 1731 {
2034 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2036 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2037
2038 } 1735 }
2039 else 1736 else
2040 { 1737 {
2041 /* Simple case */ 1738 /* Simple case */
2042 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2043 } 1740 }
1741
2044 return ret; 1742 return ret;
2045} 1743}
2046
2047 1744
2048/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
2049 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
2050 */ 1747 */
2051void 1748void
2052fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
2053{ 1750{
2054 object *item; 1751 object *item = op->contr->ranged_ob;
2055 1752
2056 if (!op->contr->ranges[range_misc]) 1753 if (!item)
2057 { 1754 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2059 return; 1756 return;
2060 } 1757 }
2061 1758
2062 item = op->contr->ranges[range_misc];
2063 if (!item->inv) 1759 if (!item->inv)
2064 { 1760 {
2065 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2066 return; 1762 return;
2067 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
2068 if (item->type == WAND) 1768 if (item->type == WAND)
2069 { 1769 {
2070 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
2071 { 1771 {
2072 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2073 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
2074 return; 1775 return;
2075 } 1776 }
2076 } 1777 }
2077 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
2078 { 1779 {
2079 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2080 { 1781 {
2081 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
2082 if (item->type == ROD) 1784 if (item->type == ROD)
2083 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2084 else 1786 else
2085 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1788
2086 return; 1789 return;
2087 } 1790 }
2088 } 1791 }
2089 1792
2090 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
2098 1801
2099 if (item->arch) 1802 if (item->arch)
2100 { 1803 {
2101 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2102 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2103 item->speed = 0; 1806 item->set_speed (0);
2104 update_ob_speed (item);
2105 } 1807 }
1808
2106 if ((tmp = is_player_inv (item))) 1809 if ((tmp = item->in_player ()))
2107 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2108 } 1811 }
2109 } 1812 }
2110 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2111 {
2112 drain_rod_charge (item); 1814 drain_rod_charge (item);
2113 }
2114 } 1815 }
2115} 1816}
2116 1817
2117/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2118 */ 1819 */
2119void 1820bool
2120fire (object *op, int dir) 1821fire (object *op, int dir)
2121{ 1822{
2122 int spellcost = 0; 1823 int spellcost = 0;
2123 1824
2124 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
2125 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
2126 make_visible (op); 1827 make_visible (op);
2127 1828
2128 switch (op->contr->shoottype) 1829 player *pl = op->contr;
1830
1831 if (pl->golem)
1832 {
1833 control_golem (op->contr->golem, dir);
1834 return false;
2129 { 1835 }
2130 case range_none:
2131 return;
2132 1836
2133 case range_bow: 1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
2134 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
2135 return; 1854 break;
2136 1855
2137 case range_magic: /* Casting spells */ 1856 case SPELL:
2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2139 return; 1858 break;
2140 1859
2141 case range_misc: 1860 case BUILDER:
2142 fire_misc_object (op, dir);
2143 return;
2144
2145 case range_golem: /* Control summoned monsters from scrolls */
2146 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2147 {
2148 op->contr->ranges[range_golem] = NULL;
2149 op->contr->shoottype = range_none;
2150 op->contr->golem_count = 0;
2151 }
2152 else
2153 control_golem (op->contr->ranges[range_golem], dir);
2154 return;
2155
2156 case range_skill:
2157 if (!op->chosen_skill)
2158 {
2159 if (op->type == PLAYER)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2161 return;
2162 }
2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2164 return;
2165 case range_builder:
2166 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2167 return; 1862 break;
1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
2168 default: 1868 default:
2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1869 fire_misc_object (op, dir);
2170 return; 1870 break;
2171 } 1871 }
2172}
2173 1872
2174 1873 return true;
1874}
2175 1875
2176/* find_key 1876/* find_key
2177 * We try to find a key for the door as passed. If we find a key 1877 * We try to find a key for the door as passed. If we find a key
2178 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
2179 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
2181 * pl is the player, 1881 * pl is the player,
2182 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
2183 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
2184 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
2185 */ 1885 */
2186
2187object * 1886object *
2188find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
2189{ 1888{
2190 object *tmp, *key; 1889 object *tmp, *key;
2191 1890
2192 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
2193 if (container->inv == NULL) 1892 if (!container->inv)
2194 return NULL; 1893 return 0;
2195 1894
2196 /* First, lets try to find a key in the top level inventory */ 1895 /* First, lets try to find a key in the top level inventory */
2197 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2198 { 1897 {
2199 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
2200 break; 1899 break;
2201 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
2202 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
2203 */ 1902 */
2204 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2205 break; 1904 break;
2206 } 1905 }
1906
2207 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
2208 /* If we find and use a key in an inventory, return at that time. 1908 /* If we find and use a key in an inventory, return at that time.
2209 * otherwise, if we search all the inventories and still don't find 1909 * otherwise, if we search all the inventories and still don't find
2210 * a key, return 1910 * a key, return
2211 */ 1911 */
2212 if (!tmp) 1912 if (!tmp)
2213 { 1913 {
2214 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
2215 { 1915 {
2216 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
2217 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
2218 { 1918 {
2219 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
2220 return key; 1920 return key;
2221 } 1921 }
2222 } 1922 }
1923
2223 if (!tmp) 1924 if (!tmp)
2224 return NULL; 1925 return NULL;
2225 } 1926 }
1927
2226 /* We get down here if we have found a key. Now if its in a container, 1928 /* We get down here if we have found a key. Now if its in a container,
2227 * see if we actually want to use it 1929 * see if we actually want to use it
2228 */ 1930 */
2229 if (pl != container) 1931 if (pl != container)
2230 { 1932 {
2251 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2252 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2253 return NULL; 1955 return NULL;
2254 } 1956 }
2255 } 1957 }
1958
2256 return tmp; 1959 return tmp;
2257} 1960}
2258 1961
2259/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
2260 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2262 * 0 otherwise 1965 * 0 otherwise
2263 */ 1966 */
2264static int 1967static int
2265player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2266{ 1969{
2267
2268 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
2269 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
2270 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2271 */ 1973 */
2272 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2273 1975
2274 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2275 if (key) 1977 if (key)
2276 { 1978 {
2277 object *container = key->env; 1979 object *container = key->env;
2278 1980
2279 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
2280 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2281 make_visible (op); 1984 make_visible (op);
1985
2282 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2283 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2284 if (door->type == DOOR) 1989 if (door->type == DOOR)
2285 {
2286 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2287 }
2288 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2289 { 1992 {
2290 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2291 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2292 } 1995 }
1996
2293 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2294 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2295 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2296 if (container != op) 2000 if (container != op)
2297 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2298 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2299 } 2004 }
2300 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2301 { 2006 {
2302 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2303 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2304 return 1; 2009 return 1;
2305 } 2010 }
2011
2306 return 0; 2012 return 0;
2307} 2013}
2308 2014
2309/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2310 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2311 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2312 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2313 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2314 */ 2020 */
2315 2021bool
2316void
2317move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2318{ 2023{
2319 object *tmp, *mon;
2320 sint16 nx, ny;
2321 int on_battleground; 2024 int on_battleground;
2322 mapstruct *m;
2323 2025
2324 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2325 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2326 2028
2327 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2328 2039
2329 /* If braced, or can't move to the square, and it is not out of the 2040 /* If braced, or can't move to the square, and it is not out of the
2330 * map, attack it. Note order of if statement is important - don't 2041 * map, attack it. Note order of if statement is important - don't
2331 * want to be calling move_ob if braced, because move_ob will move the 2042 * want to be calling move_ob if braced, because move_ob will move the
2332 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2333 * move to some space, it then means that if we are braced, we should 2044 * move to some space, it then means that if we are braced, we should
2334 * do nothing at all. As it is, if we are braced, we go through 2045 * do nothing at all. As it is, if we are braced, we go through
2335 * quite a bit of processing. However, it probably is less than what 2046 * quite a bit of processing. However, it probably is less than what
2336 * move_ob uses. 2047 * move_ob uses.
2337 */ 2048 */
2338 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2049 maptile *m = op->map->xy_find (nx, ny);
2339 {
2340 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2341 {
2342 m = get_map_from_coord (op->map, &nx, &ny);
2343 if (!m)
2344 return; /* Don't think this should happen */
2345 }
2346 else
2347 m = op->map;
2348 2050
2349 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2350 {
2351 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2352 return;
2353 }
2354
2355 mon = NULL;
2356 /* Go through all the objects, and find ones of interest. Only stop if 2051 /* Go through all the objects, and find ones of interest. Only stop if
2357 * we find a monster - that is something we know we want to attack. 2052 * we find a monster - that is something we know we want to attack.
2358 * if its a door or barrel (can roll) see if there may be monsters 2053 * if its a door or barrel (can roll) see if there may be monsters
2359 * on the space 2054 * on the space
2360 */ 2055 */
2361 while (tmp != NULL) 2056 object *mon;
2362 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2363 if (tmp == op) 2058 {
2364 { 2059 if ((mon->flag [FLAG_ALIVE]
2365 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2366 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2367 }
2368 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369 {
2370 mon = tmp; 2062 && mon != op)
2371 break; 2063 break;
2372 } 2064 }
2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374 mon = tmp;
2375 tmp = tmp->above;
2376 }
2377 2065
2378 if (mon == NULL) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2379 return; /* into a wall */ 2067 return false; /* into a wall */
2380 2068
2381 if (mon->head != NULL)
2382 mon = mon->head; 2069 mon = mon->head_ ();
2383 2070
2384 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2385 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2386 return; 2076 return true;
2077 }
2387 2078
2388 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2389 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2390 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2391 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2392 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2393 * and thus will not push them. 2084 * and thus will not push them.
2394 */ 2085 */
2395 2086
2396 /* If the creature is a pet, push it even if the player is not 2087 /* If the creature is a pet, push it even if the player is not
2397 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2398 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2399 */ 2090 */
2400 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2401#if COZY_SERVER 2092 && ((mon->owner && mon->owner->contr
2402 &&
2403 ((get_owner (mon) && get_owner (mon)->contr
2404 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2405#else 2094 || mon->owner == op)
2406 && get_owner (mon) == op
2407#endif
2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 { 2096 {
2410 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2411 if (op->contr->braced) 2098 if (op->contr->braced)
2412 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2413 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2414 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2415 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2416 make_visible (op); 2109 make_visible (op);
2110
2417 return; 2111 return true;
2418 } 2112 }
2113 else
2114 return false;
2115 }
2419 2116
2420 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2421 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2422 * someone, but put it inside this loop so that you won't 2119 * someone, but put it inside this loop so that you won't
2423 * attack them either. 2120 * attack them either.
2424 */ 2121 */
2425 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2426 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2427#ifdef PROHIBIT_PLAYERKILL 2124 && ((op->contr->peaceful
2428 (op->contr->peaceful 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2429 || (mon->type == PLAYER 2126 && !on_battleground))
2430 && mon->contr-> 2127 {
2431 peaceful)) && 2128 if (op->speed_left > 0.f)
2432#else
2433 op->contr->peaceful &&
2434#endif
2435 !on_battleground))
2436 { 2129 {
2130 --op->speed_left;
2131
2437 if (!op->contr->braced) 2132 if (!op->contr->braced)
2438 { 2133 {
2439 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2440 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2441 } 2136 }
2442 else 2137 else
2443 {
2444 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2445 } 2139
2446 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2447 make_visible (op); 2141 make_visible (op);
2448 }
2449 2142
2143 return true;
2144 }
2145 }
2450 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2451 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2452 */ 2148 */
2453 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2454 { 2152 {
2153 --op->speed_left;
2154
2455 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2456 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2457 make_visible (op); 2157 make_visible (op);
2458 }
2459 2158
2159 return true;
2160 }
2161 }
2460 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2461 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2462 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2463 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2464 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2465 */ 2167 */
2466
2467 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2468 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2469 { 2170 {
2470 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2471 /* If the player hasn't hit something this tick, and does
2472 * so, give them speed boost based on weapon speed. Doing
2473 * it here is better than process_players2, which basically
2474 * incurred a 1 tick offset.
2475 */
2476 if (!op->contr->has_hit)
2477 { 2172 {
2478 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2479 2174
2480 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2481 }
2482
2483 skill_attack (mon, op, 0, NULL, NULL); 2175 skill_attack (mon, op, 0, 0, 0);
2484 2176
2485 /* If attacking another player, that player gets automatic
2486 * hitback, and doesn't loose luck either.
2487 * Disable hitback on the battleground or if the target is
2488 * the wiz.
2489 */
2490 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2491 {
2492 short luck = mon->stats.luck;
2493
2494 mon->contr->has_hit = 1;
2495 skill_attack (op, mon, 0, NULL, NULL);
2496 mon->stats.luck = luck;
2497 }
2498 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2499 make_visible (op); 2178 make_visible (op);
2500 }
2501 } /* if player should attack something */
2502}
2503 2179
2504int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2505move_player (object *op, int dir) 2188move_player (object *op, int dir)
2506{ 2189{
2507 int pick; 2190 int pick;
2508 2191
2509 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2510 return 0; 2193 return 0;
2511 2194
2512 /* Sanity check: make sure dir is valid */ 2195 /* Sanity check: make sure dir is valid */
2513 if ((dir < 0) || (dir >= 9)) 2196 if ((dir < 0) || (dir >= 9))
2514 { 2197 {
2515 LOG (llevError, "move_player: invalid direction %d\n", dir); 2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2516 return 0; 2199 return 0;
2517 } 2200 }
2518 2201
2519 /* peterm: added following line */ 2202 /* peterm: added following line */
2520 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2521 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2522 2205
2523 op->facing = dir; 2206 op->facing = dir;
2524 2207
2525 if (op->hide) 2208 if (op->hide)
2526 do_hidden_move (op); 2209 do_hidden_move (op);
2527 2210
2211 bool retval;
2212
2528 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2529 /*nop */ ; 2214 retval = RESULT_INT (0);
2530 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2531 fire (op, dir); 2216 retval = fire (op, dir);
2532 else 2217 else
2533 { 2218 {
2534 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2535 pick = check_pick (op); 2220 pick = check_pick (op);
2536 } 2221 }
2537 2222
2538 /* Add special check for newcs players and fire on - this way, the 2223 /* Add special check for newcs players and fire on - this way, the
2539 * server can handle repeat firing. 2224 * server can handle repeat firing.
2540 */ 2225 */
2541 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2226 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542 {
2543 op->direction = dir; 2227 op->direction = dir;
2544 }
2545 else 2228 else
2546 {
2547 op->direction = 0; 2229 op->direction = 0;
2548 } 2230
2549 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2550 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2551 * for players. 2233 * for players.
2552 */ 2234 */
2553 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2554 return 0; 2236
2237 return retval;
2555} 2238}
2556 2239
2557/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2558 * new client/server stuff. 2241 * new client/server stuff.
2559 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2560 * the new speed values for commands. 2243 * the new speed values for commands.
2561 * 2244 *
2562 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2563 */ 2248 */
2564int 2249bool
2565handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2566{ 2251{
2567 if (op->contr->hidden)
2568 {
2569 op->invisible = 1000;
2570 /* the socket code flashes the player visible/invisible
2571 * depending on the value of invisible, so we need to
2572 * alternate it here for it to work correctly.
2573 */
2574 if (pticks & 2)
2575 op->invisible--;
2576 }
2577 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2578 {
2579 op->invisible--;
2580 if (!op->invisible)
2581 {
2582 make_visible (op);
2583 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2584 }
2585 }
2586
2587 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2588 { 2253 {
2589 flee_player (op); 2254 if (op->speed_left > 0.f)
2590 /* If player is still scared, that is his action for this tick */
2591 if (QUERY_FLAG (op, FLAG_SCARED))
2592 { 2255 {
2593 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2594 return 0; 2259 return true;
2595 } 2260 }
2596 } 2261 else
2597 2262 return false;
2598 /* I've been seeing crashes where the golem has been destroyed, but
2599 * the player object still points to the defunct golem. The code that
2600 * destroys the golem looks correct, and it doesn't always happen, so
2601 * put this in a a workaround to clean up the golem pointer.
2602 */
2603 if (op->contr->ranges[range_golem] &&
2604 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2605 {
2606 op->contr->ranges[range_golem] = NULL;
2607 op->contr->golem_count = 0;
2608 } 2263 }
2609 2264
2610 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2611 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2612 * called, so we recheck it here. 2267 * called, so we recheck it here.
2613 */ 2268 */
2614 HandleClient (&op->contr->socket, op->contr); 2269 if (op->contr->ns->handle_command ())
2615 if (op->speed_left < 0)
2616 return 0; 2270 return true;
2617 2271
2618 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619 {
2620 /* All move commands take 1 tick, at least for now */
2621 op->speed_left--;
2622
2623 /* Instead of all the stuff below, let move_player take care
2624 * of it. Also, some of the skill stuff is only put in
2625 * there, as well as the confusion stuff.
2626 */
2627 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2628 if (op->speed_left > 0) 2274
2629 return 1;
2630 else
2631 return 0;
2632 }
2633 return 0; 2275 return false;
2634} 2276}
2635 2277
2636int 2278int
2637save_life (object *op) 2279save_life (object *op)
2638{ 2280{
2639 object *tmp;
2640
2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2642 return 0; 2282 return 0;
2643 2283
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2284 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646 { 2286 {
2647 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2288 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2289
2649 if (op->contr) 2290 if (op->contr)
2650 esrv_del_item (op->contr, tmp->count); 2291 esrv_del_item (op->contr, tmp->count);
2651 remove_ob (tmp); 2292
2652 free_object (tmp); 2293 tmp->destroy ();
2653 CLEAR_FLAG (op, FLAG_LIFESAVE); 2294 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295
2654 if (op->stats.hp < 0) 2296 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2298
2656 if (op->stats.food < 0) 2299 if (op->stats.food < 0)
2657 op->stats.food = 999; 2300 op->stats.food = 999;
2658 fix_player (op); 2301
2302 op->update_stats ();
2659 return 1; 2303 return 1;
2660 } 2304 }
2305
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */ 2308 enter_player_savebed (op); /* bring him home. */
2664 return 0; 2309 return 0;
2665} 2310}
2670 * from. 2315 * from.
2671 */ 2316 */
2672void 2317void
2673remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2674{ 2319{
2675 object *next;
2676
2677 while (op) 2320 while (op)
2678 { 2321 {
2679 next = op->below; /* Make sure we have a good value, in case 2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2680 * we remove object 'op' 2323
2681 */
2682 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 { 2325 {
2684 remove_ob (op);
2685 op->x = env->x;
2686 op->y = env->y;
2687 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2688 esrv_del_item (env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2689 insert_ob_in_map (op, env->map, NULL, 0); 2328
2329 op->insert_at (env);
2690 } 2330 }
2691 else if (op->inv) 2331 else if (op->inv)
2692 remove_unpaid_objects (op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2333
2693 op = next; 2334 op = next;
2694 } 2335 }
2695} 2336}
2696
2697 2337
2698/* 2338/*
2699 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2700 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2701 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2712 strcpy (buf2, " R.I.P.\n\n"); 2352 strcpy (buf2, " R.I.P.\n\n");
2713 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2715 else 2355 else
2716 sprintf (buf, "%s\n", &op->name); 2356 sprintf (buf, "%s\n", &op->name);
2357
2717 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2718 strcat (buf2, buf); 2359 strcat (buf2, buf);
2719 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2720 sprintf (buf, "who was in level %d when killed\n", op->level); 2361 sprintf (buf, "who was in level %d when killed\n", op->level);
2721 else 2362 else
2722 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2363 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364
2723 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2366 strcat (buf2, buf);
2725 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2726 { 2368 {
2727 sprintf (buf, "by %s.\n\n", op->contr->killer); 2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2728 strncat (buf2, " ", 21 - strlen (buf) / 2); 2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2729 strcat (buf2, buf); 2371 strcat (buf2, buf);
2730 } 2372 }
2373
2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2732 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2733 strcat (buf2, buf); 2376 strcat (buf2, buf);
2377
2734 return buf2; 2378 return buf2;
2735} 2379}
2736
2737
2738 2380
2739void 2381void
2740do_some_living (object *op) 2382do_some_living (object *op)
2741{ 2383{
2742 int last_food = op->stats.food; 2384 int last_food = op->stats.food;
2748 int rate_grace = 2000; 2390 int rate_grace = 2000;
2749 const int max_hp = 1; 2391 const int max_hp = 1;
2750 const int max_sp = 1; 2392 const int max_sp = 1;
2751 const int max_grace = 1; 2393 const int max_grace = 1;
2752 2394
2753 if (op->contr->outputs_sync) 2395 if (op->contr->hidden)
2754 {
2755 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2756 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2757 flush_output_element (op, &op->contr->outputs[i]);
2758 } 2396 {
2397 op->invisible = 1000;
2398 /* the socket code flashes the player visible/invisible
2399 * depending on the value of invisible, so we need to
2400 * alternate it here for it to work correctly.
2401 */
2402 if (pticks & 2)
2403 op->invisible--;
2404 }
2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2406 {
2407 if (!op->invisible--)
2408 {
2409 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2411 }
2412 }
2759 2413
2760 if (op->contr->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2761 { 2415 {
2762
2763 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2764 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2765 if (op->contr->gen_hp >= 0) 2418 if (op->contr->gen_hp >= 0)
2766 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2767 else 2420 else
2768 { 2421 {
2769 gen_hp = op->stats.maxhp; 2422 gen_hp = op->stats.maxhp;
2770 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2771 } 2424 }
2425
2772 if (op->contr->gen_sp >= 0) 2426 if (op->contr->gen_sp >= 0)
2773 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2774 else 2428 else
2775 { 2429 {
2776 gen_sp = op->stats.maxsp; 2430 gen_sp = op->stats.maxsp;
2777 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2778 } 2432 }
2433
2779 if (op->contr->gen_grace >= 0) 2434 if (op->contr->gen_grace >= 0)
2780 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2781 else 2436 else
2782 { 2437 {
2783 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2784 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2785 } 2440 }
2786 2441
2787 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2788 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2789 { 2444 {
2790 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2791 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2792 { 2447 {
2793 op->stats.sp++; 2448 op->stats.sp++;
2799 op->stats.food += op->contr->digestion; 2454 op->stats.food += op->contr->digestion;
2800 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2801 op->stats.food = last_food; 2456 op->stats.food = last_food;
2802 } 2457 }
2803 } 2458 }
2459
2804 if (max_sp > 1) 2460 if (max_sp > 1)
2805 { 2461 {
2806 over_sp = (gen_sp + 10) / rate_sp; 2462 over_sp = (gen_sp + 10) / rate_sp;
2807 if (over_sp > 0) 2463 if (over_sp > 0)
2808 { 2464 {
2809 if (op->stats.sp < op->stats.maxsp) 2465 if (op->stats.sp < op->stats.maxsp)
2810 { 2466 {
2811 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2812 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2813 op->stats.sp--; 2470 op->stats.sp--;
2471
2814 if (op->stats.sp > op->stats.maxsp) 2472 if (op->stats.sp > op->stats.maxsp)
2815 op->stats.sp = op->stats.maxsp; 2473 op->stats.sp = op->stats.maxsp;
2816 } 2474 }
2817 op->last_sp = 0; 2475 op->last_sp = 0;
2818 } 2476 }
2819 else 2477 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2479 }
2824 else 2480 else
2825 {
2826 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2827 }
2828 } 2482 }
2829 2483
2830 /* Regenerate Grace */ 2484 /* Regenerate Grace */
2831 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2832 if (--op->last_grace < 0) 2486 if (--op->last_grace < 0)
2833 { 2487 {
2834 if (op->stats.grace < op->stats.maxgrace / 2) 2488 if (op->stats.grace < op->stats.maxgrace / 2)
2835 op->stats.grace++; /* no penalty in food for regaining grace */ 2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2836 if (max_grace > 1) 2491 if (max_grace > 1)
2837 { 2492 {
2838 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2839 if (over_grace > 0) 2494 if (over_grace > 0)
2840 { 2495 {
2868 op->stats.food += op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2869 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2870 op->stats.food = last_food; 2525 op->stats.food = last_food;
2871 } 2526 }
2872 } 2527 }
2528
2873 if (max_hp > 1) 2529 if (max_hp > 1)
2874 { 2530 {
2875 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2876 if (over_hp > 0) 2532 if (over_hp > 0)
2877 { 2533 {
2890 } 2546 }
2891 2547
2892 /* Digestion */ 2548 /* Digestion */
2893 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2894 { 2550 {
2895#ifdef COZY_SERVER
2896 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2897 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2898#else
2899 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2900#endif
2901 2552
2902 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2903 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2904 else 2555 else
2905 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2906 /* dms do not consume food */ 2558 /* dms do not consume food */
2907 if (!QUERY_FLAG (op, FLAG_WIZ)) 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2908 op->stats.food--; 2560 op->stats.food--;
2909 } 2561 }
2910 }
2911 2562
2912 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2913 { 2564 {
2914 object *tmp, *flesh = NULL; 2565 object *tmp, *flesh = 0;
2915 2566
2916 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2917 {
2918 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2919 { 2568 {
2920 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2921 { 2570 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, tmp, 0); 2574 manual_apply (op, tmp, 0);
2924 if (op->stats.food >= 0 || op->stats.hp < 0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2925 break; 2576 break;
2926 } 2577 }
2927 else if (tmp->type == FLESH) 2578 else if (tmp->type == FLESH)
2928 flesh = tmp; 2579 flesh = tmp;
2929 } /* End if paid for object */ 2580 } /* End if paid for object */
2930 } /* end of for loop */ 2581 } /* end of for loop */
2582
2931 /* If player is still starving, it means they don't have any food, so 2583 /* If player is still starving, it means they don't have any food, so
2932 * eat flesh instead. 2584 * eat flesh instead.
2933 */ 2585 */
2934 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2935 { 2587 {
2936 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2937 manual_apply (op, flesh, 0); 2589 manual_apply (op, flesh, 0);
2938 } 2590 }
2939 } /* end if player is starving */ 2591 }
2940 2592
2941 while (op->stats.food < 0 && op->stats.hp > 0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2942 op->stats.food++, op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2943 2595
2944 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2945 kill_player (op); 2597 kill_player (op);
2598 }
2946} 2599}
2947
2948
2949 2600
2950/* If the player should die (lack of hp, food, etc), we call this. 2601/* If the player should die (lack of hp, food, etc), we call this.
2951 * op is the player in jeopardy. If the player can not be saved (not 2602 * op is the player in jeopardy. If the player can not be saved (not
2952 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2953 * file. 2604 * file.
2957{ 2608{
2958 char buf[MAX_BUF]; 2609 char buf[MAX_BUF];
2959 int x, y; 2610 int x, y;
2960 2611
2961 //int i; 2612 //int i;
2962 mapstruct *map; /* this is for resurrection */ 2613 maptile *map; /* this is for resurrection */
2963 2614
2964 /* int z; 2615 /* int z;
2965 int num_stats_lose; 2616 int num_stats_lose;
2966 int lost_a_stat; 2617 int lost_a_stat;
2967 int lose_this_stat; 2618 int lose_this_stat;
2982 { 2633 {
2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2985 2636
2986 /* restore player */ 2637 /* restore player */
2987 at = find_archetype ("poisoning"); 2638 at = archetype::find ("poisoning");
2988 tmp = present_arch_in_ob (at, op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2989 if (tmp)
2990 { 2640 {
2991 remove_ob (tmp); 2641 tmp->destroy ();
2992 free_object (tmp);
2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994 } 2643 }
2995 2644
2996 at = find_archetype ("confusion"); 2645 at = archetype::find ("confusion");
2997 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2998 if (tmp)
2999 { 2647 {
3000 remove_ob (tmp); 2648 tmp->destroy ();
3001 free_object (tmp);
3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003 } 2650 }
3004 2651
3005 cure_disease (op, 0); /* remove any disease */ 2652 cure_disease (op, 0); /* remove any disease */
3006 op->stats.hp = op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
3007 if (op->stats.food <= 0) 2654 if (op->stats.food <= 0)
3008 op->stats.food = 999; 2655 op->stats.food = 999;
3009 2656
3010 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
3011 tmp = arch_to_object (find_archetype ("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
3012 if (tmp != NULL)
3013 { 2659 {
3014 sprintf (buf, "%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
3015 tmp->name = buf; 2661 tmp->name = buf;
3016 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
3017 " the %s, when he was defeated at\n level %d by %s.\n", 2663 " the %s, when he was defeated at\n level %d by %s.\n",
3018 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3019 tmp->msg = buf; 2665 tmp->msg = buf;
3020 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
3021 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
3022 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
3023 insert_ob_in_map (tmp, op->map, op, 0);
3024 } 2669 }
3025 2670
3026 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
3027 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
3028 op->contr->braced = 0; 2673 op->contr->braced = 0;
3033 2678
3034 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
3035 2680
3036 if (op->stats.food < 0) 2681 if (op->stats.food < 0)
3037 { 2682 {
3038 if (op->contr->explore)
3039 {
3040 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3041 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3042 op->stats.food = 999;
3043 return;
3044 }
3045 sprintf (buf, "%s starved to death.", &op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
3046 strcpy (op->contr->killer, "starvation"); 2684 strcpy (op->contr->killer, "starvation");
3047 } 2685 }
3048 else 2686 else
3049 {
3050 if (op->contr->explore)
3051 {
3052 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3053 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3054 op->stats.hp = op->stats.maxhp;
3055 return;
3056 }
3057 sprintf (buf, "%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
3058 } 2688
3059 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3060 2690
3061 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
3062 x = op->x; 2692 x = op->x;
3063 y = op->y; 2693 y = op->y;
3064 map = op->map; 2694 map = op->map;
3065 2695
3066
3067 if (settings.not_permadeth == TRUE)
3068 {
3069 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
3070 * life if they are dead - it takes some exp and a random stat. 2697 * life if they are dead - it takes some exp and a random stat.
3071 * See the config.h file for a little more in depth detail about this. 2698 * See the config.h file for a little more in depth detail about this.
3072 */ 2699 */
3073 2700
3074 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
3075 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
3076 * of death. 2703 * of death.
3077 */ 2704 */
3078#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
3079 if (settings.balanced_stat_loss) 2706 if (settings.balanced_stat_loss)
3080 { 2707 {
3081 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
3082 /* Lower level chars don't lose as many stats because they suffer 2709 /* Lower level chars don't lose as many stats because they suffer
3083 more if they do. */ 2710 more if they do. */
3084 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
3085 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
3086 little bit harder. */ 2713 little bit harder. */
3087 /* GD */ 2714 /* GD */
3088 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
3089 num_stats_lose = 1; 2716 num_stats_lose = 1;
3090 else
3091 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3092 }
3093 else 2717 else
3094 { 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719 }
2720 else
3095 num_stats_lose = 1; 2721 num_stats_lose = 1;
3096 } 2722
3097 lost_a_stat = 0; 2723 lost_a_stat = 0;
3098 2724
3099 for (z = 0; z < num_stats_lose; z++) 2725 for (z = 0; z < num_stats_lose; z++)
3100 { 2726 {
3101 i = RANDOM () % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
3102 2728
3103 if (settings.stat_loss_on_death) 2729 if (settings.stat_loss_on_death)
2730 {
2731 /* Pick a random stat and take a point off it. Tell the player
2732 * what he lost.
2733 */
2734 change_attr_value (&(op->stats), i, -1);
2735 check_stat_bounds (&(op->stats));
2736 change_attr_value (&(op->contr->orig_stats), i, -1);
2737 check_stat_bounds (&(op->contr->orig_stats));
2738 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2739 lost_a_stat = 1;
2740 }
2741 else
2742 {
2743 /* deplete a stat */
2744 archetype *deparch = archetype::find ("depletion");
2745 object *dep;
2746
2747 dep = present_arch_in_ob (deparch, op);
2748 if (!dep)
3104 { 2749 {
3105 /* Pick a random stat and take a point off it. Tell the player 2750 dep = arch_to_object (deparch);
3106 * what he lost. 2751 insert_ob_in_ob (dep, op);
3107 */
3108 change_attr_value (&(op->stats), i, -1);
3109 check_stat_bounds (&(op->stats));
3110 change_attr_value (&(op->contr->orig_stats), i, -1);
3111 check_stat_bounds (&(op->contr->orig_stats));
3112 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3113 lost_a_stat = 1;
3114 } 2752 }
3115 else 2753 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss)
3116 { 2755 {
3117 /* deplete a stat */ 2756 /* GD */
3118 archetype *deparch = find_archetype ("depletion"); 2757 /* Get the stat that we're about to deplete. */
3119 object *dep; 2758 this_stat = get_attr_value (&(dep->stats), i);
3120 2759 if (this_stat < 0)
3121 dep = present_arch_in_ob (deparch, op);
3122 if (!dep)
3123 { 2760 {
3124 dep = arch_to_object (deparch); 2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 insert_ob_in_ob (dep, op); 2762 int keep_chance = this_stat * this_stat;
3126 } 2763
3127 lose_this_stat = 1; 2764 /* Yes, I am paranoid. Sue me. */
3128 if (settings.balanced_stat_loss)
3129 {
3130 /* GD */
3131 /* Get the stat that we're about to deplete. */
3132 this_stat = get_attr_value (&(dep->stats), i);
3133 if (this_stat < 0) 2765 if (keep_chance < 1)
2766 keep_chance = 1;
2767
2768 /* There is a maximum depletion total per level. */
2769 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3134 { 2770 {
3135 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3136 int keep_chance = this_stat * this_stat;
3137
3138 /* Yes, I am paranoid. Sue me. */
3139 if (keep_chance < 1)
3140 keep_chance = 1;
3141
3142 /* There is a maximum depletion total per level. */
3143 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3144 {
3145 lose_this_stat = 0; 2771 lose_this_stat = 0;
3146 /* Take loss chance vs keep chance to see if we 2772 /* Take loss chance vs keep chance to see if we
3147 retain the stat. */ 2773 retain the stat. */
3148 }
3149 else
3150 {
3151 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3152 lose_this_stat = 0;
3153 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3154 this_stat, keep_chance, loss_chance,
3155 lose_this_stat?"LOSE":"KEEP"); */
3156 }
3157 } 2774 }
3158 }
3159
3160 if (lose_this_stat)
3161 {
3162 this_stat = get_attr_value (&(dep->stats), i);
3163 /* We could try to do something clever like find another
3164 * stat to reduce if this fails. But chances are, if
3165 * stats have been depleted to -50, all are pretty low
3166 * and should be roughly the same, so it shouldn't make a
3167 * difference.
3168 */ 2775 else
3169 if (this_stat >= -50)
3170 { 2776 {
3171 change_attr_value (&(dep->stats), i, -1); 2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3172 SET_FLAG (dep, FLAG_APPLIED);
3173 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3174 fix_player (op);
3175 lost_a_stat = 1; 2778 lose_this_stat = 0;
2779 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2780 this_stat, keep_chance, loss_chance,
2781 lose_this_stat?"LOSE":"KEEP"); */
3176 } 2782 }
3177 } 2783 }
3178 } 2784 }
2785
2786 if (lose_this_stat)
2787 {
2788 this_stat = get_attr_value (&(dep->stats), i);
2789 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a
2793 * difference.
2794 */
2795 if (this_stat >= -50)
2796 {
2797 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 op->update_stats ();
2801 lost_a_stat = 1;
2802 }
3179 } 2803 }
2804 }
2805 }
3180 /* If no stat lost, tell the player. */ 2806 /* If no stat lost, tell the player. */
3181 if (!lost_a_stat) 2807 if (!lost_a_stat)
3182 { 2808 {
3183 /* determine_god() seems to not work sometimes... why is this? 2809 /* determine_god() seems to not work sometimes... why is this?
3184 Should I be using something else? GD */ 2810 Should I be using something else? GD */
3185 const char *god = determine_god (op); 2811 const char *god = determine_god (op);
3186 2812
3187 if (god && (strcmp (god, "none"))) 2813 if (god && (strcmp (god, "none")))
3188 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2814 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3189 else 2815 else
3190 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2816 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3191 } 2817 }
2818#else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3192#endif 2820#endif
3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3194 2821
3195 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
3196 * exp loss on the stone. 2823 * exp loss on the stone.
3197 */ 2824 */
3198 tmp = arch_to_object (find_archetype ("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
3199 sprintf (buf, "%s's gravestone", &op->name); 2826 sprintf (buf, "%s's gravestone", &op->name);
3200 tmp->name = buf; 2827 tmp->name = buf;
3201 sprintf (buf, "%s's gravestones", &op->name); 2828 sprintf (buf, "%s's gravestones", &op->name);
3202 tmp->name_pl = buf; 2829 tmp->name_pl = buf;
3203 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2830 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3204 tmp->msg = buf; 2831 tmp->msg = buf;
3205 tmp->x = op->x, tmp->y = op->y; 2832 tmp->x = op->x, tmp->y = op->y;
3206 insert_ob_in_map (tmp, op->map, NULL, 0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
3207 2834
3208 /**************************************/ 2835 /**************************************/
3209 /* */ 2836 /* */
3210 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
3211 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
3212 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
3213 /* */ 2840 /* */
3214
3215 /**************************************/ 2841 /**************************************/
3216 2842
3217 /* remove any poisoning and confusion the character may be suffering. */ 2843 /* remove any poisoning and confusion the character may be suffering. */
3218 /* restore player */ 2844 /* restore player */
3219 at = find_archetype ("poisoning"); 2845 at = archetype::find ("poisoning");
3220 tmp = present_arch_in_ob (at, op); 2846 tmp = present_arch_in_ob (at, op);
2847
3221 if (tmp) 2848 if (tmp)
3222 { 2849 {
3223 remove_ob (tmp); 2850 tmp->destroy ();
3224 free_object (tmp);
3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226 } 2852 }
3227 2853
3228 at = find_archetype ("confusion"); 2854 at = archetype::find ("confusion");
3229 tmp = present_arch_in_ob (at, op); 2855 tmp = present_arch_in_ob (at, op);
3230 if (tmp) 2856 if (tmp)
3231 { 2857 {
3232 remove_ob (tmp); 2858 tmp->destroy ();
3233 free_object (tmp);
3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235 } 2860 }
2861
3236 cure_disease (op, 0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
3237 2863
3238 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
3239 apply_death_exp_penalty (op); 2865 apply_death_exp_penalty (op);
3240 if (op->stats.food < 100) 2866 if (op->stats.food < 100)
3241 op->stats.food = 900; 2867 op->stats.food = 900;
3242 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
3243 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3244 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3245 2871
3246 /* 2872 /*
3247 * Check to see if the player is in a shop. IF so, then check to see if 2873 * Check to see if the player has any unpaid items. If so, remove them
3248 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
3249 * in the map. 2875 */
3250 */
3251
3252 if (is_in_shop (op))
3253 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
3254 2877
3255 /****************************************/ 2878 /****************************************/
3256 /* */ 2879 /* */
3257 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
3258 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
3259 /* */ 2882 /* */
3260
3261 /****************************************/ 2883 /****************************************/
3262 2884
3263 enter_player_savebed (op); 2885 enter_player_savebed (op);
3264 2886
3265 /* Save the player before inserting the force to reduce
3266 * chance of abuse.
3267 */
3268 op->contr->braced = 0; 2887 op->contr->braced = 0;
3269 save_player (op, 1);
3270 2888
3271 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
3272 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
3273 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
3274 * on the space that might harm the player. 2892 * on the space that might harm the player.
3275 */ 2893 */
3276 will_kill_again = 0; 2894 will_kill_again = 0;
3277 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2895 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278 {
3279 if (tmp->type == SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
3280 will_kill_again |= tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
3281 } 2898
3282 if (will_kill_again) 2899 if (will_kill_again)
3283 { 2900 {
3284 object *force; 2901 object *force;
3285 int at; 2902 int at;
3286 2903
3287 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
3288 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
3289 force->speed = 0.1; 2906 force->speed = 0.1f;
3290 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
3291 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
3292 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
3293 {
3294 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
3295 force->resist[at] = 100; 2911 force->resist[at] = 100;
3296 } 2912
3297 insert_ob_in_ob (force, op); 2913 insert_ob_in_ob (force, op);
3298 fix_player (op); 2914 op->update_stats ();
3299 2915
3300 } 2916 }
3301 2917
3302 /**************************************/
3303 /* */
3304 /* Repaint the characters inv, and */
3305 /* stats, and show a nasty message ;) */
3306 /* */
3307
3308 /**************************************/
3309
3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3311 return;
3312 } /* NOT_PERMADETH */
3313 else
3314 {
3315 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3316 * should probably be embedded in an else statement.
3317 */
3318
3319 op->contr->party = NULL;
3320 if (settings.set_title == TRUE)
3321 op->contr->own_title[0] = '\0';
3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3323 check_score (op);
3324 if (op->contr->ranges[range_golem] != NULL)
3325 {
3326 remove_friendly_object (op->contr->ranges[range_golem]);
3327 remove_ob (op->contr->ranges[range_golem]);
3328 free_object (op->contr->ranges[range_golem]);
3329 op->contr->ranges[range_golem] = NULL;
3330 op->contr->golem_count = 0;
3331 }
3332 loot_object (op); /* Remove some of the items for good */
3333 remove_ob (op);
3334 op->direction = 0;
3335
3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 {
3338 delete_character (op->name, 0);
3339 if (settings.resurrection == TRUE)
3340 {
3341 /* save playerfile sans equipment when player dies
3342 ** then save it as player.pl.dead so that future resurrection
3343 ** type spells will work on them nicely
3344 */
3345 delete_character (op->name, 0);
3346 op->stats.hp = op->stats.maxhp;
3347 op->stats.food = 999;
3348
3349 /* set the location of where the person will reappear when */
3350 /* maybe resurrection code should fix map also */
3351 strcpy (op->contr->maplevel, settings.emergency_mapname);
3352 if (op->map != NULL)
3353 op->map = NULL;
3354 op->x = settings.emergency_x;
3355 op->y = settings.emergency_y;
3356 save_player (op, 0);
3357 op->map = map;
3358 /* please see resurrection.c: peterm */
3359 dead_player (op);
3360 }
3361 else
3362 {
3363 delete_character (op->name, 1);
3364 }
3365 }
3366 play_again (op);
3367
3368 /* peterm: added to create a corpse at deathsite. */
3369 tmp = arch_to_object (find_archetype ("corpse_pl"));
3370 sprintf (buf, "%s", &op->name);
3371 tmp->name = tmp->name_pl = buf;
3372 tmp->level = op->level;
3373 tmp->x = x;
3374 tmp->y = y;
3375 tmp->msg = gravestone_text (op);
3376 SET_FLAG (tmp, FLAG_UNIQUE);
3377 insert_ob_in_map (tmp, map, NULL, 0);
3378 }
3379} 2919}
3380
3381 2920
3382void 2921void
3383loot_object (object *op) 2922loot_object (object *op)
3384{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
3385 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
3386 2925
3387 if (op->container) 2926 op->close_container (); /* close open sack first */
3388 { /* close open sack first */
3389 esrv_apply_container (op, op->container);
3390 }
3391 2927
3392 for (tmp = op->inv; tmp != NULL; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
3393 { 2929 {
3394 next = tmp->below; 2930 next = tmp->below;
3395 if (tmp->type == EXPERIENCE || tmp->invisible) 2931
2932 if (tmp->invisible)
3396 continue; 2933 continue;
3397 remove_ob (tmp); 2934
2935 tmp->remove ();
3398 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
3399 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
3401 loot_object (tmp); 2940
3402 }
3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3404 { 2942 {
3405 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
3406 { 2944 {
3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3408 free_object (tmp2); 2946 tmp2->destroy ();
3409 insert_ob_in_map (tmp, op->map, NULL, 0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 } 2948 }
3411 else 2949 else
3412 free_object (tmp); 2950 tmp->destroy ();
3413 } 2951 }
3414 else 2952 else
3415 insert_ob_in_map (tmp, op->map, NULL, 0); 2953 insert_ob_in_map (tmp, op->map, NULL, 0);
3416 } 2954 }
3417} 2955}
3419/* 2957/*
3420 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3421 * what needs to be fixed. Refresh windows and fix speed if anything 2959 * what needs to be fixed. Refresh windows and fix speed if anything
3422 * was changed. 2960 * was changed.
3423 */ 2961 */
3424
3425void 2962void
3426fix_weight (void) 2963fix_weight (void)
3427{ 2964{
3428 player *pl; 2965 for_all_players (pl)
3429
3430 for (pl = first_player; pl != NULL; pl = pl->next)
3431 { 2966 {
3432 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3433 2968
3434 if (old == sum) 2969 if (old == sum)
3435 continue; 2970 continue;
3436 fix_player (pl->ob); 2971 pl->ob->update_stats ();
3437 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3438 } 2973 }
3439} 2974}
3440 2975
3441void 2976void
3442fix_luck (void) 2977fix_luck (void)
3443{ 2978{
3444 player *pl; 2979 for_all_players (pl)
3445
3446 for (pl = first_player; pl != NULL; pl = pl->next)
3447 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3448 change_luck (pl->ob, 0); 2981 pl->ob->change_luck (0);
3449} 2982}
3450
3451 2983
3452/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3453 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3454 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3455 */ 2987 */
3456
3457void 2988void
3458cast_dust (object *op, object *throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3459{ 2990{
3460 object *skop, *spob; 2991 object *skop, *spob;
3461 2992
3482 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3014 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3484 3015
3485 cast_spell (op, throw_ob, dir, spob, NULL); 3016 cast_spell (op, throw_ob, dir, spob, NULL);
3486 3017
3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3018 throw_ob->destroy ();
3488 remove_ob (throw_ob);
3489 free_object (throw_ob);
3490} 3019}
3491 3020
3492void 3021void
3493make_visible (object *op) 3022make_visible (object *op)
3494{ 3023{
3497 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3498 { 3027 {
3499 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3500 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3501 } 3030 }
3031
3502 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3503} 3033}
3504 3034
3505int 3035int
3506is_true_undead (object *op) 3036is_true_undead (object *op)
3507{ 3037{
3508 object *tmp = NULL;
3509
3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3511 return 1; 3039 return 1;
3512 3040
3513 if (op->type == PLAYER)
3514 for (tmp = op->inv; tmp; tmp = tmp->below)
3515 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3516 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517 return 1;
3518 return 0; 3041 return 0;
3519} 3042}
3520 3043
3521/* look at the surrounding terrain to determine 3044/* look at the surrounding terrain to determine
3522 * the hideability of this object. Positive levels 3045 * the hideability of this object. Positive levels
3564/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3565 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3566 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3567 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3568 */ 3091 */
3569
3570void 3092void
3571do_hidden_move (object *op) 3093do_hidden_move (object *op)
3572{ 3094{
3573 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3574 object *skop; 3096 object *skop;
3578 3100
3579 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3580 3102
3581 /* its *extremely* hard to run and sneak/hide at the same time! */ 3103 /* its *extremely* hard to run and sneak/hide at the same time! */
3582 if (op->type == PLAYER && op->contr->run_on) 3104 if (op->type == PLAYER && op->contr->run_on)
3583 {
3584 if (!skop || num >= skop->level) 3105 if (!skop || num >= skop->level)
3585 { 3106 {
3586 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3587 make_visible (op); 3108 make_visible (op);
3588 return; 3109 return;
3589 } 3110 }
3590 else 3111 else
3591 num += 20; 3112 num += 20;
3592 } 3113
3593 num += op->map->difficulty; 3114 num += op->map->difficulty;
3594 hide = hideability (op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3595 num -= hide; 3116 num -= hide;
3117
3596 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597 { 3119 {
3598 make_visible (op); 3120 make_visible (op);
3599 if (op->type == PLAYER) 3121 if (op->type == PLAYER)
3600 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3601 } 3123 }
3602 else if (op->type == PLAYER && skop) 3124 else if (op->type == PLAYER && skop)
3603 {
3604 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3605 }
3606} 3126}
3607 3127
3608/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3609 3129
3610int 3130int
3611stand_near_hostile (object *who) 3131stand_near_hostile (object *who)
3612{ 3132{
3613 object *tmp = NULL; 3133 object *tmp = NULL;
3614 int i, friendly = 0, player = 0, mflags; 3134 int i, friendly = 0, player = 0, mflags;
3615 mapstruct *m; 3135 maptile *m;
3616 sint16 x, y; 3136 sint16 x, y;
3617 3137
3618 if (!who) 3138 if (!who)
3619 return 0; 3139 return 0;
3620 3140
3637 if (mflags & P_OUT_OF_MAP) 3157 if (mflags & P_OUT_OF_MAP)
3638 continue; 3158 continue;
3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3159 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640 continue; 3160 continue;
3641 3161
3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3162 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3643 { 3163 {
3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3164 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645 return 1; 3165 return 1;
3646 else if (tmp->type == PLAYER) 3166 else if (tmp->type == PLAYER)
3647 { 3167 {
3677 if (pl->type != PLAYER) 3197 if (pl->type != PLAYER)
3678 { 3198 {
3679 LOG (llevError, "player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3680 return -1; 3200 return -1;
3681 } 3201 }
3202
3682 if (!pl || !op) 3203 if (!pl || !op)
3683 return 0; 3204 return 0;
3684 3205
3685 if (op->head)
3686 {
3687 op = op->head; 3206 op = op->head_ ();
3688 } 3207
3689 get_rangevector (pl, op, &rv, 0x1); 3208 get_rangevector (pl, op, &rv, 0x1);
3690 3209
3691 /* starting with the 'head' part, lets loop 3210 /* starting with the 'head' part, lets loop
3692 * through the object and find if it has any 3211 * through the object and find if it has any
3693 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3701 3220
3702 /* only the viewable area the player sees is updated by LOS 3221 /* only the viewable area the player sees is updated by LOS
3703 * code, so we need to restrict ourselves to that range of values 3222 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values. 3223 * for any meaningful values.
3705 */ 3224 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3709 return 1; 3228 return 1;
3710 op = op->more; 3229 op = op->more;
3711 } 3230 }
3712 return 0; 3231 return 0;
3713} 3232}
3810 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3811 int i = 0, j = 0; 3330 int i = 0, j = 0;
3812 3331
3813 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3814 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3815 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3816 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3817 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3818 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3819 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3820 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3821 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3822 3341
3823 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3824 return; 3343 return;
3825 3344
3826 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3827 3346
3828 if (tr == NULL || tr->item == NULL) 3347 if (!tr || !tr->item)
3829 { 3348 {
3830 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3831 return; 3350 return;
3832 } 3351 }
3833 3352
3899 { 3418 {
3900 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3901 object *skin; 3420 object *skin;
3902 3421
3903 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3904 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3425 ;
3426
3905 if (skin == NULL) 3427 if (!skin)
3906 return; 3428 return;
3907 3429
3908 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3909 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3910 { 3432 {
3955 * not readied. 3477 * not readied.
3956 */ 3478 */
3957void 3479void
3958player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3959{ 3481{
3960 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3961 3484
3962 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3963 { 3486 pl->combat_ob = 0;
3487
3964 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3965 { 3489 pl->ranged_ob = 0;
3966 pl->ranges[i] = NULL;
3967 if (pl->shoottype == i)
3968 {
3969 pl->shoottype = range_none;
3970 }
3971 }
3972 }
3973} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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