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Comparing deliantra/server/server/player.C (file contents):
Revision 1.25 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 37
81void 38void
82display_motd (const object *op) 39display_motd (const object *op)
83{ 40{
84 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 int comp; 44 int comp;
88 int size; 45 int size;
89 46
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 49 return;
94 } 50
95 motd[0] = '\0'; 51 motd[0] = '\0';
96 size = 0; 52 size = 0;
53
97 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
98 { 55 {
99 if (*buf == '#') 56 if (*buf == '#')
100 continue; 57 continue;
58
101 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 60 size += strlen (buf);
103 } 61 }
62
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
106} 65}
107 66
108void 67void
114 int comp; 73 int comp;
115 int size; 74 int size;
116 75
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 78 return;
121 } 79
122 rules[0] = '\0'; 80 rules[0] = '\0';
123 size = 0; 81 size = 0;
82
124 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
125 { 84 {
126 if (*buf == '#') 85 if (*buf == '#')
127 continue; 86 continue;
87
128 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
129 { 89 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 91 break;
132 } 92 }
93
133 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 95 size += strlen (buf);
135 } 96 }
97
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
138} 100}
139 101
140void 102void
148 int size; 110 int size;
149 111
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 114 return;
115
153 news[0] = '\0'; 116 news[0] = '\0';
154 subject[0] = '\0'; 117 subject[0] = '\0';
155 size = 0; 118 size = 0;
119
156 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
157 { 121 {
158 if (*buf == '#') 122 if (*buf == '#')
159 continue; 123 continue;
124
160 if (*buf == '%') 125 if (*buf == '%')
161 { /* send one news */ 126 { /* send one news */
162 if (size > 0) 127 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
164 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
165 strip_endline (subject); 131 strip_endline (subject);
166 size = 0; 132 size = 0;
167 news[0] = '\0'; 133 news[0] = '\0';
168 } 134 }
177 size += strlen (buf); 143 size += strlen (buf);
178 } 144 }
179 } 145 }
180 146
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 150}
310 151
311/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
312static void 153static void
313set_first_map (object *op) 154set_first_map (object *op)
314{ 155{
315 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
316 op->x = -1; 157 op->x = -1;
317 op->y = -1; 158 op->y = -1;
318 enter_exit (op, NULL);
319} 159}
320 160
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
321/* Tries to add player on the connection passwd in ns. 368/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 369 * All we can really get in this is some settings like host and display
323 * mode. 370 * mode.
324 */ 371 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 372player *
373player::create ()
374{
375 player *pl = new player;
330 376
331 p = get_player (NULL); 377 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 378
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 379 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 380 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 381 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 382
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 383 set_first_map (pl->ob);
343 384
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 385 return pl;
351} 386}
352 387
353/* 388/*
354 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
364 { 399 {
365 if (at == NULL || at->next == NULL) 400 if (at == NULL || at->next == NULL)
366 at = first_archetype; 401 at = first_archetype;
367 else 402 else
368 at = at->next; 403 at = at->next;
404
369 if (at->clone.type == PLAYER) 405 if (at->clone.type == PLAYER)
370 return at; 406 return at;
407
371 if (at == start) 408 if (at == start)
372 { 409 {
373 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 411 exit (-1);
375 } 412 }
376 } 413 }
377} 414}
378 415
379
380object * 416object *
381get_nearest_player (object *mon) 417get_nearest_player (object *mon)
382{ 418{
383 object *op = NULL; 419 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 420 objectlink *ol;
386 unsigned lastdist; 421 unsigned lastdist;
387 rv_vector rv; 422 rv_vector rv;
388 423
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 425 {
391 /* 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
392 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 433 object *tmp = ol->ob;
399 434
400 /* 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
401 * itself will have been cleared. 436 * itself will have been cleared.
402 */ 437 */
403 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 ());
404 ol = ol->next; 440 ol = ol->next;
405 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
406 if (!ol) 442 if (!ol)
407 return op; 443 return op;
408 } 444 }
421 { 457 {
422 op = ol->ob; 458 op = ol->ob;
423 lastdist = rv.distance; 459 lastdist = rv.distance;
424 } 460 }
425 } 461 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 462
427 { 463 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 464 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 465 if (lastdist > rv.distance)
432 { 466 {
433 op = pl->ob; 467 op = pl->ob;
434 lastdist = rv.distance; 468 lastdist = rv.distance;
435 } 469 }
436 } 470
437 }
438#if 0 471#if 0
439 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)");
440#endif 473#endif
441 return op; 474 return op;
442} 475}
460 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 494 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 495 * is probably not a good thing.
463 */ 496 */
464#define MAX_SPACES 50 497#define MAX_SPACES 50
465
466 498
467/* 499/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 501 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 502 * player and if path is blocked then see if blockage is close enough to player that
501 x = mon->x; 533 x = mon->x;
502 y = mon->y; 534 y = mon->y;
503 m = mon->map; 535 m = mon->map;
504 dir = rv.direction; 536 dir = rv.direction;
505 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 */
506 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
507 /* 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. */
508 if (diff > max) 541 if (diff > max)
509 return 0; 542 return 0;
543
510 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
511 { 545 {
512 lastx = x; 546 lastx = x;
513 lasty = y; 547 lasty = y;
514 lastmap = m; 548 lastmap = m;
596 max--; 630 max--;
597 lastdir = dir; 631 lastdir = dir;
598 if (!firstdir) 632 if (!firstdir)
599 firstdir = dir; 633 firstdir = dir;
600 } 634 }
635
601 if (diff <= 1) 636 if (diff <= 1)
602 { 637 {
603 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 639 * headed toward player for entire distance.
605 */ 640 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 643 }
644
609 if (diff > max) 645 if (diff > max)
610 return 0; 646 return 0;
611 } 647 }
648
612 /* 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 */
613 if (!max) 650 if (!max)
614 return 0; 651 return 0;
615 652
616 return firstdir; 653 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 680 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 681 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 682 op->type == SHIELD || op->type == GLOVES ||
646 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))
647 { 684 {
648 remove_ob (op); 685 op->destroy ();
649 free_object (op);
650 continue; 686 continue;
651 } 687 }
652 } 688 }
653 689
654 /* This really needs to be better - we should really give 690 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 701 if (tmp->type == op->type && tmp->name == op->name)
666 break; 702 break;
667 703
668 if (tmp) 704 if (tmp)
669 { 705 {
670 remove_ob (op); 706 op->destroy ();
671 free_object (op);
672 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);
673 continue; 708 continue;
674 } 709 }
710
675 if (op->nrof > 1) 711 if (op->nrof > 1)
676 op->nrof = 1; 712 op->nrof = 1;
677 } 713 }
678 714
679 if (op->type == SPELLBOOK && op->inv) 715 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 727 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 728 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 729 }
694 if (op->type == SPELL) 730 if (op->type == SPELL)
695 { 731 {
696 remove_ob (op); 732 op->destroy ();
697 free_object (op);
698 continue; 733 continue;
699 } 734 }
700 else if (op->type == SKILL) 735 else if (op->type == SKILL)
701 { 736 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 737 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 746 /* Need to set up the skill pointers */
712 link_player_skills (pl); 747 link_player_skills (pl);
713} 748}
714 749
715void 750void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 751get_party_password (object *op, partylist *party)
800{ 752{
801 if (party == NULL) 753 if (party == NULL)
802 { 754 {
803 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);
804 return; 756 return;
805 } 757 }
758
806 op->contr->write_buf[0] = '\0'; 759 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
809 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:");
810} 763}
811
812 764
813/* 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. */
814int 766static int
815roll_stat (void) 767roll_stat (void)
816{ 768{
817 int a[4], i, j, k; 769 int a[4], i, j, k;
818 770
819 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
821 773
822 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 775 if (a[i] < k)
824 k = a[i], j = i; 776 k = a[i], j = i;
825 777
826 for (i = 0, k = 0; i < 4; i++) 778 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 779 if (i != j)
829 k += a[i]; 780 k += a[i];
830 } 781
831 return k; 782 return k;
832} 783}
833 784
834void 785void
835roll_stats (object *op) 786object::roll_stats ()
836{ 787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
837 int sum = 0; 792 int sum = 0;
838 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
840 795
841 do 796 if (sum >= 82 && sum <= 116)
797 break;
842 { 798 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 799
854 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 802
863 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
864 do 804 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 805
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 806 stats.exp = 0;
899 op->stats.ac = 0; 807 stats.ac = 0;
900 808
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 809 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 810 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 819 contr->orig_stats = stats;
820 }
910} 821}
911 822
912void 823void
913Roll_Again (object *op) 824object::swap_stats (int a, int b)
914{ 825{
915 esrv_new_player (op->contr, 0); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 827
920void 828 for (int i = 0; i < NUM_STATS; ++i)
921Swap_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)
922{ 855{
923 signed char tmp;
924 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
925 857
926 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 862}
1041 863
1042/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1046 * not the class. 868 * not the class.
1047 */ 869 */
1048 870void
1049int 871player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 872{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 875
876 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl)
878 create_treasure (tl, ob, 0, 0, 0);
879
1068 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
1070 882
1071 op->contr->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
1072 884
1073 if (op->msg) 885 if (ob->msg)
1074 op->msg = NULL; 886 ob->msg = 0;
1075 887
1076 /* 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
1077 * to save here. 889 * to save here.
1078 */ 890 */
891 {
892 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
1081 896
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 897 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 900 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
1090 fix_player (op); 902 ob->update_stats ();
1091 903
1092 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1093 * is one for this race 905 * is one for this race
1094 */ 906 */
1095 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1096 { 908 {
1097 object *tmp; 909 object *tmp;
1098 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1099 911
1100 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);
1101 tmp = get_object (); 913 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
1105 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;
1106 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1107 * default initial map */ 919 * default initial map */
1108 free_object (tmp); 920 tmp->destroy ();
1109 } 921 }
1110 else 922 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 924}
1114 return 0;
1115 }
1116 925
926void
927player::chargen_race_next ()
928{
1117 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
1119 */ 931 */
1120 932
1121 tmp_loop = 0; 933 do
1122 while (!tmp_loop)
1123 { 934 {
1124 shstr name = op->name; 935 shstr name = ob->name;
1125 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
1126 937
1127 remove_statbonus (op); 938 ob->remove_statbonus ();
1128 remove_ob (op); 939 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 941 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 942 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
1134 op->x = x; 945 ob->x = x;
1135 op->y = y; 946 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 950 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 951 }
952 while (!allowed_class (ob));
1142 953
1143 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 956 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 959 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 960}
1205 961
1206void 962void
1207flee_player (object *op) 963flee_player (object *op)
1208{ 964{
1238 { 994 {
1239 op->enemy = NULL; 995 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 996 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 997 return;
1242 } 998 }
999
1243 get_rangevector (op, op->enemy, &rv, 0); 1000 get_rangevector (op, op->enemy, &rv, 0);
1244 1001
1245 dir = absdir (4 + rv.direction); 1002 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1003 for (diff = 0; diff < 3; diff++)
1247 { 1004 {
1248 int m = 1 - (RANDOM () & 2); 1005 int m = 1 - (RANDOM () & 2);
1249 1006
1250 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)))
1251 {
1252 return; 1008 return;
1253 }
1254 } 1009 }
1010
1255 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1013 op->enemy = NULL;
1258} 1014}
1259 1015
1260
1261/* 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.
1262 * 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
1263 * stop. 1018 * stop.
1264 */ 1019 */
1265int 1020int
1266check_pick (object *op) 1021check_pick (object *op)
1267{ 1022{
1268 object *tmp, *next; 1023 object *tmp, *next;
1269 int stop = 0; 1024 int stop = 0;
1270 int j, k, wvratio; 1025 int wvratio;
1271 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1272 1027
1273 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1275 return 1; 1030 return 1;
1276 1031
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &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))));
1347 else 1102 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &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
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1107 }
1108
1381 /* philosophy: 1109 /* philosophy:
1382 * 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
1383 * generic. This takes no game-time. For more detailed pickups 1111 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1112 * and selections, select-items should be used. This is a
1385 * 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
1386 * example. 1114 * example.
1387 * 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
1388 * 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
1389 * convert to decimal and then 'pickup <#> 1117 * convert to decimal and then 'pickup <#>
1423 /* question: don't pick up known-poisonous stuff? */ 1151 /* question: don't pick up known-poisonous stuff? */
1424 if (op->contr->mode & PU_FOOD) 1152 if (op->contr->mode & PU_FOOD)
1425 if (tmp->type == FOOD) 1153 if (tmp->type == FOOD)
1426 { 1154 {
1427 pick_up (op, tmp); 1155 pick_up (op, tmp);
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue; 1156 continue;
1431 } 1157 }
1158
1432 if (op->contr->mode & PU_DRINK) 1159 if (op->contr->mode & PU_DRINK)
1433 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)))
1434 { 1161 {
1435 pick_up (op, tmp); 1162 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue; 1163 continue;
1439 } 1164 }
1440 1165
1441 if (op->contr->mode & PU_POTION) 1166 if (op->contr->mode & PU_POTION)
1442 if (tmp->type == POTION) 1167 if (tmp->type == POTION)
1443 { 1168 {
1444 pick_up (op, tmp); 1169 pick_up (op, tmp);
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue; 1170 continue;
1448 } 1171 }
1449 1172
1450 /* spellbooks, skillscrolls and normal books/scrolls */ 1173 /* spellbooks, skillscrolls and normal books/scrolls */
1451 if (op->contr->mode & PU_SPELLBOOK) 1174 if (op->contr->mode & PU_SPELLBOOK)
1452 if (tmp->type == SPELLBOOK) 1175 if (tmp->type == SPELLBOOK)
1453 { 1176 {
1454 pick_up (op, tmp); 1177 pick_up (op, tmp);
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue; 1178 continue;
1458 } 1179 }
1180
1459 if (op->contr->mode & PU_SKILLSCROLL) 1181 if (op->contr->mode & PU_SKILLSCROLL)
1460 if (tmp->type == SKILLSCROLL) 1182 if (tmp->type == SKILLSCROLL)
1461 { 1183 {
1462 pick_up (op, tmp); 1184 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue; 1185 continue;
1466 } 1186 }
1187
1467 if (op->contr->mode & PU_READABLES) 1188 if (op->contr->mode & PU_READABLES)
1468 if (tmp->type == BOOK || tmp->type == SCROLL) 1189 if (tmp->type == BOOK || tmp->type == SCROLL)
1469 { 1190 {
1470 pick_up (op, tmp); 1191 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue; 1192 continue;
1474 } 1193 }
1475 1194
1476 /* wands/staves/rods/horns */ 1195 /* wands/staves/rods/horns */
1477 if (op->contr->mode & PU_MAGIC_DEVICE) 1196 if (op->contr->mode & PU_MAGIC_DEVICE)
1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1479 { 1198 {
1480 pick_up (op, tmp); 1199 pick_up (op, tmp);
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue; 1200 continue;
1484 } 1201 }
1485 1202
1486 /* pick up all magical items */ 1203 /* pick up all magical items */
1487 if (op->contr->mode & PU_MAGICAL) 1204 if (op->contr->mode & PU_MAGICAL)
1488 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))
1489 { 1206 {
1490 pick_up (op, tmp); 1207 pick_up (op, tmp);
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue; 1208 continue;
1494 } 1209 }
1495 1210
1496 if (op->contr->mode & PU_VALUABLES) 1211 if (op->contr->mode & PU_VALUABLES)
1497 { 1212 {
1498 if (tmp->type == MONEY || tmp->type == GEM) 1213 if (tmp->type == MONEY || tmp->type == GEM)
1499 { 1214 {
1500 pick_up (op, tmp); 1215 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue; 1216 continue;
1504 } 1217 }
1505 } 1218 }
1506 1219
1507 /* rings & amulets - talismans seems to be typed AMULET */ 1220 /* rings & amulets - talismans seems to be typed AMULET */
1508 if (op->contr->mode & PU_JEWELS) 1221 if (op->contr->mode & PU_JEWELS)
1509 if (tmp->type == RING || tmp->type == AMULET) 1222 if (tmp->type == RING || tmp->type == AMULET)
1510 { 1223 {
1511 pick_up (op, tmp); 1224 pick_up (op, tmp);
1225 continue;
1512 if (0) 1226 }
1513 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);
1514 continue; 1233 continue;
1515 } 1234 }
1516 1235
1517 /* bows and arrows. Bows are good for selling! */ 1236 /* bows and arrows. Bows are good for selling! */
1518 if (op->contr->mode & PU_BOW) 1237 if (op->contr->mode & PU_BOW)
1519 if (tmp->type == BOW) 1238 if (tmp->type == BOW)
1520 { 1239 {
1521 pick_up (op, tmp); 1240 pick_up (op, tmp);
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue; 1241 continue;
1525 } 1242 }
1243
1526 if (op->contr->mode & PU_ARROW) 1244 if (op->contr->mode & PU_ARROW)
1527 if (tmp->type == ARROW) 1245 if (tmp->type == ARROW)
1528 { 1246 {
1529 pick_up (op, tmp); 1247 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue; 1248 continue;
1533 } 1249 }
1534 1250
1535 /* all kinds of armor etc. */ 1251 /* all kinds of armor etc. */
1536 if (op->contr->mode & PU_ARMOUR) 1252 if (op->contr->mode & PU_ARMOUR)
1537 if (tmp->type == ARMOUR) 1253 if (tmp->type == ARMOUR)
1538 { 1254 {
1539 pick_up (op, tmp); 1255 pick_up (op, tmp);
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue; 1256 continue;
1543 } 1257 }
1258
1544 if (op->contr->mode & PU_HELMET) 1259 if (op->contr->mode & PU_HELMET)
1545 if (tmp->type == HELMET) 1260 if (tmp->type == HELMET)
1546 { 1261 {
1547 pick_up (op, tmp); 1262 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue; 1263 continue;
1551 } 1264 }
1265
1552 if (op->contr->mode & PU_SHIELD) 1266 if (op->contr->mode & PU_SHIELD)
1553 if (tmp->type == SHIELD) 1267 if (tmp->type == SHIELD)
1554 { 1268 {
1555 pick_up (op, tmp); 1269 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue; 1270 continue;
1559 } 1271 }
1272
1560 if (op->contr->mode & PU_BOOTS) 1273 if (op->contr->mode & PU_BOOTS)
1561 if (tmp->type == BOOTS) 1274 if (tmp->type == BOOTS)
1562 { 1275 {
1563 pick_up (op, tmp); 1276 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue; 1277 continue;
1567 } 1278 }
1279
1568 if (op->contr->mode & PU_GLOVES) 1280 if (op->contr->mode & PU_GLOVES)
1569 if (tmp->type == GLOVES) 1281 if (tmp->type == GLOVES)
1570 { 1282 {
1571 pick_up (op, tmp); 1283 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue; 1284 continue;
1575 } 1285 }
1286
1576 if (op->contr->mode & PU_CLOAK) 1287 if (op->contr->mode & PU_CLOAK)
1577 if (tmp->type == CLOAK) 1288 if (tmp->type == CLOAK)
1578 { 1289 {
1579 pick_up (op, tmp); 1290 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1291 continue;
1583 } 1292 }
1584 1293
1585 /* hoping to catch throwing daggers here */ 1294 /* hoping to catch throwing daggers here */
1586 if (op->contr->mode & PU_MISSILEWEAPON) 1295 if (op->contr->mode & PU_MISSILEWEAPON)
1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1588 { 1297 {
1589 pick_up (op, tmp); 1298 pick_up (op, tmp);
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue; 1299 continue;
1593 } 1300 }
1594 1301
1595 /* careful: chairs and tables are weapons! */ 1302 /* careful: chairs and tables are weapons! */
1596 if (op->contr->mode & PU_ALLWEAPON) 1303 if (op->contr->mode & PU_ALLWEAPON)
1599 { 1306 {
1600 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 &&
1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1602 { 1309 {
1603 pick_up (op, tmp); 1310 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue; 1311 continue;
1607 } 1312 }
1608 } 1313 }
1314
1609 if (tmp->type == WEAPON && tmp->name == NULL) 1315 if (tmp->type == WEAPON && tmp->name == NULL)
1610 { 1316 {
1611 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)
1612 { 1318 {
1613 pick_up (op, tmp); 1319 pick_up (op, tmp);
1614 if (0)
1615 fprintf (stderr, "WEAPON\n");
1616 continue; 1320 continue;
1617 } 1321 }
1618 } 1322 }
1619 } 1323 }
1620 1324
1621 /* misc stuff that's useful */ 1325 /* misc stuff that's useful */
1622 if (op->contr->mode & PU_KEY) 1326 if (op->contr->mode & PU_KEY)
1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1624 { 1328 {
1625 pick_up (op, tmp); 1329 pick_up (op, tmp);
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue; 1330 continue;
1629 } 1331 }
1630 1332
1631 /* 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
1632 * pickups */ 1334 * pickups */
1654 continue; 1356 continue;
1655 } 1357 }
1656 } 1358 }
1657 } /* the new pickup model */ 1359 } /* the new pickup model */
1658 } 1360 }
1361
1659 return !stop; 1362 return !stop;
1660} 1363}
1661 1364
1662/* 1365/*
1663 * Find an arrow in the inventory and after that 1366 * Find an arrow in the inventory and after that
1665 * found object is returned. 1368 * found object is returned.
1666 */ 1369 */
1667object * 1370object *
1668find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1669{ 1372{
1670 object *tmp = NULL; 1373 object *tmp = 0;
1671 1374
1672 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1673 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))
1674 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1675 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1676 return op; 1379 return op;
1380
1677 return tmp; 1381 return tmp;
1678} 1382}
1679 1383
1680/* 1384/*
1681 * 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
1682 * 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
1683 * 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
1684 * 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.
1685 */ 1389 */
1686
1687object * 1390object *
1688find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1689{ 1392{
1690 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1691 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1757 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1758 * op = the shooter 1461 * op = the shooter
1759 * type = bow->race 1462 * type = bow->race
1760 * dir = fire direction 1463 * dir = fire direction
1761 */ 1464 */
1762
1763object * 1465object *
1764pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1765{ 1467{
1766 object *tmp = NULL; 1468 object *tmp = NULL;
1767 maptile *m; 1469 maptile *m;
1832 */ 1534 */
1833int 1535int
1834fire_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)
1835{ 1537{
1836 object *left, *bow; 1538 object *left, *bow;
1837 int bowspeed, mflags; 1539 int mflags;
1838 maptile *m; 1540 maptile *m;
1839 1541
1840 if (!dir) 1542 if (!dir)
1841 { 1543 {
1842 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!");
1843 return 0; 1545 return 0;
1844 } 1546 }
1845 if (op->type == PLAYER) 1547
1846 bow = op->contr->ranges[range_bow]; 1548 if (op->contr)
1549 bow = op->current_weapon;
1847 else 1550 else
1848 { 1551 {
1849 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1850 /* 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
1851 * 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.
1856 if (!bow) 1559 if (!bow)
1857 { 1560 {
1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1859 return 0; 1562 return 0;
1860 } 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
1861 } 1572 }
1573
1862 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1863 { 1575 {
1864 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);
1865 return 0; 1577 return 0;
1866 } 1578 }
1867
1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1869
1870 /* penalize ROF for bestarrow */
1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1872 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1873 if (bowspeed < 1)
1874 bowspeed = 1;
1875 1579
1876 if (arrow == NULL) 1580 if (arrow == NULL)
1877 { 1581 {
1878 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1879 { 1583 {
1880 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1881 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);
1882 /* 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 */
1883 else 1587 else
1884 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1885 return 0; 1590 return 0;
1886 } 1591 }
1887 } 1592 }
1593
1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1889 if (mflags & P_OUT_OF_MAP) 1595 if (mflags & P_OUT_OF_MAP)
1890 {
1891 return 0; 1596 return 0;
1892 } 1597
1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1598 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 { 1599 {
1895 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.");
1896 return 0; 1601 return 0;
1897 } 1602 }
1898 1603
1899 /* this should not happen, but sometimes does */ 1604 /* this should not happen, but sometimes does */
1900 if (arrow->nrof == 0) 1605 if (arrow->nrof == 0)
1901 { 1606 {
1902 remove_ob (arrow); 1607 arrow->destroy ();
1903 free_object (arrow);
1904 return 0; 1608 return 0;
1905 } 1609 }
1906 1610
1907 left = arrow; /* these are arrows left to the player */ 1611 left = arrow; /* these are arrows left to the player */
1908 arrow = get_split_ob (arrow, 1); 1612 arrow = get_split_ob (arrow, 1);
1909 if (arrow == NULL) 1613 if (!arrow)
1910 { 1614 {
1911 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);
1912 return 0; 1616 return 0;
1913 } 1617 }
1914 set_owner (arrow, op); 1618
1619 arrow->set_owner (op);
1915 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1916
1917 arrow->direction = dir; 1621 arrow->direction = dir;
1918 arrow->x = sx; 1622
1919 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;
1920 1655
1921 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1922 { 1657 {
1923 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1924 fix_player (op);
1925 }
1926
1927 SET_ANIMATION (arrow, arrow->direction);
1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1929 arrow->stats.hp = arrow->stats.dam;
1930 arrow->stats.grace = arrow->attacktype;
1931 if (arrow->slaying != NULL)
1932 arrow->spellarg = strdup_local (arrow->slaying);
1933
1934 /* Note that this was different for monsters - they got their level
1935 * added to the damage. I think the strength bonus is more proper.
1936 */
1937
1938 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1939
1940 /* update the speed */
1941 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1942 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1943
1944 if (arrow->speed < 1.0)
1945 arrow->speed = 1.0;
1946 update_ob_speed (arrow);
1947 arrow->speed_left = 0;
1948
1949 if (op->type == PLAYER)
1950 {
1951 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1952 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1953 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1954
1955 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;
1956 } 1665 }
1957 else 1666 else
1958 { 1667 {
1959 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1960 arrow->level = op->level; 1668 arrow->level = op->level;
1961 } 1669 arrow->stats.wc -= bow->magic;
1962 1670
1963 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1964 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1965 1676
1966 if (bow->slaying != NULL) 1677 wc -= arrow->level;
1967 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1968 1679
1969 arrow->map = m; 1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1970 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1972 1683
1973 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);
1974 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1975 1686
1976 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1977 move_arrow (arrow); 1688 move_arrow (arrow);
1978 1689
1979 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1999{ 1710{
2000 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
2001 1712
2002 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
2003 { 1714 {
2004 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);
2005 } 1716 }
2006 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)
2007 { 1718 {
2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2009 wcmod = -1; 1720 wcmod = -1;
1721
2010 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);
2011 } 1723 }
2012 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
2013 { 1725 {
2014 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);
2018 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
2019 { 1731 {
2020 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);
2021 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);
2022 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);
2023
2024 } 1735 }
2025 else 1736 else
2026 { 1737 {
2027 /* Simple case */ 1738 /* Simple case */
2028 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);
2029 } 1740 }
1741
2030 return ret; 1742 return ret;
2031} 1743}
2032
2033 1744
2034/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
2035 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
2036 */ 1747 */
2037void 1748void
2038fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
2039{ 1750{
2040 object *item; 1751 object *item = op->contr->ranged_ob;
2041 1752
2042 if (!op->contr->ranges[range_misc]) 1753 if (!item)
2043 { 1754 {
2044 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.");
2045 return; 1756 return;
2046 } 1757 }
2047 1758
2048 item = op->contr->ranges[range_misc];
2049 if (!item->inv) 1759 if (!item->inv)
2050 { 1760 {
2051 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2052 return; 1762 return;
2053 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
2054 if (item->type == WAND) 1768 if (item->type == WAND)
2055 { 1769 {
2056 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
2057 { 1771 {
2058 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2059 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
2060 return; 1775 return;
2061 } 1776 }
2062 } 1777 }
2063 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
2064 { 1779 {
2065 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))
2066 { 1781 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
2068 if (item->type == ROD) 1784 if (item->type == ROD)
2069 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));
2070 else 1786 else
2071 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
2072 return; 1789 return;
2073 } 1790 }
2074 } 1791 }
2075 1792
2076 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
2084 1801
2085 if (item->arch) 1802 if (item->arch)
2086 { 1803 {
2087 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2088 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2089 item->speed = 0; 1806 item->set_speed (0);
2090 update_ob_speed (item);
2091 } 1807 }
1808
2092 if ((tmp = is_player_inv (item))) 1809 if ((tmp = item->in_player ()))
2093 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2094 } 1811 }
2095 } 1812 }
2096 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2097 {
2098 drain_rod_charge (item); 1814 drain_rod_charge (item);
2099 }
2100 } 1815 }
2101} 1816}
2102 1817
2103/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2104 */ 1819 */
2105void 1820bool
2106fire (object *op, int dir) 1821fire (object *op, int dir)
2107{ 1822{
2108 int spellcost = 0; 1823 int spellcost = 0;
2109 1824
2110 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
2111 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
2112 make_visible (op); 1827 make_visible (op);
2113 1828
2114 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;
2115 { 1835 }
2116 case range_none:
2117 return;
2118 1836
2119 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:
2120 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
2121 return; 1854 break;
2122 1855
2123 case range_magic: /* Casting spells */ 1856 case SPELL:
2124 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2125 return; 1858 break;
2126 1859
2127 case range_misc: 1860 case BUILDER:
1861 apply_map_builder (op, dir);
1862 break;
1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
2128 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2129 return; 1870 break;
2130
2131 case range_golem: /* Control summoned monsters from scrolls */
2132 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2133 {
2134 op->contr->ranges[range_golem] = NULL;
2135 op->contr->shoottype = range_none;
2136 op->contr->golem_count = 0;
2137 }
2138 else
2139 control_golem (op->contr->ranges[range_golem], dir);
2140 return;
2141
2142 case range_skill:
2143 if (!op->chosen_skill)
2144 {
2145 if (op->type == PLAYER)
2146 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2147 return;
2148 }
2149 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2150 return;
2151 case range_builder:
2152 apply_map_builder (op, dir);
2153 return;
2154 default:
2155 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2156 return;
2157 } 1871 }
2158}
2159 1872
2160 1873 return true;
1874}
2161 1875
2162/* find_key 1876/* find_key
2163 * 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
2164 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
2165 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
2167 * pl is the player, 1881 * pl is the player,
2168 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
2169 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
2170 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
2171 */ 1885 */
2172
2173object * 1886object *
2174find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
2175{ 1888{
2176 object *tmp, *key; 1889 object *tmp, *key;
2177 1890
2178 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
2179 if (container->inv == NULL) 1892 if (!container->inv)
2180 return NULL; 1893 return 0;
2181 1894
2182 /* 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 */
2183 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2184 { 1897 {
2185 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
2186 break; 1899 break;
2187 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
2188 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
2189 */ 1902 */
2190 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2191 break; 1904 break;
2192 } 1905 }
1906
2193 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
2194 /* 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.
2195 * 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
2196 * a key, return 1910 * a key, return
2197 */ 1911 */
2198 if (!tmp) 1912 if (!tmp)
2199 { 1913 {
2200 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
2201 { 1915 {
2202 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
2203 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
2204 { 1918 {
2205 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
2206 return key; 1920 return key;
2207 } 1921 }
2208 } 1922 }
1923
2209 if (!tmp) 1924 if (!tmp)
2210 return NULL; 1925 return NULL;
2211 } 1926 }
1927
2212 /* 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,
2213 * see if we actually want to use it 1929 * see if we actually want to use it
2214 */ 1930 */
2215 if (pl != container) 1931 if (pl != container)
2216 { 1932 {
2237 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2238 "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));
2239 return NULL; 1955 return NULL;
2240 } 1956 }
2241 } 1957 }
1958
2242 return tmp; 1959 return tmp;
2243} 1960}
2244 1961
2245/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
2246 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2248 * 0 otherwise 1965 * 0 otherwise
2249 */ 1966 */
2250static int 1967static int
2251player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2252{ 1969{
2253
2254 /* 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,
2255 * 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 -
2256 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2257 */ 1973 */
2258 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2259 1975
2260 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2261 if (key) 1977 if (key)
2262 { 1978 {
2263 object *container = key->env; 1979 object *container = key->env;
2264 1980
2265 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
2266 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2267 make_visible (op); 1984 make_visible (op);
1985
2268 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2269 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2270 if (door->type == DOOR) 1989 if (door->type == DOOR)
2271 {
2272 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 */
2273 }
2274 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2275 { 1992 {
2276 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));
2277 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2278 } 1995 }
1996
2279 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2280 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2281 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2282 if (container != op) 2000 if (container != op)
2283 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2284 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2285 } 2004 }
2286 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2287 { 2006 {
2288 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2289 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2290 return 1; 2009 return 1;
2291 } 2010 }
2011
2292 return 0; 2012 return 0;
2293} 2013}
2294 2014
2295/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2296 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2297 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2298 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2299 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2300 */ 2020 */
2301 2021bool
2302void
2303move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2304{ 2023{
2305 object *tmp, *mon;
2306 sint16 nx, ny;
2307 int on_battleground; 2024 int on_battleground;
2308 maptile *m;
2309 2025
2310 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2311 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2312 2028
2313 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 }
2314 2039
2315 /* 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
2316 * 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
2317 * 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
2318 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2319 * 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
2320 * 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
2321 * 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
2322 * move_ob uses. 2047 * move_ob uses.
2323 */ 2048 */
2324 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);
2325 {
2326 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2327 {
2328 m = get_map_from_coord (op->map, &nx, &ny);
2329 if (!m)
2330 return; /* Don't think this should happen */
2331 }
2332 else
2333 m = op->map;
2334 2050
2335 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2336 {
2337 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2338 return;
2339 }
2340
2341 mon = NULL;
2342 /* 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
2343 * 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.
2344 * 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
2345 * on the space 2054 * on the space
2346 */ 2055 */
2347 while (tmp != NULL) 2056 object *mon;
2348 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2349 if (tmp == op) 2058 {
2350 { 2059 if ((mon->flag [FLAG_ALIVE]
2351 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2352 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2353 }
2354 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355 {
2356 mon = tmp; 2062 && mon != op)
2357 break; 2063 break;
2358 } 2064 }
2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360 mon = tmp;
2361 tmp = tmp->above;
2362 }
2363 2065
2364 if (mon == NULL) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2365 return; /* into a wall */ 2067 return false; /* into a wall */
2366 2068
2367 if (mon->head != NULL)
2368 mon = mon->head; 2069 mon = mon->head_ ();
2369 2070
2370 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)
2371 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2372 return; 2076 return true;
2077 }
2373 2078
2374 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2375 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2376 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2377 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2378 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2379 * and thus will not push them. 2084 * and thus will not push them.
2380 */ 2085 */
2381 2086
2382 /* 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
2383 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2384 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2385 */ 2090 */
2386 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2387#if COZY_SERVER 2092 && ((mon->owner && mon->owner->contr
2388 &&
2389 ((get_owner (mon) && get_owner (mon)->contr
2390 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2391#else 2094 || mon->owner == op)
2392 && get_owner (mon) == op
2393#endif
2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 { 2096 {
2396 /* 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 */
2397 if (op->contr->braced) 2098 if (op->contr->braced)
2398 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2399 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);
2400 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2401 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2402 make_visible (op); 2109 make_visible (op);
2110
2403 return; 2111 return true;
2404 } 2112 }
2113 else
2114 return false;
2115 }
2405 2116
2406 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2407 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2408 * 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
2409 * attack them either. 2120 * attack them either.
2410 */ 2121 */
2411 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2412 (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))
2413#ifdef PROHIBIT_PLAYERKILL 2124 && ((op->contr->peaceful
2414 (op->contr->peaceful 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2415 || (mon->type == PLAYER 2126 && !on_battleground))
2416 && mon->contr-> 2127 {
2417 peaceful)) && 2128 if (op->speed_left > 0.f)
2418#else
2419 op->contr->peaceful &&
2420#endif
2421 !on_battleground))
2422 { 2129 {
2130 --op->speed_left;
2131
2423 if (!op->contr->braced) 2132 if (!op->contr->braced)
2424 { 2133 {
2425 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);
2426 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2427 } 2136 }
2428 else 2137 else
2429 {
2430 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2431 } 2139
2432 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2433 make_visible (op); 2141 make_visible (op);
2434 }
2435 2142
2143 return true;
2144 }
2145 }
2436 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2437 * 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.
2438 */ 2148 */
2439 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)
2440 { 2152 {
2153 --op->speed_left;
2154
2441 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2442 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2443 make_visible (op); 2157 make_visible (op);
2444 }
2445 2158
2159 return true;
2160 }
2161 }
2446 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2447 * 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
2448 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2449 * 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
2450 * 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.
2451 */ 2167 */
2452
2453 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2454 ((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)))
2455 { 2170 {
2456 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2457 /* If the player hasn't hit something this tick, and does
2458 * so, give them speed boost based on weapon speed. Doing
2459 * it here is better than process_players2, which basically
2460 * incurred a 1 tick offset.
2461 */
2462 if (!op->contr->has_hit)
2463 { 2172 {
2464 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2465 2174
2466 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2467 }
2468
2469 skill_attack (mon, op, 0, NULL, NULL); 2175 skill_attack (mon, op, 0, 0, 0);
2470 2176
2471 /* If attacking another player, that player gets automatic
2472 * hitback, and doesn't loose luck either.
2473 * Disable hitback on the battleground or if the target is
2474 * the wiz.
2475 */
2476 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2477 {
2478 short luck = mon->stats.luck;
2479
2480 mon->contr->has_hit = 1;
2481 skill_attack (op, mon, 0, NULL, NULL);
2482 mon->stats.luck = luck;
2483 }
2484 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2485 make_visible (op); 2178 make_visible (op);
2486 }
2487 } /* if player should attack something */
2488}
2489 2179
2490int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2491move_player (object *op, int dir) 2188move_player (object *op, int dir)
2492{ 2189{
2493 int pick; 2190 int pick;
2494 2191
2495 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2496 return 0; 2193 return 0;
2497 2194
2498 /* Sanity check: make sure dir is valid */ 2195 /* Sanity check: make sure dir is valid */
2499 if ((dir < 0) || (dir >= 9)) 2196 if ((dir < 0) || (dir >= 9))
2500 { 2197 {
2501 LOG (llevError, "move_player: invalid direction %d\n", dir); 2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2502 return 0; 2199 return 0;
2503 } 2200 }
2504 2201
2505 /* peterm: added following line */ 2202 /* peterm: added following line */
2506 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2507 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2508 2205
2509 op->facing = dir; 2206 op->facing = dir;
2510 2207
2511 if (op->hide) 2208 if (op->hide)
2512 do_hidden_move (op); 2209 do_hidden_move (op);
2513 2210
2211 bool retval;
2212
2514 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2515 /*nop */ ; 2214 retval = RESULT_INT (0);
2516 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2517 fire (op, dir); 2216 retval = fire (op, dir);
2518 else 2217 else
2519 { 2218 {
2520 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2521 pick = check_pick (op); 2220 pick = check_pick (op);
2522 } 2221 }
2523 2222
2524 /* 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
2525 * server can handle repeat firing. 2224 * server can handle repeat firing.
2526 */ 2225 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2226 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir; 2227 op->direction = dir;
2530 }
2531 else 2228 else
2532 {
2533 op->direction = 0; 2229 op->direction = 0;
2534 } 2230
2535 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2537 * for players. 2233 * for players.
2538 */ 2234 */
2539 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2540 return 0; 2236
2237 return retval;
2541} 2238}
2542 2239
2543/* 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
2544 * new client/server stuff. 2241 * new client/server stuff.
2545 * 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
2546 * the new speed values for commands. 2243 * the new speed values for commands.
2547 * 2244 *
2548 * 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.
2549 */ 2248 */
2550int 2249bool
2551handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2552{ 2251{
2553 if (op->contr->hidden)
2554 {
2555 op->invisible = 1000;
2556 /* the socket code flashes the player visible/invisible
2557 * depending on the value of invisible, so we need to
2558 * alternate it here for it to work correctly.
2559 */
2560 if (pticks & 2)
2561 op->invisible--;
2562 }
2563 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2564 {
2565 op->invisible--;
2566 if (!op->invisible)
2567 {
2568 make_visible (op);
2569 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2570 }
2571 }
2572
2573 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2574 { 2253 {
2575 flee_player (op); 2254 if (op->speed_left > 0.f)
2576 /* If player is still scared, that is his action for this tick */
2577 if (QUERY_FLAG (op, FLAG_SCARED))
2578 { 2255 {
2579 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2580 return 0; 2259 return true;
2581 } 2260 }
2582 } 2261 else
2583 2262 return false;
2584 /* I've been seeing crashes where the golem has been destroyed, but
2585 * the player object still points to the defunct golem. The code that
2586 * destroys the golem looks correct, and it doesn't always happen, so
2587 * put this in a a workaround to clean up the golem pointer.
2588 */
2589 if (op->contr->ranges[range_golem] &&
2590 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2591 {
2592 op->contr->ranges[range_golem] = NULL;
2593 op->contr->golem_count = 0;
2594 } 2263 }
2595 2264
2596 /* 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
2597 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2598 * called, so we recheck it here. 2267 * called, so we recheck it here.
2599 */ 2268 */
2600 HandleClient (&op->contr->socket, op->contr); 2269 if (op->contr->ns->handle_command ())
2601 if (op->speed_left < 0)
2602 return 0; 2270 return true;
2603 2271
2604 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605 {
2606 /* All move commands take 1 tick, at least for now */
2607 op->speed_left--;
2608
2609 /* Instead of all the stuff below, let move_player take care
2610 * of it. Also, some of the skill stuff is only put in
2611 * there, as well as the confusion stuff.
2612 */
2613 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2614 if (op->speed_left > 0) 2274
2615 return 1;
2616 else
2617 return 0;
2618 }
2619 return 0; 2275 return false;
2620} 2276}
2621 2277
2622int 2278int
2623save_life (object *op) 2279save_life (object *op)
2624{ 2280{
2625 object *tmp;
2626
2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2628 return 0; 2282 return 0;
2629 2283
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2284 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 { 2286 {
2633 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);
2634 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
2635 if (op->contr) 2290 if (op->contr)
2636 esrv_del_item (op->contr, tmp->count); 2291 esrv_del_item (op->contr, tmp->count);
2637 remove_ob (tmp); 2292
2638 free_object (tmp); 2293 tmp->destroy ();
2639 CLEAR_FLAG (op, FLAG_LIFESAVE); 2294 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295
2640 if (op->stats.hp < 0) 2296 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2298
2642 if (op->stats.food < 0) 2299 if (op->stats.food < 0)
2643 op->stats.food = 999; 2300 op->stats.food = 999;
2644 fix_player (op); 2301
2302 op->update_stats ();
2645 return 1; 2303 return 1;
2646 } 2304 }
2305
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */ 2308 enter_player_savebed (op); /* bring him home. */
2650 return 0; 2309 return 0;
2651} 2310}
2656 * from. 2315 * from.
2657 */ 2316 */
2658void 2317void
2659remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2660{ 2319{
2661 object *next;
2662
2663 while (op) 2320 while (op)
2664 { 2321 {
2665 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' */
2666 * we remove object 'op' 2323
2667 */
2668 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 { 2325 {
2670 remove_ob (op);
2671 op->x = env->x;
2672 op->y = env->y;
2673 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2674 esrv_del_item (env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2675 insert_ob_in_map (op, env->map, NULL, 0); 2328
2329 op->insert_at (env);
2676 } 2330 }
2677 else if (op->inv) 2331 else if (op->inv)
2678 remove_unpaid_objects (op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2333
2679 op = next; 2334 op = next;
2680 } 2335 }
2681} 2336}
2682
2683 2337
2684/* 2338/*
2685 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2686 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2687 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2698 strcpy (buf2, " R.I.P.\n\n"); 2352 strcpy (buf2, " R.I.P.\n\n");
2699 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2701 else 2355 else
2702 sprintf (buf, "%s\n", &op->name); 2356 sprintf (buf, "%s\n", &op->name);
2357
2703 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2704 strcat (buf2, buf); 2359 strcat (buf2, buf);
2705 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2706 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);
2707 else 2362 else
2708 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
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2366 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2712 { 2368 {
2713 sprintf (buf, "by %s.\n\n", op->contr->killer); 2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2714 strncat (buf2, " ", 21 - strlen (buf) / 2); 2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2715 strcat (buf2, buf); 2371 strcat (buf2, buf);
2716 } 2372 }
2373
2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2376 strcat (buf2, buf);
2377
2720 return buf2; 2378 return buf2;
2721} 2379}
2722
2723
2724 2380
2725void 2381void
2726do_some_living (object *op) 2382do_some_living (object *op)
2727{ 2383{
2728 int last_food = op->stats.food; 2384 int last_food = op->stats.food;
2734 int rate_grace = 2000; 2390 int rate_grace = 2000;
2735 const int max_hp = 1; 2391 const int max_hp = 1;
2736 const int max_sp = 1; 2392 const int max_sp = 1;
2737 const int max_grace = 1; 2393 const int max_grace = 1;
2738 2394
2739 if (op->contr->outputs_sync) 2395 if (op->contr->hidden)
2740 {
2741 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2742 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2743 flush_output_element (op, &op->contr->outputs[i]);
2744 } 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 }
2745 2413
2746 if (op->contr->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2747 { 2415 {
2748
2749 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2750 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2751 if (op->contr->gen_hp >= 0) 2418 if (op->contr->gen_hp >= 0)
2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2753 else 2420 else
2754 { 2421 {
2755 gen_hp = op->stats.maxhp; 2422 gen_hp = op->stats.maxhp;
2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2757 } 2424 }
2425
2758 if (op->contr->gen_sp >= 0) 2426 if (op->contr->gen_sp >= 0)
2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2760 else 2428 else
2761 { 2429 {
2762 gen_sp = op->stats.maxsp; 2430 gen_sp = op->stats.maxsp;
2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2764 } 2432 }
2433
2765 if (op->contr->gen_grace >= 0) 2434 if (op->contr->gen_grace >= 0)
2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2767 else 2436 else
2768 { 2437 {
2769 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2770 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2771 } 2440 }
2772 2441
2773 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2774 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2775 { 2444 {
2776 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);
2777 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2778 { 2447 {
2779 op->stats.sp++; 2448 op->stats.sp++;
2785 op->stats.food += op->contr->digestion; 2454 op->stats.food += op->contr->digestion;
2786 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))
2787 op->stats.food = last_food; 2456 op->stats.food = last_food;
2788 } 2457 }
2789 } 2458 }
2459
2790 if (max_sp > 1) 2460 if (max_sp > 1)
2791 { 2461 {
2792 over_sp = (gen_sp + 10) / rate_sp; 2462 over_sp = (gen_sp + 10) / rate_sp;
2793 if (over_sp > 0) 2463 if (over_sp > 0)
2794 { 2464 {
2795 if (op->stats.sp < op->stats.maxsp) 2465 if (op->stats.sp < op->stats.maxsp)
2796 { 2466 {
2797 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2798 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))
2799 op->stats.sp--; 2470 op->stats.sp--;
2471
2800 if (op->stats.sp > op->stats.maxsp) 2472 if (op->stats.sp > op->stats.maxsp)
2801 op->stats.sp = op->stats.maxsp; 2473 op->stats.sp = op->stats.maxsp;
2802 } 2474 }
2803 op->last_sp = 0; 2475 op->last_sp = 0;
2804 } 2476 }
2805 else 2477 else
2806 {
2807 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);
2808 }
2809 } 2479 }
2810 else 2480 else
2811 {
2812 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);
2813 }
2814 } 2482 }
2815 2483
2816 /* Regenerate Grace */ 2484 /* Regenerate Grace */
2817 /* 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. */
2818 if (--op->last_grace < 0) 2486 if (--op->last_grace < 0)
2819 { 2487 {
2820 if (op->stats.grace < op->stats.maxgrace / 2) 2488 if (op->stats.grace < op->stats.maxgrace / 2)
2821 op->stats.grace++; /* no penalty in food for regaining grace */ 2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2822 if (max_grace > 1) 2491 if (max_grace > 1)
2823 { 2492 {
2824 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2825 if (over_grace > 0) 2494 if (over_grace > 0)
2826 { 2495 {
2854 op->stats.food += op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2855 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))
2856 op->stats.food = last_food; 2525 op->stats.food = last_food;
2857 } 2526 }
2858 } 2527 }
2528
2859 if (max_hp > 1) 2529 if (max_hp > 1)
2860 { 2530 {
2861 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862 if (over_hp > 0) 2532 if (over_hp > 0)
2863 { 2533 {
2876 } 2546 }
2877 2547
2878 /* Digestion */ 2548 /* Digestion */
2879 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2880 { 2550 {
2881#ifdef COZY_SERVER
2882 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2883 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2884#else
2885 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;
2886#endif
2887 2552
2888 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2889 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);
2890 else 2555 else
2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2892 /* dms do not consume food */ 2558 /* dms do not consume food */
2893 if (!QUERY_FLAG (op, FLAG_WIZ)) 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2894 op->stats.food--; 2560 op->stats.food--;
2895 } 2561 }
2896 }
2897 2562
2898 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2899 { 2564 {
2900 object *tmp, *flesh = NULL; 2565 object *tmp, *flesh = 0;
2901 2566
2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2903 {
2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 { 2568 {
2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2907 { 2570 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2908 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.");
2909 manual_apply (op, tmp, 0); 2574 manual_apply (op, tmp, 0);
2910 if (op->stats.food >= 0 || op->stats.hp < 0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2911 break; 2576 break;
2912 } 2577 }
2913 else if (tmp->type == FLESH) 2578 else if (tmp->type == FLESH)
2914 flesh = tmp; 2579 flesh = tmp;
2915 } /* End if paid for object */ 2580 } /* End if paid for object */
2916 } /* end of for loop */ 2581 } /* end of for loop */
2582
2917 /* 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
2918 * eat flesh instead. 2584 * eat flesh instead.
2919 */ 2585 */
2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 { 2587 {
2922 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.");
2923 manual_apply (op, flesh, 0); 2589 manual_apply (op, flesh, 0);
2924 } 2590 }
2925 } /* end if player is starving */ 2591 }
2926 2592
2927 while (op->stats.food < 0 && op->stats.hp > 0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2928 op->stats.food++, op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2929 2595
2930 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))
2931 kill_player (op); 2597 kill_player (op);
2598 }
2932} 2599}
2933
2934
2935 2600
2936/* 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.
2937 * 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
2938 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2939 * file. 2604 * file.
2969 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!");
2970 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...");
2971 2636
2972 /* restore player */ 2637 /* restore player */
2973 at = archetype::find ("poisoning"); 2638 at = archetype::find ("poisoning");
2974 tmp = present_arch_in_ob (at, op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2975 if (tmp)
2976 { 2640 {
2977 remove_ob (tmp); 2641 tmp->destroy ();
2978 free_object (tmp);
2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2980 } 2643 }
2981 2644
2982 at = archetype::find ("confusion"); 2645 at = archetype::find ("confusion");
2983 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2647 {
2986 remove_ob (tmp); 2648 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2989 } 2650 }
2990 2651
2991 cure_disease (op, 0); /* remove any disease */ 2652 cure_disease (op, 0); /* remove any disease */
2992 op->stats.hp = op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2993 if (op->stats.food <= 0) 2654 if (op->stats.food <= 0)
2994 op->stats.food = 999; 2655 op->stats.food = 999;
2995 2656
2996 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2997 tmp = arch_to_object (archetype::find ("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2998 if (tmp != NULL)
2999 { 2659 {
3000 sprintf (buf, "%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
3001 tmp->name = buf; 2661 tmp->name = buf;
3002 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
3003 " 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",
3004 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3005 tmp->msg = buf; 2665 tmp->msg = buf;
3006 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
3007 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
3008 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
3009 insert_ob_in_map (tmp, op->map, op, 0);
3010 } 2669 }
3011 2670
3012 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
3013 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
3014 op->contr->braced = 0; 2673 op->contr->braced = 0;
3019 2678
3020 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
3021 2680
3022 if (op->stats.food < 0) 2681 if (op->stats.food < 0)
3023 { 2682 {
3024 if (op->contr->explore)
3025 {
3026 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3027 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3028 op->stats.food = 999;
3029 return;
3030 }
3031 sprintf (buf, "%s starved to death.", &op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
3032 strcpy (op->contr->killer, "starvation"); 2684 strcpy (op->contr->killer, "starvation");
3033 } 2685 }
3034 else 2686 else
3035 {
3036 if (op->contr->explore)
3037 {
3038 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3039 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3040 op->stats.hp = op->stats.maxhp;
3041 return;
3042 }
3043 sprintf (buf, "%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
3044 } 2688
3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3046 2690
3047 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
3048 x = op->x; 2692 x = op->x;
3049 y = op->y; 2693 y = op->y;
3050 map = op->map; 2694 map = op->map;
3051 2695
3052
3053 if (settings.not_permadeth == TRUE)
3054 {
3055 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
3056 * 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.
3057 * 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.
3058 */ 2699 */
3059 2700
3060 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
3061 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
3062 * of death. 2703 * of death.
3063 */ 2704 */
3064#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
3065 if (settings.balanced_stat_loss) 2706 if (settings.balanced_stat_loss)
3066 { 2707 {
3067 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
3068 /* 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
3069 more if they do. */ 2710 more if they do. */
3070 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
3071 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
3072 little bit harder. */ 2713 little bit harder. */
3073 /* GD */ 2714 /* GD */
3074 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
3075 num_stats_lose = 1; 2716 num_stats_lose = 1;
3076 else
3077 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3078 }
3079 else 2717 else
3080 { 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719 }
2720 else
3081 num_stats_lose = 1; 2721 num_stats_lose = 1;
3082 } 2722
3083 lost_a_stat = 0; 2723 lost_a_stat = 0;
3084 2724
3085 for (z = 0; z < num_stats_lose; z++) 2725 for (z = 0; z < num_stats_lose; z++)
3086 { 2726 {
3087 i = RANDOM () % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
3088 2728
3089 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)
3090 { 2749 {
3091 /* Pick a random stat and take a point off it. Tell the player 2750 dep = arch_to_object (deparch);
3092 * what he lost. 2751 insert_ob_in_ob (dep, op);
3093 */
3094 change_attr_value (&(op->stats), i, -1);
3095 check_stat_bounds (&(op->stats));
3096 change_attr_value (&(op->contr->orig_stats), i, -1);
3097 check_stat_bounds (&(op->contr->orig_stats));
3098 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3099 lost_a_stat = 1;
3100 } 2752 }
3101 else 2753 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss)
3102 { 2755 {
3103 /* deplete a stat */ 2756 /* GD */
3104 archetype *deparch = archetype::find ("depletion"); 2757 /* Get the stat that we're about to deplete. */
3105 object *dep; 2758 this_stat = get_attr_value (&(dep->stats), i);
3106 2759 if (this_stat < 0)
3107 dep = present_arch_in_ob (deparch, op);
3108 if (!dep)
3109 { 2760 {
3110 dep = arch_to_object (deparch); 2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3111 insert_ob_in_ob (dep, op); 2762 int keep_chance = this_stat * this_stat;
3112 } 2763
3113 lose_this_stat = 1; 2764 /* Yes, I am paranoid. Sue me. */
3114 if (settings.balanced_stat_loss)
3115 {
3116 /* GD */
3117 /* Get the stat that we're about to deplete. */
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 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)
3120 { 2770 {
3121 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3122 int keep_chance = this_stat * this_stat;
3123
3124 /* Yes, I am paranoid. Sue me. */
3125 if (keep_chance < 1)
3126 keep_chance = 1;
3127
3128 /* There is a maximum depletion total per level. */
3129 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3130 {
3131 lose_this_stat = 0; 2771 lose_this_stat = 0;
3132 /* Take loss chance vs keep chance to see if we 2772 /* Take loss chance vs keep chance to see if we
3133 retain the stat. */ 2773 retain the stat. */
3134 }
3135 else
3136 {
3137 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3138 lose_this_stat = 0;
3139 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3140 this_stat, keep_chance, loss_chance,
3141 lose_this_stat?"LOSE":"KEEP"); */
3142 }
3143 } 2774 }
3144 }
3145
3146 if (lose_this_stat)
3147 {
3148 this_stat = get_attr_value (&(dep->stats), i);
3149 /* We could try to do something clever like find another
3150 * stat to reduce if this fails. But chances are, if
3151 * stats have been depleted to -50, all are pretty low
3152 * and should be roughly the same, so it shouldn't make a
3153 * difference.
3154 */ 2775 else
3155 if (this_stat >= -50)
3156 { 2776 {
3157 change_attr_value (&(dep->stats), i, -1); 2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3158 SET_FLAG (dep, FLAG_APPLIED);
3159 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3160 fix_player (op);
3161 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"); */
3162 } 2782 }
3163 } 2783 }
3164 } 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 }
3165 } 2803 }
2804 }
2805 }
3166 /* If no stat lost, tell the player. */ 2806 /* If no stat lost, tell the player. */
3167 if (!lost_a_stat) 2807 if (!lost_a_stat)
3168 { 2808 {
3169 /* determine_god() seems to not work sometimes... why is this? 2809 /* determine_god() seems to not work sometimes... why is this?
3170 Should I be using something else? GD */ 2810 Should I be using something else? GD */
3171 const char *god = determine_god (op); 2811 const char *god = determine_god (op);
3172 2812
3173 if (god && (strcmp (god, "none"))) 2813 if (god && (strcmp (god, "none")))
3174 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);
3175 else 2815 else
3176 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.");
3177 } 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.");
3178#endif 2820#endif
3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3180 2821
3181 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
3182 * exp loss on the stone. 2823 * exp loss on the stone.
3183 */ 2824 */
3184 tmp = arch_to_object (archetype::find ("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
3185 sprintf (buf, "%s's gravestone", &op->name); 2826 sprintf (buf, "%s's gravestone", &op->name);
3186 tmp->name = buf; 2827 tmp->name = buf;
3187 sprintf (buf, "%s's gravestones", &op->name); 2828 sprintf (buf, "%s's gravestones", &op->name);
3188 tmp->name_pl = buf; 2829 tmp->name_pl = buf;
3189 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);
3190 tmp->msg = buf; 2831 tmp->msg = buf;
3191 tmp->x = op->x, tmp->y = op->y; 2832 tmp->x = op->x, tmp->y = op->y;
3192 insert_ob_in_map (tmp, op->map, NULL, 0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
3193 2834
3194 /**************************************/ 2835 /**************************************/
3195 /* */ 2836 /* */
3196 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
3197 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
3198 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
3199 /* */ 2840 /* */
3200
3201 /**************************************/ 2841 /**************************************/
3202 2842
3203 /* remove any poisoning and confusion the character may be suffering. */ 2843 /* remove any poisoning and confusion the character may be suffering. */
3204 /* restore player */ 2844 /* restore player */
3205 at = archetype::find ("poisoning"); 2845 at = archetype::find ("poisoning");
3206 tmp = present_arch_in_ob (at, op); 2846 tmp = present_arch_in_ob (at, op);
2847
3207 if (tmp) 2848 if (tmp)
3208 { 2849 {
3209 remove_ob (tmp); 2850 tmp->destroy ();
3210 free_object (tmp);
3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212 } 2852 }
3213 2853
3214 at = archetype::find ("confusion"); 2854 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op); 2855 tmp = present_arch_in_ob (at, op);
3216 if (tmp) 2856 if (tmp)
3217 { 2857 {
3218 remove_ob (tmp); 2858 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3221 } 2860 }
2861
3222 cure_disease (op, 0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
3223 2863
3224 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
3225 apply_death_exp_penalty (op); 2865 apply_death_exp_penalty (op);
3226 if (op->stats.food < 100) 2866 if (op->stats.food < 100)
3227 op->stats.food = 900; 2867 op->stats.food = 900;
3228 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
3229 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3230 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3231 2871
3232 /* 2872 /*
3233 * 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
3234 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
3235 * in the map. 2875 */
3236 */
3237
3238 if (is_in_shop (op))
3239 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
3240 2877
3241 /****************************************/ 2878 /****************************************/
3242 /* */ 2879 /* */
3243 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
3244 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
3245 /* */ 2882 /* */
3246
3247 /****************************************/ 2883 /****************************************/
3248 2884
3249 enter_player_savebed (op); 2885 enter_player_savebed (op);
3250 2886
3251 /* Save the player before inserting the force to reduce
3252 * chance of abuse.
3253 */
3254 op->contr->braced = 0; 2887 op->contr->braced = 0;
3255 save_player (op, 1);
3256 2888
3257 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
3258 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
3259 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
3260 * on the space that might harm the player. 2892 * on the space that might harm the player.
3261 */ 2893 */
3262 will_kill_again = 0; 2894 will_kill_again = 0;
3263 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)
3264 {
3265 if (tmp->type == SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
3266 will_kill_again |= tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
3267 } 2898
3268 if (will_kill_again) 2899 if (will_kill_again)
3269 { 2900 {
3270 object *force; 2901 object *force;
3271 int at; 2902 int at;
3272 2903
3273 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
3274 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
3275 force->speed = 0.1; 2906 force->speed = 0.1f;
3276 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
3277 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
3278 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
3279 {
3280 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
3281 force->resist[at] = 100; 2911 force->resist[at] = 100;
3282 } 2912
3283 insert_ob_in_ob (force, op); 2913 insert_ob_in_ob (force, op);
3284 fix_player (op); 2914 op->update_stats ();
3285 2915
3286 } 2916 }
3287 2917
3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3289 return;
3290 } /* NOT_PERMADETH */
3291 else
3292 {
3293 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3294 * should probably be embedded in an else statement.
3295 */
3296
3297 op->contr->party = NULL;
3298 if (settings.set_title == TRUE)
3299 op->contr->own_title[0] = '\0';
3300 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3301 check_score (op);
3302 if (op->contr->ranges[range_golem] != NULL)
3303 {
3304 remove_friendly_object (op->contr->ranges[range_golem]);
3305 remove_ob (op->contr->ranges[range_golem]);
3306 free_object (op->contr->ranges[range_golem]);
3307 op->contr->ranges[range_golem] = NULL;
3308 op->contr->golem_count = 0;
3309 }
3310 loot_object (op); /* Remove some of the items for good */
3311 remove_ob (op);
3312 op->direction = 0;
3313
3314 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315 {
3316 delete_character (op->name, 0);
3317 if (settings.resurrection == TRUE)
3318 {
3319 /* save playerfile sans equipment when player dies
3320 ** then save it as player.pl.dead so that future resurrection
3321 ** type spells will work on them nicely
3322 */
3323 delete_character (op->name, 0);
3324 op->stats.hp = op->stats.maxhp;
3325 op->stats.food = 999;
3326
3327 /* set the location of where the person will reappear when */
3328 /* maybe resurrection code should fix map also */
3329 strcpy (op->contr->maplevel, settings.emergency_mapname);
3330 if (op->map != NULL)
3331 op->map = NULL;
3332 op->x = settings.emergency_x;
3333 op->y = settings.emergency_y;
3334 save_player (op, 0);
3335 op->map = map;
3336 /* please see resurrection.c: peterm */
3337 dead_player (op);
3338 }
3339 else
3340 delete_character (op->name, 1);
3341 }
3342
3343 play_again (op);
3344
3345 /* peterm: added to create a corpse at deathsite. */
3346 tmp = arch_to_object (archetype::find ("corpse_pl"));
3347 sprintf (buf, "%s", &op->name);
3348 tmp->name = tmp->name_pl = buf;
3349 tmp->level = op->level;
3350 tmp->x = x;
3351 tmp->y = y;
3352 tmp->msg = gravestone_text (op);
3353 SET_FLAG (tmp, FLAG_UNIQUE);
3354 insert_ob_in_map (tmp, map, NULL, 0);
3355 }
3356} 2919}
3357
3358 2920
3359void 2921void
3360loot_object (object *op) 2922loot_object (object *op)
3361{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
3362 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
3363 2925
3364 if (op->container) 2926 op->close_container (); /* close open sack first */
3365 { /* close open sack first */
3366 esrv_apply_container (op, op->container);
3367 }
3368 2927
3369 for (tmp = op->inv; tmp != NULL; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
3370 { 2929 {
3371 next = tmp->below; 2930 next = tmp->below;
3372 if (tmp->type == EXPERIENCE || tmp->invisible) 2931
2932 if (tmp->invisible)
3373 continue; 2933 continue;
3374 remove_ob (tmp); 2934
2935 tmp->remove ();
3375 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
3376 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
3377 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
3378 loot_object (tmp); 2940
3379 }
3380 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))))
3381 { 2942 {
3382 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
3383 { 2944 {
3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3385 free_object (tmp2); 2946 tmp2->destroy ();
3386 insert_ob_in_map (tmp, op->map, NULL, 0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
3387 } 2948 }
3388 else 2949 else
3389 free_object (tmp); 2950 tmp->destroy ();
3390 } 2951 }
3391 else 2952 else
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2953 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2954 }
3394} 2955}
3396/* 2957/*
3397 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3398 * 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
3399 * was changed. 2960 * was changed.
3400 */ 2961 */
3401
3402void 2962void
3403fix_weight (void) 2963fix_weight (void)
3404{ 2964{
3405 player *pl; 2965 for_all_players (pl)
3406
3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 { 2966 {
3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410 2968
3411 if (old == sum) 2969 if (old == sum)
3412 continue; 2970 continue;
3413 fix_player (pl->ob); 2971 pl->ob->update_stats ();
3414 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);
3415 } 2973 }
3416} 2974}
3417 2975
3418void 2976void
3419fix_luck (void) 2977fix_luck (void)
3420{ 2978{
3421 player *pl; 2979 for_all_players (pl)
3422
3423 for (pl = first_player; pl != NULL; pl = pl->next)
3424 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3425 change_luck (pl->ob, 0); 2981 pl->ob->change_luck (0);
3426} 2982}
3427
3428 2983
3429/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3430 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3431 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3432 */ 2987 */
3433
3434void 2988void
3435cast_dust (object *op, object *throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3436{ 2990{
3437 object *skop, *spob; 2991 object *skop, *spob;
3438 2992
3459 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3460 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);
3461 3015
3462 cast_spell (op, throw_ob, dir, spob, NULL); 3016 cast_spell (op, throw_ob, dir, spob, NULL);
3463 3017
3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3018 throw_ob->destroy ();
3465 remove_ob (throw_ob);
3466 free_object (throw_ob);
3467} 3019}
3468 3020
3469void 3021void
3470make_visible (object *op) 3022make_visible (object *op)
3471{ 3023{
3474 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3475 { 3027 {
3476 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3477 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3478 } 3030 }
3031
3479 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3480} 3033}
3481 3034
3482int 3035int
3483is_true_undead (object *op) 3036is_true_undead (object *op)
3484{ 3037{
3485 object *tmp = NULL;
3486
3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3488 return 1; 3039 return 1;
3489 3040
3490 if (op->type == PLAYER)
3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3495 return 0; 3041 return 0;
3496} 3042}
3497 3043
3498/* look at the surrounding terrain to determine 3044/* look at the surrounding terrain to determine
3499 * the hideability of this object. Positive levels 3045 * the hideability of this object. Positive levels
3541/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3542 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3543 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3544 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3545 */ 3091 */
3546
3547void 3092void
3548do_hidden_move (object *op) 3093do_hidden_move (object *op)
3549{ 3094{
3550 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3551 object *skop; 3096 object *skop;
3555 3100
3556 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3557 3102
3558 /* 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! */
3559 if (op->type == PLAYER && op->contr->run_on) 3104 if (op->type == PLAYER && op->contr->run_on)
3560 {
3561 if (!skop || num >= skop->level) 3105 if (!skop || num >= skop->level)
3562 { 3106 {
3563 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!");
3564 make_visible (op); 3108 make_visible (op);
3565 return; 3109 return;
3566 } 3110 }
3567 else 3111 else
3568 num += 20; 3112 num += 20;
3569 } 3113
3570 num += op->map->difficulty; 3114 num += op->map->difficulty;
3571 hide = hideability (op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3572 num -= hide; 3116 num -= hide;
3117
3573 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574 { 3119 {
3575 make_visible (op); 3120 make_visible (op);
3576 if (op->type == PLAYER) 3121 if (op->type == PLAYER)
3577 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!");
3578 } 3123 }
3579 else if (op->type == PLAYER && skop) 3124 else if (op->type == PLAYER && skop)
3580 {
3581 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);
3582 }
3583} 3126}
3584 3127
3585/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3586 3129
3587int 3130int
3614 if (mflags & P_OUT_OF_MAP) 3157 if (mflags & P_OUT_OF_MAP)
3615 continue; 3158 continue;
3616 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)))
3617 continue; 3160 continue;
3618 3161
3619 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)
3620 { 3163 {
3621 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))
3622 return 1; 3165 return 1;
3623 else if (tmp->type == PLAYER) 3166 else if (tmp->type == PLAYER)
3624 { 3167 {
3654 if (pl->type != PLAYER) 3197 if (pl->type != PLAYER)
3655 { 3198 {
3656 LOG (llevError, "player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3657 return -1; 3200 return -1;
3658 } 3201 }
3202
3659 if (!pl || !op) 3203 if (!pl || !op)
3660 return 0; 3204 return 0;
3661 3205
3662 if (op->head)
3663 {
3664 op = op->head; 3206 op = op->head_ ();
3665 } 3207
3666 get_rangevector (pl, op, &rv, 0x1); 3208 get_rangevector (pl, op, &rv, 0x1);
3667 3209
3668 /* starting with the 'head' part, lets loop 3210 /* starting with the 'head' part, lets loop
3669 * through the object and find if it has any 3211 * through the object and find if it has any
3670 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3678 3220
3679 /* only the viewable area the player sees is updated by LOS 3221 /* only the viewable area the player sees is updated by LOS
3680 * 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
3681 * for any meaningful values. 3223 * for any meaningful values.
3682 */ 3224 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3685 !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)])
3686 return 1; 3228 return 1;
3687 op = op->more; 3229 op = op->more;
3688 } 3230 }
3689 return 0; 3231 return 0;
3690} 3232}
3787 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3788 int i = 0, j = 0; 3330 int i = 0, j = 0;
3789 3331
3790 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3791 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3792 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3793 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3794 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3795 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3796 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3797 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3798 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3799 3341
3800 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3801 return; 3343 return;
3802 3344
3803 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++);
3804 3346
3805 if (tr == NULL || tr->item == NULL) 3347 if (!tr || !tr->item)
3806 { 3348 {
3807 /* 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]); */
3808 return; 3350 return;
3809 } 3351 }
3810 3352
3876 { 3418 {
3877 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3878 object *skin; 3420 object *skin;
3879 3421
3880 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3881 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
3882 if (skin == NULL) 3427 if (!skin)
3883 return; 3428 return;
3884 3429
3885 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 { 3432 {
3932 * not readied. 3477 * not readied.
3933 */ 3478 */
3934void 3479void
3935player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3936{ 3481{
3937 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3938 3484
3939 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3940 { 3486 pl->combat_ob = 0;
3487
3941 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3942 { 3489 pl->ranged_ob = 0;
3943 pl->ranges[i] = NULL;
3944 if (pl->shoottype == i)
3945 {
3946 pl->shoottype = range_none;
3947 }
3948 }
3949 }
3950} 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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