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Comparing deliantra/server/server/player.C (file contents):
Revision 1.26 by root, Sun Sep 17 18:19:19 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;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 378
335 if (p->socket.faces_sent == NULL) 379 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 380 pl->ob->stats.wc = 2;
381 pl->ob->run_away = 25; /* Then we panick... */
337 382
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 383 set_first_map (pl->ob);
345 384
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 385 return pl;
354} 386}
355 387
356/* 388/*
357 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
367 { 399 {
368 if (at == NULL || at->next == NULL) 400 if (at == NULL || at->next == NULL)
369 at = first_archetype; 401 at = first_archetype;
370 else 402 else
371 at = at->next; 403 at = at->next;
404
372 if (at->clone.type == PLAYER) 405 if (at->clone.type == PLAYER)
373 return at; 406 return at;
407
374 if (at == start) 408 if (at == start)
375 { 409 {
376 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 411 exit (-1);
378 } 412 }
379 } 413 }
380} 414}
381 415
382
383object * 416object *
384get_nearest_player (object *mon) 417get_nearest_player (object *mon)
385{ 418{
386 object *op = NULL; 419 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 420 objectlink *ol;
389 unsigned lastdist; 421 unsigned lastdist;
390 rv_vector rv; 422 rv_vector rv;
391 423
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 425 {
394 /* 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
395 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 433 object *tmp = ol->ob;
402 434
403 /* 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
404 * itself will have been cleared. 436 * itself will have been cleared.
405 */ 437 */
406 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 ());
407 ol = ol->next; 440 ol = ol->next;
408 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
409 if (!ol) 442 if (!ol)
410 return op; 443 return op;
411 } 444 }
424 { 457 {
425 op = ol->ob; 458 op = ol->ob;
426 lastdist = rv.distance; 459 lastdist = rv.distance;
427 } 460 }
428 } 461 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 462
430 { 463 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 464 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 465 if (lastdist > rv.distance)
435 { 466 {
436 op = pl->ob; 467 op = pl->ob;
437 lastdist = rv.distance; 468 lastdist = rv.distance;
438 } 469 }
439 } 470
440 }
441#if 0 471#if 0
442 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)");
443#endif 473#endif
444 return op; 474 return op;
445} 475}
463 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
464 * 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
465 * is probably not a good thing. 495 * is probably not a good thing.
466 */ 496 */
467#define MAX_SPACES 50 497#define MAX_SPACES 50
468
469 498
470/* 499/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * 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
473 * 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
504 x = mon->x; 533 x = mon->x;
505 y = mon->y; 534 y = mon->y;
506 m = mon->map; 535 m = mon->map;
507 dir = rv.direction; 536 dir = rv.direction;
508 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 */
509 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
510 /* 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. */
511 if (diff > max) 541 if (diff > max)
512 return 0; 542 return 0;
543
513 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
514 { 545 {
515 lastx = x; 546 lastx = x;
516 lasty = y; 547 lasty = y;
517 lastmap = m; 548 lastmap = m;
599 max--; 630 max--;
600 lastdir = dir; 631 lastdir = dir;
601 if (!firstdir) 632 if (!firstdir)
602 firstdir = dir; 633 firstdir = dir;
603 } 634 }
635
604 if (diff <= 1) 636 if (diff <= 1)
605 { 637 {
606 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 639 * headed toward player for entire distance.
608 */ 640 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 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));
611 } 643 }
644
612 if (diff > max) 645 if (diff > max)
613 return 0; 646 return 0;
614 } 647 }
648
615 /* 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 */
616 if (!max) 650 if (!max)
617 return 0; 651 return 0;
618 652
619 return firstdir; 653 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 680 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 681 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 682 op->type == SHIELD || op->type == GLOVES ||
649 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))
650 { 684 {
651 remove_ob (op); 685 op->destroy ();
652 free_object (op);
653 continue; 686 continue;
654 } 687 }
655 } 688 }
656 689
657 /* This really needs to be better - we should really give 690 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 701 if (tmp->type == op->type && tmp->name == op->name)
669 break; 702 break;
670 703
671 if (tmp) 704 if (tmp)
672 { 705 {
673 remove_ob (op); 706 op->destroy ();
674 free_object (op);
675 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);
676 continue; 708 continue;
677 } 709 }
710
678 if (op->nrof > 1) 711 if (op->nrof > 1)
679 op->nrof = 1; 712 op->nrof = 1;
680 } 713 }
681 714
682 if (op->type == SPELLBOOK && op->inv) 715 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 727 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 728 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 729 }
697 if (op->type == SPELL) 730 if (op->type == SPELL)
698 { 731 {
699 remove_ob (op); 732 op->destroy ();
700 free_object (op);
701 continue; 733 continue;
702 } 734 }
703 else if (op->type == SKILL) 735 else if (op->type == SKILL)
704 { 736 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 737 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 746 /* Need to set up the skill pointers */
715 link_player_skills (pl); 747 link_player_skills (pl);
716} 748}
717 749
718void 750void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->free (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 751get_party_password (object *op, partylist *party)
803{ 752{
804 if (party == NULL) 753 if (party == NULL)
805 { 754 {
806 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);
807 return; 756 return;
808 } 757 }
758
809 op->contr->write_buf[0] = '\0'; 759 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
812 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:");
813} 763}
814
815 764
816/* 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. */
817int 766static int
818roll_stat (void) 767roll_stat (void)
819{ 768{
820 int a[4], i, j, k; 769 int a[4], i, j, k;
821 770
822 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
824 773
825 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 775 if (a[i] < k)
827 k = a[i], j = i; 776 k = a[i], j = i;
828 777
829 for (i = 0, k = 0; i < 4; i++) 778 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 779 if (i != j)
832 k += a[i]; 780 k += a[i];
833 } 781
834 return k; 782 return k;
835} 783}
836 784
837void 785void
838roll_stats (object *op) 786object::roll_stats ()
839{ 787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
840 int sum = 0; 792 int sum = 0;
841 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
843 795
844 do 796 if (sum >= 82 && sum <= 116)
797 break;
845 { 798 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 799
857 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 802
866 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
867 do 804 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 805
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 806 stats.exp = 0;
902 op->stats.ac = 0; 807 stats.ac = 0;
903 808
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 809 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 810 stats.sp = stats.maxsp;
911 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
912 op->contr->orig_stats = op->stats; 819 contr->orig_stats = stats;
820 }
913} 821}
914 822
915void 823void
916Roll_Again (object *op) 824object::swap_stats (int a, int b)
917{ 825{
918 esrv_new_player (op->contr, 0); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 827
923void 828 for (int i = 0; i < NUM_STATS; ++i)
924Swap_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)
925{ 855{
926 signed char tmp;
927 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
928 857
929 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 862}
1044 863
1045/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1049 * not the class. 868 * not the class.
1050 */ 869 */
1051 870void
1052int 871player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 872{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 875
876 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl)
878 create_treasure (tl, ob, 0, 0, 0);
879
1071 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
1073 882
1074 op->contr->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
1075 884
1076 if (op->msg) 885 if (ob->msg)
1077 op->msg = NULL; 886 ob->msg = 0;
1078 887
1079 /* 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
1080 * to save here. 889 * to save here.
1081 */ 890 */
891 {
892 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
1084 896
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 897 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 900 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
1093 fix_player (op); 902 ob->update_stats ();
1094 903
1095 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1096 * is one for this race 905 * is one for this race
1097 */ 906 */
1098 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1099 { 908 {
1100 object *tmp; 909 object *tmp;
1101 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1102 911
1103 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);
1104 tmp = get_object (); 913 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
1108 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;
1109 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1110 * default initial map */ 919 * default initial map */
1111 free_object (tmp); 920 tmp->destroy ();
1112 } 921 }
1113 else 922 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 924}
1117 return 0;
1118 }
1119 925
926void
927player::chargen_race_next ()
928{
1120 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
1122 */ 931 */
1123 932
1124 tmp_loop = 0; 933 do
1125 while (!tmp_loop)
1126 { 934 {
1127 shstr name = op->name; 935 shstr name = ob->name;
1128 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
1129 937
1130 remove_statbonus (op); 938 ob->remove_statbonus ();
1131 remove_ob (op); 939 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 941 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 942 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
1137 op->x = x; 945 ob->x = x;
1138 op->y = y; 946 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 950 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 951 }
952 while (!allowed_class (ob));
1145 953
1146 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 956 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 959 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 960}
1208 961
1209void 962void
1210flee_player (object *op) 963flee_player (object *op)
1211{ 964{
1241 { 994 {
1242 op->enemy = NULL; 995 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 996 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 997 return;
1245 } 998 }
999
1246 get_rangevector (op, op->enemy, &rv, 0); 1000 get_rangevector (op, op->enemy, &rv, 0);
1247 1001
1248 dir = absdir (4 + rv.direction); 1002 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1003 for (diff = 0; diff < 3; diff++)
1250 { 1004 {
1251 int m = 1 - (RANDOM () & 2); 1005 int m = 1 - (RANDOM () & 2);
1252 1006
1253 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)))
1254 {
1255 return; 1008 return;
1256 }
1257 } 1009 }
1010
1258 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1013 op->enemy = NULL;
1261} 1014}
1262 1015
1263
1264/* 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.
1265 * 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
1266 * stop. 1018 * stop.
1267 */ 1019 */
1268int 1020int
1269check_pick (object *op) 1021check_pick (object *op)
1270{ 1022{
1271 object *tmp, *next; 1023 object *tmp, *next;
1272 int stop = 0; 1024 int stop = 0;
1273 int j, k, wvratio; 1025 int wvratio;
1274 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1275 1027
1276 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1278 return 1; 1030 return 1;
1279 1031
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &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))));
1350 else 1102 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &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
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1107 }
1108
1384 /* philosophy: 1109 /* philosophy:
1385 * 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
1386 * generic. This takes no game-time. For more detailed pickups 1111 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1112 * and selections, select-items should be used. This is a
1388 * 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
1389 * example. 1114 * example.
1390 * 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
1391 * 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
1392 * convert to decimal and then 'pickup <#> 1117 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1151 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1152 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1153 if (tmp->type == FOOD)
1429 { 1154 {
1430 pick_up (op, tmp); 1155 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1156 continue;
1434 } 1157 }
1158
1435 if (op->contr->mode & PU_DRINK) 1159 if (op->contr->mode & PU_DRINK)
1436 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)))
1437 { 1161 {
1438 pick_up (op, tmp); 1162 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1163 continue;
1442 } 1164 }
1443 1165
1444 if (op->contr->mode & PU_POTION) 1166 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1167 if (tmp->type == POTION)
1446 { 1168 {
1447 pick_up (op, tmp); 1169 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1170 continue;
1451 } 1171 }
1452 1172
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1173 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1174 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1175 if (tmp->type == SPELLBOOK)
1456 { 1176 {
1457 pick_up (op, tmp); 1177 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1178 continue;
1461 } 1179 }
1180
1462 if (op->contr->mode & PU_SKILLSCROLL) 1181 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1182 if (tmp->type == SKILLSCROLL)
1464 { 1183 {
1465 pick_up (op, tmp); 1184 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1185 continue;
1469 } 1186 }
1187
1470 if (op->contr->mode & PU_READABLES) 1188 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1189 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1190 {
1473 pick_up (op, tmp); 1191 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1192 continue;
1477 } 1193 }
1478 1194
1479 /* wands/staves/rods/horns */ 1195 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1196 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1198 {
1483 pick_up (op, tmp); 1199 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1200 continue;
1487 } 1201 }
1488 1202
1489 /* pick up all magical items */ 1203 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1204 if (op->contr->mode & PU_MAGICAL)
1491 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))
1492 { 1206 {
1493 pick_up (op, tmp); 1207 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1208 continue;
1497 } 1209 }
1498 1210
1499 if (op->contr->mode & PU_VALUABLES) 1211 if (op->contr->mode & PU_VALUABLES)
1500 { 1212 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1213 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1214 {
1503 pick_up (op, tmp); 1215 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1216 continue;
1507 } 1217 }
1508 } 1218 }
1509 1219
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1220 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1221 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1222 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1223 {
1514 pick_up (op, tmp); 1224 pick_up (op, tmp);
1225 continue;
1515 if (0) 1226 }
1516 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);
1517 continue; 1233 continue;
1518 } 1234 }
1519 1235
1520 /* bows and arrows. Bows are good for selling! */ 1236 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1237 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1238 if (tmp->type == BOW)
1523 { 1239 {
1524 pick_up (op, tmp); 1240 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1241 continue;
1528 } 1242 }
1243
1529 if (op->contr->mode & PU_ARROW) 1244 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1245 if (tmp->type == ARROW)
1531 { 1246 {
1532 pick_up (op, tmp); 1247 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1248 continue;
1536 } 1249 }
1537 1250
1538 /* all kinds of armor etc. */ 1251 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1252 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1253 if (tmp->type == ARMOUR)
1541 { 1254 {
1542 pick_up (op, tmp); 1255 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1256 continue;
1546 } 1257 }
1258
1547 if (op->contr->mode & PU_HELMET) 1259 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1260 if (tmp->type == HELMET)
1549 { 1261 {
1550 pick_up (op, tmp); 1262 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1263 continue;
1554 } 1264 }
1265
1555 if (op->contr->mode & PU_SHIELD) 1266 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1267 if (tmp->type == SHIELD)
1557 { 1268 {
1558 pick_up (op, tmp); 1269 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1270 continue;
1562 } 1271 }
1272
1563 if (op->contr->mode & PU_BOOTS) 1273 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1274 if (tmp->type == BOOTS)
1565 { 1275 {
1566 pick_up (op, tmp); 1276 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1277 continue;
1570 } 1278 }
1279
1571 if (op->contr->mode & PU_GLOVES) 1280 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1281 if (tmp->type == GLOVES)
1573 { 1282 {
1574 pick_up (op, tmp); 1283 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1284 continue;
1578 } 1285 }
1286
1579 if (op->contr->mode & PU_CLOAK) 1287 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1288 if (tmp->type == CLOAK)
1581 { 1289 {
1582 pick_up (op, tmp); 1290 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1291 continue;
1586 } 1292 }
1587 1293
1588 /* hoping to catch throwing daggers here */ 1294 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1295 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1297 {
1592 pick_up (op, tmp); 1298 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1299 continue;
1596 } 1300 }
1597 1301
1598 /* careful: chairs and tables are weapons! */ 1302 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1303 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1306 {
1603 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 &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1309 {
1606 pick_up (op, tmp); 1310 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1311 continue;
1610 } 1312 }
1611 } 1313 }
1314
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1315 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1316 {
1614 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)
1615 { 1318 {
1616 pick_up (op, tmp); 1319 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1320 continue;
1620 } 1321 }
1621 } 1322 }
1622 } 1323 }
1623 1324
1624 /* misc stuff that's useful */ 1325 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1326 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1328 {
1628 pick_up (op, tmp); 1329 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1330 continue;
1632 } 1331 }
1633 1332
1634 /* 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
1635 * pickups */ 1334 * pickups */
1657 continue; 1356 continue;
1658 } 1357 }
1659 } 1358 }
1660 } /* the new pickup model */ 1359 } /* the new pickup model */
1661 } 1360 }
1361
1662 return !stop; 1362 return !stop;
1663} 1363}
1664 1364
1665/* 1365/*
1666 * Find an arrow in the inventory and after that 1366 * Find an arrow in the inventory and after that
1668 * found object is returned. 1368 * found object is returned.
1669 */ 1369 */
1670object * 1370object *
1671find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1672{ 1372{
1673 object *tmp = NULL; 1373 object *tmp = 0;
1674 1374
1675 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1676 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))
1677 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1679 return op; 1379 return op;
1380
1680 return tmp; 1381 return tmp;
1681} 1382}
1682 1383
1683/* 1384/*
1684 * 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
1685 * 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
1686 * 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
1687 * 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.
1688 */ 1389 */
1689
1690object * 1390object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1392{
1693 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1760 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1461 * op = the shooter
1762 * type = bow->race 1462 * type = bow->race
1763 * dir = fire direction 1463 * dir = fire direction
1764 */ 1464 */
1765
1766object * 1465object *
1767pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1768{ 1467{
1769 object *tmp = NULL; 1468 object *tmp = NULL;
1770 maptile *m; 1469 maptile *m;
1835 */ 1534 */
1836int 1535int
1837fire_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)
1838{ 1537{
1839 object *left, *bow; 1538 object *left, *bow;
1840 int bowspeed, mflags; 1539 int mflags;
1841 maptile *m; 1540 maptile *m;
1842 1541
1843 if (!dir) 1542 if (!dir)
1844 { 1543 {
1845 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!");
1846 return 0; 1545 return 0;
1847 } 1546 }
1848 if (op->type == PLAYER) 1547
1849 bow = op->contr->ranges[range_bow]; 1548 if (op->contr)
1549 bow = op->current_weapon;
1850 else 1550 else
1851 { 1551 {
1852 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1853 /* 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
1854 * 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.
1859 if (!bow) 1559 if (!bow)
1860 { 1560 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1562 return 0;
1863 } 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
1864 } 1572 }
1573
1865 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1866 { 1575 {
1867 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);
1868 return 0; 1577 return 0;
1869 } 1578 }
1870
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872
1873 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1876 if (bowspeed < 1)
1877 bowspeed = 1;
1878 1579
1879 if (arrow == NULL) 1580 if (arrow == NULL)
1880 { 1581 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1583 {
1883 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1884 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);
1885 /* 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 */
1886 else 1587 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1888 return 0; 1590 return 0;
1889 } 1591 }
1890 } 1592 }
1593
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1595 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1596 return 0;
1895 } 1597
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1598 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1599 {
1898 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.");
1899 return 0; 1601 return 0;
1900 } 1602 }
1901 1603
1902 /* this should not happen, but sometimes does */ 1604 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1605 if (arrow->nrof == 0)
1904 { 1606 {
1905 remove_ob (arrow); 1607 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1608 return 0;
1908 } 1609 }
1909 1610
1910 left = arrow; /* these are arrows left to the player */ 1611 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1612 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1613 if (!arrow)
1913 { 1614 {
1914 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);
1915 return 0; 1616 return 0;
1916 } 1617 }
1917 set_owner (arrow, op); 1618
1619 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1621 arrow->direction = dir;
1921 arrow->x = sx; 1622
1922 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;
1923 1655
1924 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1925 { 1657 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op);
1928 }
1929
1930 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying);
1936
1937 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper.
1939 */
1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942
1943 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946
1947 if (arrow->speed < 1.0)
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0;
1951
1952 if (op->type == PLAYER)
1953 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1956 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1957
1958 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;
1959 } 1665 }
1960 else 1666 else
1961 { 1667 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1668 arrow->level = op->level;
1964 } 1669 arrow->stats.wc -= bow->magic;
1965 1670
1966 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1967 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1968 1676
1969 if (bow->slaying != NULL) 1677 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1679
1972 arrow->map = m; 1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1683
1976 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);
1977 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1978 1686
1979 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1688 move_arrow (arrow);
1981 1689
1982 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
2002{ 1710{
2003 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
2004 1712
2005 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
2006 { 1714 {
2007 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);
2008 } 1716 }
2009 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)
2010 { 1718 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1720 wcmod = -1;
1721
2013 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);
2014 } 1723 }
2015 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
2016 { 1725 {
2017 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);
2021 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1731 {
2023 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);
2024 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);
2025 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);
2026
2027 } 1735 }
2028 else 1736 else
2029 { 1737 {
2030 /* Simple case */ 1738 /* Simple case */
2031 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);
2032 } 1740 }
1741
2033 return ret; 1742 return ret;
2034} 1743}
2035
2036 1744
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
2039 */ 1747 */
2040void 1748void
2041fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
2042{ 1750{
2043 object *item; 1751 object *item = op->contr->ranged_ob;
2044 1752
2045 if (!op->contr->ranges[range_misc]) 1753 if (!item)
2046 { 1754 {
2047 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.");
2048 return; 1756 return;
2049 } 1757 }
2050 1758
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1759 if (!item->inv)
2053 { 1760 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1762 return;
2056 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
2057 if (item->type == WAND) 1768 if (item->type == WAND)
2058 { 1769 {
2059 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
2060 { 1771 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2062 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
2063 return; 1775 return;
2064 } 1776 }
2065 } 1777 }
2066 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
2067 { 1779 {
2068 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))
2069 { 1781 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
2071 if (item->type == ROD) 1784 if (item->type == ROD)
2072 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));
2073 else 1786 else
2074 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
2075 return; 1789 return;
2076 } 1790 }
2077 } 1791 }
2078 1792
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
2087 1801
2088 if (item->arch) 1802 if (item->arch)
2089 { 1803 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2092 item->speed = 0; 1806 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1807 }
1808
2095 if ((tmp = is_player_inv (item))) 1809 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1811 }
2098 } 1812 }
2099 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1814 drain_rod_charge (item);
2102 }
2103 } 1815 }
2104} 1816}
2105 1817
2106/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2107 */ 1819 */
2108void 1820bool
2109fire (object *op, int dir) 1821fire (object *op, int dir)
2110{ 1822{
2111 int spellcost = 0; 1823 int spellcost = 0;
2112 1824
2113 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
2115 make_visible (op); 1827 make_visible (op);
2116 1828
2117 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;
2118 { 1835 }
2119 case range_none:
2120 return;
2121 1836
2122 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:
2123 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
2124 return; 1854 break;
2125 1855
2126 case range_magic: /* Casting spells */ 1856 case SPELL:
2127 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);
2128 return; 1858 break;
2129 1859
2130 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:
2131 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2132 return; 1870 break;
2133
2134 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return;
2151 }
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
2157 default:
2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2159 return;
2160 } 1871 }
2161}
2162 1872
2163 1873 return true;
1874}
2164 1875
2165/* find_key 1876/* find_key
2166 * 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
2167 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1881 * pl is the player,
2171 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
2174 */ 1885 */
2175
2176object * 1886object *
2177find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
2178{ 1888{
2179 object *tmp, *key; 1889 object *tmp, *key;
2180 1890
2181 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1892 if (!container->inv)
2183 return NULL; 1893 return 0;
2184 1894
2185 /* 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 */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1897 {
2188 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1899 break;
2190 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
2192 */ 1902 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1904 break;
2195 } 1905 }
1906
2196 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
2197 /* 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.
2198 * 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
2199 * a key, return 1910 * a key, return
2200 */ 1911 */
2201 if (!tmp) 1912 if (!tmp)
2202 { 1913 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1915 {
2205 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1918 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
2209 return key; 1920 return key;
2210 } 1921 }
2211 } 1922 }
1923
2212 if (!tmp) 1924 if (!tmp)
2213 return NULL; 1925 return NULL;
2214 } 1926 }
1927
2215 /* 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,
2216 * see if we actually want to use it 1929 * see if we actually want to use it
2217 */ 1930 */
2218 if (pl != container) 1931 if (pl != container)
2219 { 1932 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2241 "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));
2242 return NULL; 1955 return NULL;
2243 } 1956 }
2244 } 1957 }
1958
2245 return tmp; 1959 return tmp;
2246} 1960}
2247 1961
2248/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1965 * 0 otherwise
2252 */ 1966 */
2253static int 1967static int
2254player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2255{ 1969{
2256
2257 /* 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,
2258 * 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 -
2259 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2260 */ 1973 */
2261 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2262 1975
2263 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2264 if (key) 1977 if (key)
2265 { 1978 {
2266 object *container = key->env; 1979 object *container = key->env;
2267 1980
2268 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
2269 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2270 make_visible (op); 1984 make_visible (op);
1985
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2273 if (door->type == DOOR) 1989 if (door->type == DOOR)
2274 {
2275 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 */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2278 { 1992 {
2279 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));
2280 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2281 } 1995 }
1996
2282 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2285 if (container != op) 2000 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2287 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2288 } 2004 }
2289 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2290 { 2006 {
2291 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293 return 1; 2009 return 1;
2294 } 2010 }
2011
2295 return 0; 2012 return 0;
2296} 2013}
2297 2014
2298/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2303 */ 2020 */
2304 2021bool
2305void
2306move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2307{ 2023{
2308 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 2024 int on_battleground;
2311 maptile *m;
2312 2025
2313 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2315 2028
2316 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 }
2317 2039
2318 /* 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
2319 * 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
2320 * 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
2321 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2322 * 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
2323 * 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
2324 * 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
2325 * move_ob uses. 2047 * move_ob uses.
2326 */ 2048 */
2327 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);
2328 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 {
2331 m = get_map_from_coord (op->map, &nx, &ny);
2332 if (!m)
2333 return; /* Don't think this should happen */
2334 }
2335 else
2336 m = op->map;
2337 2050
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return;
2342 }
2343
2344 mon = NULL;
2345 /* 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
2346 * 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.
2347 * 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
2348 * on the space 2054 * on the space
2349 */ 2055 */
2350 while (tmp != NULL) 2056 object *mon;
2351 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2352 if (tmp == op) 2058 {
2353 { 2059 if ((mon->flag [FLAG_ALIVE]
2354 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2355 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2356 }
2357 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2358 {
2359 mon = tmp; 2062 && mon != op)
2360 break; 2063 break;
2361 } 2064 }
2362 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2363 mon = tmp;
2364 tmp = tmp->above;
2365 }
2366 2065
2367 if (mon == NULL) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2368 return; /* into a wall */ 2067 return false; /* into a wall */
2369 2068
2370 if (mon->head != NULL)
2371 mon = mon->head; 2069 mon = mon->head_ ();
2372 2070
2373 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)
2374 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2375 return; 2076 return true;
2077 }
2376 2078
2377 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2378 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2379 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2380 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2381 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2382 * and thus will not push them. 2084 * and thus will not push them.
2383 */ 2085 */
2384 2086
2385 /* 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
2386 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2387 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2388 */ 2090 */
2389 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2390#if COZY_SERVER 2092 && ((mon->owner && mon->owner->contr
2391 &&
2392 ((get_owner (mon) && get_owner (mon)->contr
2393 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2394#else 2094 || mon->owner == op)
2395 && get_owner (mon) == op
2396#endif
2397 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2398 { 2096 {
2399 /* 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 */
2400 if (op->contr->braced) 2098 if (op->contr->braced)
2401 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2402 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);
2403 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2404 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2405 make_visible (op); 2109 make_visible (op);
2110
2406 return; 2111 return true;
2407 } 2112 }
2113 else
2114 return false;
2115 }
2408 2116
2409 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2410 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2411 * 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
2412 * attack them either. 2120 * attack them either.
2413 */ 2121 */
2414 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2415 (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))
2416#ifdef PROHIBIT_PLAYERKILL 2124 && ((op->contr->peaceful
2417 (op->contr->peaceful 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2418 || (mon->type == PLAYER 2126 && !on_battleground))
2419 && mon->contr-> 2127 {
2420 peaceful)) && 2128 if (op->speed_left > 0.f)
2421#else
2422 op->contr->peaceful &&
2423#endif
2424 !on_battleground))
2425 { 2129 {
2130 --op->speed_left;
2131
2426 if (!op->contr->braced) 2132 if (!op->contr->braced)
2427 { 2133 {
2428 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);
2429 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2430 } 2136 }
2431 else 2137 else
2432 {
2433 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2434 } 2139
2435 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2436 make_visible (op); 2141 make_visible (op);
2437 }
2438 2142
2143 return true;
2144 }
2145 }
2439 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2440 * 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.
2441 */ 2148 */
2442 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)
2443 { 2152 {
2153 --op->speed_left;
2154
2444 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2445 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2446 make_visible (op); 2157 make_visible (op);
2447 }
2448 2158
2159 return true;
2160 }
2161 }
2449 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2450 * 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
2451 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2452 * 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
2453 * 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.
2454 */ 2167 */
2455
2456 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2457 ((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)))
2458 { 2170 {
2459 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2460 /* If the player hasn't hit something this tick, and does
2461 * so, give them speed boost based on weapon speed. Doing
2462 * it here is better than process_players2, which basically
2463 * incurred a 1 tick offset.
2464 */
2465 if (!op->contr->has_hit)
2466 { 2172 {
2467 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2468 2174
2469 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2470 }
2471
2472 skill_attack (mon, op, 0, NULL, NULL); 2175 skill_attack (mon, op, 0, 0, 0);
2473 2176
2474 /* If attacking another player, that player gets automatic
2475 * hitback, and doesn't loose luck either.
2476 * Disable hitback on the battleground or if the target is
2477 * the wiz.
2478 */
2479 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2480 {
2481 short luck = mon->stats.luck;
2482
2483 mon->contr->has_hit = 1;
2484 skill_attack (op, mon, 0, NULL, NULL);
2485 mon->stats.luck = luck;
2486 }
2487 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2488 make_visible (op); 2178 make_visible (op);
2489 }
2490 } /* if player should attack something */
2491}
2492 2179
2493int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2494move_player (object *op, int dir) 2188move_player (object *op, int dir)
2495{ 2189{
2496 int pick; 2190 int pick;
2497 2191
2498 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2499 return 0; 2193 return 0;
2500 2194
2501 /* Sanity check: make sure dir is valid */ 2195 /* Sanity check: make sure dir is valid */
2502 if ((dir < 0) || (dir >= 9)) 2196 if ((dir < 0) || (dir >= 9))
2503 { 2197 {
2504 LOG (llevError, "move_player: invalid direction %d\n", dir); 2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2505 return 0; 2199 return 0;
2506 } 2200 }
2507 2201
2508 /* peterm: added following line */ 2202 /* peterm: added following line */
2509 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2510 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2511 2205
2512 op->facing = dir; 2206 op->facing = dir;
2513 2207
2514 if (op->hide) 2208 if (op->hide)
2515 do_hidden_move (op); 2209 do_hidden_move (op);
2516 2210
2211 bool retval;
2212
2517 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2518 /*nop */ ; 2214 retval = RESULT_INT (0);
2519 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2520 fire (op, dir); 2216 retval = fire (op, dir);
2521 else 2217 else
2522 { 2218 {
2523 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2524 pick = check_pick (op); 2220 pick = check_pick (op);
2525 } 2221 }
2526 2222
2527 /* 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
2528 * server can handle repeat firing. 2224 * server can handle repeat firing.
2529 */ 2225 */
2530 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2226 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2531 {
2532 op->direction = dir; 2227 op->direction = dir;
2533 }
2534 else 2228 else
2535 {
2536 op->direction = 0; 2229 op->direction = 0;
2537 } 2230
2538 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2539 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2540 * for players. 2233 * for players.
2541 */ 2234 */
2542 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2543 return 0; 2236
2237 return retval;
2544} 2238}
2545 2239
2546/* 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
2547 * new client/server stuff. 2241 * new client/server stuff.
2548 * 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
2549 * the new speed values for commands. 2243 * the new speed values for commands.
2550 * 2244 *
2551 * 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.
2552 */ 2248 */
2553int 2249bool
2554handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2555{ 2251{
2556 if (op->contr->hidden)
2557 {
2558 op->invisible = 1000;
2559 /* the socket code flashes the player visible/invisible
2560 * depending on the value of invisible, so we need to
2561 * alternate it here for it to work correctly.
2562 */
2563 if (pticks & 2)
2564 op->invisible--;
2565 }
2566 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2567 {
2568 op->invisible--;
2569 if (!op->invisible)
2570 {
2571 make_visible (op);
2572 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2573 }
2574 }
2575
2576 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2577 { 2253 {
2578 flee_player (op); 2254 if (op->speed_left > 0.f)
2579 /* If player is still scared, that is his action for this tick */
2580 if (QUERY_FLAG (op, FLAG_SCARED))
2581 { 2255 {
2582 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2583 return 0; 2259 return true;
2584 } 2260 }
2585 } 2261 else
2586 2262 return false;
2587 /* I've been seeing crashes where the golem has been destroyed, but
2588 * the player object still points to the defunct golem. The code that
2589 * destroys the golem looks correct, and it doesn't always happen, so
2590 * put this in a a workaround to clean up the golem pointer.
2591 */
2592 if (op->contr->ranges[range_golem] &&
2593 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2594 {
2595 op->contr->ranges[range_golem] = NULL;
2596 op->contr->golem_count = 0;
2597 } 2263 }
2598 2264
2599 /* 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
2600 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2601 * called, so we recheck it here. 2267 * called, so we recheck it here.
2602 */ 2268 */
2603 HandleClient (&op->contr->socket, op->contr); 2269 if (op->contr->ns->handle_command ())
2604 if (op->speed_left < 0)
2605 return 0; 2270 return true;
2606 2271
2607 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2608 {
2609 /* All move commands take 1 tick, at least for now */
2610 op->speed_left--;
2611
2612 /* Instead of all the stuff below, let move_player take care
2613 * of it. Also, some of the skill stuff is only put in
2614 * there, as well as the confusion stuff.
2615 */
2616 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2617 if (op->speed_left > 0) 2274
2618 return 1;
2619 else
2620 return 0;
2621 }
2622 return 0; 2275 return false;
2623} 2276}
2624 2277
2625int 2278int
2626save_life (object *op) 2279save_life (object *op)
2627{ 2280{
2628 object *tmp;
2629
2630 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2631 return 0; 2282 return 0;
2632 2283
2633 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2284 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2634 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2635 { 2286 {
2636 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);
2637 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
2638 if (op->contr) 2290 if (op->contr)
2639 esrv_del_item (op->contr, tmp->count); 2291 esrv_del_item (op->contr, tmp->count);
2640 remove_ob (tmp); 2292
2641 free_object (tmp); 2293 tmp->destroy ();
2642 CLEAR_FLAG (op, FLAG_LIFESAVE); 2294 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295
2643 if (op->stats.hp < 0) 2296 if (op->stats.hp < 0)
2644 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2298
2645 if (op->stats.food < 0) 2299 if (op->stats.food < 0)
2646 op->stats.food = 999; 2300 op->stats.food = 999;
2647 fix_player (op); 2301
2302 op->update_stats ();
2648 return 1; 2303 return 1;
2649 } 2304 }
2305
2650 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2651 CLEAR_FLAG (op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2652 enter_player_savebed (op); /* bring him home. */ 2308 enter_player_savebed (op); /* bring him home. */
2653 return 0; 2309 return 0;
2654} 2310}
2659 * from. 2315 * from.
2660 */ 2316 */
2661void 2317void
2662remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2663{ 2319{
2664 object *next;
2665
2666 while (op) 2320 while (op)
2667 { 2321 {
2668 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' */
2669 * we remove object 'op' 2323
2670 */
2671 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2672 { 2325 {
2673 remove_ob (op);
2674 op->x = env->x;
2675 op->y = env->y;
2676 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2677 esrv_del_item (env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2678 insert_ob_in_map (op, env->map, NULL, 0); 2328
2329 op->insert_at (env);
2679 } 2330 }
2680 else if (op->inv) 2331 else if (op->inv)
2681 remove_unpaid_objects (op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2333
2682 op = next; 2334 op = next;
2683 } 2335 }
2684} 2336}
2685
2686 2337
2687/* 2338/*
2688 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2689 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2690 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2701 strcpy (buf2, " R.I.P.\n\n"); 2352 strcpy (buf2, " R.I.P.\n\n");
2702 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2703 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2704 else 2355 else
2705 sprintf (buf, "%s\n", &op->name); 2356 sprintf (buf, "%s\n", &op->name);
2357
2706 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2707 strcat (buf2, buf); 2359 strcat (buf2, buf);
2708 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2709 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);
2710 else 2362 else
2711 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
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2366 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2715 { 2368 {
2716 sprintf (buf, "by %s.\n\n", op->contr->killer); 2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2717 strncat (buf2, " ", 21 - strlen (buf) / 2); 2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2718 strcat (buf2, buf); 2371 strcat (buf2, buf);
2719 } 2372 }
2373
2720 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2721 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2722 strcat (buf2, buf); 2376 strcat (buf2, buf);
2377
2723 return buf2; 2378 return buf2;
2724} 2379}
2725
2726
2727 2380
2728void 2381void
2729do_some_living (object *op) 2382do_some_living (object *op)
2730{ 2383{
2731 int last_food = op->stats.food; 2384 int last_food = op->stats.food;
2737 int rate_grace = 2000; 2390 int rate_grace = 2000;
2738 const int max_hp = 1; 2391 const int max_hp = 1;
2739 const int max_sp = 1; 2392 const int max_sp = 1;
2740 const int max_grace = 1; 2393 const int max_grace = 1;
2741 2394
2742 if (op->contr->outputs_sync) 2395 if (op->contr->hidden)
2743 {
2744 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2745 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2746 flush_output_element (op, &op->contr->outputs[i]);
2747 } 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 }
2748 2413
2749 if (op->contr->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2750 { 2415 {
2751
2752 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2753 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2754 if (op->contr->gen_hp >= 0) 2418 if (op->contr->gen_hp >= 0)
2755 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2756 else 2420 else
2757 { 2421 {
2758 gen_hp = op->stats.maxhp; 2422 gen_hp = op->stats.maxhp;
2759 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2760 } 2424 }
2425
2761 if (op->contr->gen_sp >= 0) 2426 if (op->contr->gen_sp >= 0)
2762 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2763 else 2428 else
2764 { 2429 {
2765 gen_sp = op->stats.maxsp; 2430 gen_sp = op->stats.maxsp;
2766 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2767 } 2432 }
2433
2768 if (op->contr->gen_grace >= 0) 2434 if (op->contr->gen_grace >= 0)
2769 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2770 else 2436 else
2771 { 2437 {
2772 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2773 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2774 } 2440 }
2775 2441
2776 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2777 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2778 { 2444 {
2779 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);
2780 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2781 { 2447 {
2782 op->stats.sp++; 2448 op->stats.sp++;
2788 op->stats.food += op->contr->digestion; 2454 op->stats.food += op->contr->digestion;
2789 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))
2790 op->stats.food = last_food; 2456 op->stats.food = last_food;
2791 } 2457 }
2792 } 2458 }
2459
2793 if (max_sp > 1) 2460 if (max_sp > 1)
2794 { 2461 {
2795 over_sp = (gen_sp + 10) / rate_sp; 2462 over_sp = (gen_sp + 10) / rate_sp;
2796 if (over_sp > 0) 2463 if (over_sp > 0)
2797 { 2464 {
2798 if (op->stats.sp < op->stats.maxsp) 2465 if (op->stats.sp < op->stats.maxsp)
2799 { 2466 {
2800 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2801 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))
2802 op->stats.sp--; 2470 op->stats.sp--;
2471
2803 if (op->stats.sp > op->stats.maxsp) 2472 if (op->stats.sp > op->stats.maxsp)
2804 op->stats.sp = op->stats.maxsp; 2473 op->stats.sp = op->stats.maxsp;
2805 } 2474 }
2806 op->last_sp = 0; 2475 op->last_sp = 0;
2807 } 2476 }
2808 else 2477 else
2809 {
2810 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);
2811 }
2812 } 2479 }
2813 else 2480 else
2814 {
2815 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);
2816 }
2817 } 2482 }
2818 2483
2819 /* Regenerate Grace */ 2484 /* Regenerate Grace */
2820 /* 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. */
2821 if (--op->last_grace < 0) 2486 if (--op->last_grace < 0)
2822 { 2487 {
2823 if (op->stats.grace < op->stats.maxgrace / 2) 2488 if (op->stats.grace < op->stats.maxgrace / 2)
2824 op->stats.grace++; /* no penalty in food for regaining grace */ 2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2825 if (max_grace > 1) 2491 if (max_grace > 1)
2826 { 2492 {
2827 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2828 if (over_grace > 0) 2494 if (over_grace > 0)
2829 { 2495 {
2857 op->stats.food += op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2858 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))
2859 op->stats.food = last_food; 2525 op->stats.food = last_food;
2860 } 2526 }
2861 } 2527 }
2528
2862 if (max_hp > 1) 2529 if (max_hp > 1)
2863 { 2530 {
2864 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2865 if (over_hp > 0) 2532 if (over_hp > 0)
2866 { 2533 {
2879 } 2546 }
2880 2547
2881 /* Digestion */ 2548 /* Digestion */
2882 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2883 { 2550 {
2884#ifdef COZY_SERVER
2885 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2886 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2887#else
2888 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;
2889#endif
2890 2552
2891 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2892 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);
2893 else 2555 else
2894 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2895 /* dms do not consume food */ 2558 /* dms do not consume food */
2896 if (!QUERY_FLAG (op, FLAG_WIZ)) 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2897 op->stats.food--; 2560 op->stats.food--;
2898 } 2561 }
2899 }
2900 2562
2901 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2902 { 2564 {
2903 object *tmp, *flesh = NULL; 2565 object *tmp, *flesh = 0;
2904 2566
2905 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2906 {
2907 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2908 { 2568 {
2909 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2910 { 2570 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2911 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.");
2912 manual_apply (op, tmp, 0); 2574 manual_apply (op, tmp, 0);
2913 if (op->stats.food >= 0 || op->stats.hp < 0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2914 break; 2576 break;
2915 } 2577 }
2916 else if (tmp->type == FLESH) 2578 else if (tmp->type == FLESH)
2917 flesh = tmp; 2579 flesh = tmp;
2918 } /* End if paid for object */ 2580 } /* End if paid for object */
2919 } /* end of for loop */ 2581 } /* end of for loop */
2582
2920 /* 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
2921 * eat flesh instead. 2584 * eat flesh instead.
2922 */ 2585 */
2923 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2924 { 2587 {
2925 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.");
2926 manual_apply (op, flesh, 0); 2589 manual_apply (op, flesh, 0);
2927 } 2590 }
2928 } /* end if player is starving */ 2591 }
2929 2592
2930 while (op->stats.food < 0 && op->stats.hp > 0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2931 op->stats.food++, op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2932 2595
2933 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))
2934 kill_player (op); 2597 kill_player (op);
2598 }
2935} 2599}
2936
2937
2938 2600
2939/* 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.
2940 * 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
2941 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2942 * file. 2604 * file.
2972 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!");
2973 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...");
2974 2636
2975 /* restore player */ 2637 /* restore player */
2976 at = archetype::find ("poisoning"); 2638 at = archetype::find ("poisoning");
2977 tmp = present_arch_in_ob (at, op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2978 if (tmp)
2979 { 2640 {
2980 remove_ob (tmp); 2641 tmp->destroy ();
2981 free_object (tmp);
2982 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2983 } 2643 }
2984 2644
2985 at = archetype::find ("confusion"); 2645 at = archetype::find ("confusion");
2986 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2987 if (tmp)
2988 { 2647 {
2989 remove_ob (tmp); 2648 tmp->destroy ();
2990 free_object (tmp);
2991 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2992 } 2650 }
2993 2651
2994 cure_disease (op, 0); /* remove any disease */ 2652 cure_disease (op, 0); /* remove any disease */
2995 op->stats.hp = op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2996 if (op->stats.food <= 0) 2654 if (op->stats.food <= 0)
2997 op->stats.food = 999; 2655 op->stats.food = 999;
2998 2656
2999 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
3000 tmp = arch_to_object (archetype::find ("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
3001 if (tmp != NULL)
3002 { 2659 {
3003 sprintf (buf, "%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
3004 tmp->name = buf; 2661 tmp->name = buf;
3005 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
3006 " 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",
3007 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3008 tmp->msg = buf; 2665 tmp->msg = buf;
3009 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
3010 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
3011 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
3012 insert_ob_in_map (tmp, op->map, op, 0);
3013 } 2669 }
3014 2670
3015 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
3016 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
3017 op->contr->braced = 0; 2673 op->contr->braced = 0;
3022 2678
3023 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
3024 2680
3025 if (op->stats.food < 0) 2681 if (op->stats.food < 0)
3026 { 2682 {
3027 if (op->contr->explore)
3028 {
3029 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3030 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3031 op->stats.food = 999;
3032 return;
3033 }
3034 sprintf (buf, "%s starved to death.", &op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
3035 strcpy (op->contr->killer, "starvation"); 2684 strcpy (op->contr->killer, "starvation");
3036 } 2685 }
3037 else 2686 else
3038 {
3039 if (op->contr->explore)
3040 {
3041 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3043 op->stats.hp = op->stats.maxhp;
3044 return;
3045 }
3046 sprintf (buf, "%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
3047 } 2688
3048 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3049 2690
3050 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
3051 x = op->x; 2692 x = op->x;
3052 y = op->y; 2693 y = op->y;
3053 map = op->map; 2694 map = op->map;
3054 2695
3055
3056 if (settings.not_permadeth == TRUE)
3057 {
3058 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
3059 * 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.
3060 * 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.
3061 */ 2699 */
3062 2700
3063 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
3064 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
3065 * of death. 2703 * of death.
3066 */ 2704 */
3067#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
3068 if (settings.balanced_stat_loss) 2706 if (settings.balanced_stat_loss)
3069 { 2707 {
3070 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
3071 /* 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
3072 more if they do. */ 2710 more if they do. */
3073 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
3074 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
3075 little bit harder. */ 2713 little bit harder. */
3076 /* GD */ 2714 /* GD */
3077 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
3078 num_stats_lose = 1; 2716 num_stats_lose = 1;
3079 else
3080 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3081 }
3082 else 2717 else
3083 { 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719 }
2720 else
3084 num_stats_lose = 1; 2721 num_stats_lose = 1;
3085 } 2722
3086 lost_a_stat = 0; 2723 lost_a_stat = 0;
3087 2724
3088 for (z = 0; z < num_stats_lose; z++) 2725 for (z = 0; z < num_stats_lose; z++)
3089 { 2726 {
3090 i = RANDOM () % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
3091 2728
3092 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)
3093 { 2749 {
3094 /* Pick a random stat and take a point off it. Tell the player 2750 dep = arch_to_object (deparch);
3095 * what he lost. 2751 insert_ob_in_ob (dep, op);
3096 */
3097 change_attr_value (&(op->stats), i, -1);
3098 check_stat_bounds (&(op->stats));
3099 change_attr_value (&(op->contr->orig_stats), i, -1);
3100 check_stat_bounds (&(op->contr->orig_stats));
3101 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3102 lost_a_stat = 1;
3103 } 2752 }
3104 else 2753 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss)
3105 { 2755 {
3106 /* deplete a stat */ 2756 /* GD */
3107 archetype *deparch = archetype::find ("depletion"); 2757 /* Get the stat that we're about to deplete. */
3108 object *dep; 2758 this_stat = get_attr_value (&(dep->stats), i);
3109 2759 if (this_stat < 0)
3110 dep = present_arch_in_ob (deparch, op);
3111 if (!dep)
3112 { 2760 {
3113 dep = arch_to_object (deparch); 2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3114 insert_ob_in_ob (dep, op); 2762 int keep_chance = this_stat * this_stat;
3115 } 2763
3116 lose_this_stat = 1; 2764 /* Yes, I am paranoid. Sue me. */
3117 if (settings.balanced_stat_loss)
3118 {
3119 /* GD */
3120 /* Get the stat that we're about to deplete. */
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 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)
3123 { 2770 {
3124 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 int keep_chance = this_stat * this_stat;
3126
3127 /* Yes, I am paranoid. Sue me. */
3128 if (keep_chance < 1)
3129 keep_chance = 1;
3130
3131 /* There is a maximum depletion total per level. */
3132 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3133 {
3134 lose_this_stat = 0; 2771 lose_this_stat = 0;
3135 /* Take loss chance vs keep chance to see if we 2772 /* Take loss chance vs keep chance to see if we
3136 retain the stat. */ 2773 retain the stat. */
3137 }
3138 else
3139 {
3140 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3141 lose_this_stat = 0;
3142 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3143 this_stat, keep_chance, loss_chance,
3144 lose_this_stat?"LOSE":"KEEP"); */
3145 }
3146 } 2774 }
3147 }
3148
3149 if (lose_this_stat)
3150 {
3151 this_stat = get_attr_value (&(dep->stats), i);
3152 /* We could try to do something clever like find another
3153 * stat to reduce if this fails. But chances are, if
3154 * stats have been depleted to -50, all are pretty low
3155 * and should be roughly the same, so it shouldn't make a
3156 * difference.
3157 */ 2775 else
3158 if (this_stat >= -50)
3159 { 2776 {
3160 change_attr_value (&(dep->stats), i, -1); 2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3161 SET_FLAG (dep, FLAG_APPLIED);
3162 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3163 fix_player (op);
3164 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"); */
3165 } 2782 }
3166 } 2783 }
3167 } 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 }
3168 } 2803 }
2804 }
2805 }
3169 /* If no stat lost, tell the player. */ 2806 /* If no stat lost, tell the player. */
3170 if (!lost_a_stat) 2807 if (!lost_a_stat)
3171 { 2808 {
3172 /* determine_god() seems to not work sometimes... why is this? 2809 /* determine_god() seems to not work sometimes... why is this?
3173 Should I be using something else? GD */ 2810 Should I be using something else? GD */
3174 const char *god = determine_god (op); 2811 const char *god = determine_god (op);
3175 2812
3176 if (god && (strcmp (god, "none"))) 2813 if (god && (strcmp (god, "none")))
3177 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);
3178 else 2815 else
3179 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.");
3180 } 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.");
3181#endif 2820#endif
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3183 2821
3184 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
3185 * exp loss on the stone. 2823 * exp loss on the stone.
3186 */ 2824 */
3187 tmp = arch_to_object (archetype::find ("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
3188 sprintf (buf, "%s's gravestone", &op->name); 2826 sprintf (buf, "%s's gravestone", &op->name);
3189 tmp->name = buf; 2827 tmp->name = buf;
3190 sprintf (buf, "%s's gravestones", &op->name); 2828 sprintf (buf, "%s's gravestones", &op->name);
3191 tmp->name_pl = buf; 2829 tmp->name_pl = buf;
3192 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);
3193 tmp->msg = buf; 2831 tmp->msg = buf;
3194 tmp->x = op->x, tmp->y = op->y; 2832 tmp->x = op->x, tmp->y = op->y;
3195 insert_ob_in_map (tmp, op->map, NULL, 0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
3196 2834
3197 /**************************************/ 2835 /**************************************/
3198 /* */ 2836 /* */
3199 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
3200 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
3201 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
3202 /* */ 2840 /* */
3203
3204 /**************************************/ 2841 /**************************************/
3205 2842
3206 /* remove any poisoning and confusion the character may be suffering. */ 2843 /* remove any poisoning and confusion the character may be suffering. */
3207 /* restore player */ 2844 /* restore player */
3208 at = archetype::find ("poisoning"); 2845 at = archetype::find ("poisoning");
3209 tmp = present_arch_in_ob (at, op); 2846 tmp = present_arch_in_ob (at, op);
2847
3210 if (tmp) 2848 if (tmp)
3211 { 2849 {
3212 remove_ob (tmp); 2850 tmp->destroy ();
3213 free_object (tmp);
3214 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3215 } 2852 }
3216 2853
3217 at = archetype::find ("confusion"); 2854 at = archetype::find ("confusion");
3218 tmp = present_arch_in_ob (at, op); 2855 tmp = present_arch_in_ob (at, op);
3219 if (tmp) 2856 if (tmp)
3220 { 2857 {
3221 remove_ob (tmp); 2858 tmp->destroy ();
3222 free_object (tmp);
3223 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3224 } 2860 }
2861
3225 cure_disease (op, 0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
3226 2863
3227 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
3228 apply_death_exp_penalty (op); 2865 apply_death_exp_penalty (op);
3229 if (op->stats.food < 100) 2866 if (op->stats.food < 100)
3230 op->stats.food = 900; 2867 op->stats.food = 900;
3231 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
3232 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3233 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3234 2871
3235 /* 2872 /*
3236 * 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
3237 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
3238 * in the map. 2875 */
3239 */
3240
3241 if (is_in_shop (op))
3242 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
3243 2877
3244 /****************************************/ 2878 /****************************************/
3245 /* */ 2879 /* */
3246 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
3247 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
3248 /* */ 2882 /* */
3249
3250 /****************************************/ 2883 /****************************************/
3251 2884
3252 enter_player_savebed (op); 2885 enter_player_savebed (op);
3253 2886
3254 /* Save the player before inserting the force to reduce
3255 * chance of abuse.
3256 */
3257 op->contr->braced = 0; 2887 op->contr->braced = 0;
3258 save_player (op, 1);
3259 2888
3260 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
3261 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
3262 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
3263 * on the space that might harm the player. 2892 * on the space that might harm the player.
3264 */ 2893 */
3265 will_kill_again = 0; 2894 will_kill_again = 0;
3266 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)
3267 {
3268 if (tmp->type == SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
3269 will_kill_again |= tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
3270 } 2898
3271 if (will_kill_again) 2899 if (will_kill_again)
3272 { 2900 {
3273 object *force; 2901 object *force;
3274 int at; 2902 int at;
3275 2903
3276 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
3277 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
3278 force->speed = 0.1; 2906 force->speed = 0.1f;
3279 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
3280 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
3281 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
3282 {
3283 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
3284 force->resist[at] = 100; 2911 force->resist[at] = 100;
3285 } 2912
3286 insert_ob_in_ob (force, op); 2913 insert_ob_in_ob (force, op);
3287 fix_player (op); 2914 op->update_stats ();
3288 2915
3289 } 2916 }
3290 2917
3291 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3292 return;
3293 } /* NOT_PERMADETH */
3294 else
3295 {
3296 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3297 * should probably be embedded in an else statement.
3298 */
3299
3300 op->contr->party = NULL;
3301 if (settings.set_title == TRUE)
3302 op->contr->own_title[0] = '\0';
3303 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3304 check_score (op);
3305 if (op->contr->ranges[range_golem] != NULL)
3306 {
3307 remove_friendly_object (op->contr->ranges[range_golem]);
3308 remove_ob (op->contr->ranges[range_golem]);
3309 free_object (op->contr->ranges[range_golem]);
3310 op->contr->ranges[range_golem] = NULL;
3311 op->contr->golem_count = 0;
3312 }
3313 loot_object (op); /* Remove some of the items for good */
3314 remove_ob (op);
3315 op->direction = 0;
3316
3317 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3318 {
3319 delete_character (op->name, 0);
3320 if (settings.resurrection == TRUE)
3321 {
3322 /* save playerfile sans equipment when player dies
3323 ** then save it as player.pl.dead so that future resurrection
3324 ** type spells will work on them nicely
3325 */
3326 delete_character (op->name, 0);
3327 op->stats.hp = op->stats.maxhp;
3328 op->stats.food = 999;
3329
3330 /* set the location of where the person will reappear when */
3331 /* maybe resurrection code should fix map also */
3332 strcpy (op->contr->maplevel, settings.emergency_mapname);
3333 if (op->map != NULL)
3334 op->map = NULL;
3335 op->x = settings.emergency_x;
3336 op->y = settings.emergency_y;
3337 save_player (op, 0);
3338 op->map = map;
3339 /* please see resurrection.c: peterm */
3340 dead_player (op);
3341 }
3342 else
3343 delete_character (op->name, 1);
3344 }
3345
3346 play_again (op);
3347
3348 /* peterm: added to create a corpse at deathsite. */
3349 tmp = arch_to_object (archetype::find ("corpse_pl"));
3350 sprintf (buf, "%s", &op->name);
3351 tmp->name = tmp->name_pl = buf;
3352 tmp->level = op->level;
3353 tmp->x = x;
3354 tmp->y = y;
3355 tmp->msg = gravestone_text (op);
3356 SET_FLAG (tmp, FLAG_UNIQUE);
3357 insert_ob_in_map (tmp, map, NULL, 0);
3358 }
3359} 2919}
3360
3361 2920
3362void 2921void
3363loot_object (object *op) 2922loot_object (object *op)
3364{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
3365 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
3366 2925
3367 if (op->container) 2926 op->close_container (); /* close open sack first */
3368 { /* close open sack first */
3369 esrv_apply_container (op, op->container);
3370 }
3371 2927
3372 for (tmp = op->inv; tmp != NULL; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
3373 { 2929 {
3374 next = tmp->below; 2930 next = tmp->below;
3375 if (tmp->type == EXPERIENCE || tmp->invisible) 2931
2932 if (tmp->invisible)
3376 continue; 2933 continue;
3377 remove_ob (tmp); 2934
2935 tmp->remove ();
3378 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
3379 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
3380 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
3381 loot_object (tmp); 2940
3382 }
3383 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))))
3384 { 2942 {
3385 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
3386 { 2944 {
3387 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3388 free_object (tmp2); 2946 tmp2->destroy ();
3389 insert_ob_in_map (tmp, op->map, NULL, 0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
3390 } 2948 }
3391 else 2949 else
3392 free_object (tmp); 2950 tmp->destroy ();
3393 } 2951 }
3394 else 2952 else
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2953 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2954 }
3397} 2955}
3399/* 2957/*
3400 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3401 * 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
3402 * was changed. 2960 * was changed.
3403 */ 2961 */
3404
3405void 2962void
3406fix_weight (void) 2963fix_weight (void)
3407{ 2964{
3408 player *pl; 2965 for_all_players (pl)
3409
3410 for (pl = first_player; pl != NULL; pl = pl->next)
3411 { 2966 {
3412 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3413 2968
3414 if (old == sum) 2969 if (old == sum)
3415 continue; 2970 continue;
3416 fix_player (pl->ob); 2971 pl->ob->update_stats ();
3417 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);
3418 } 2973 }
3419} 2974}
3420 2975
3421void 2976void
3422fix_luck (void) 2977fix_luck (void)
3423{ 2978{
3424 player *pl; 2979 for_all_players (pl)
3425
3426 for (pl = first_player; pl != NULL; pl = pl->next)
3427 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3428 change_luck (pl->ob, 0); 2981 pl->ob->change_luck (0);
3429} 2982}
3430
3431 2983
3432/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3433 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3434 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3435 */ 2987 */
3436
3437void 2988void
3438cast_dust (object *op, object *throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3439{ 2990{
3440 object *skop, *spob; 2991 object *skop, *spob;
3441 2992
3462 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3463 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);
3464 3015
3465 cast_spell (op, throw_ob, dir, spob, NULL); 3016 cast_spell (op, throw_ob, dir, spob, NULL);
3466 3017
3467 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3018 throw_ob->destroy ();
3468 remove_ob (throw_ob);
3469 free_object (throw_ob);
3470} 3019}
3471 3020
3472void 3021void
3473make_visible (object *op) 3022make_visible (object *op)
3474{ 3023{
3477 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3478 { 3027 {
3479 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3480 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3481 } 3030 }
3031
3482 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3483} 3033}
3484 3034
3485int 3035int
3486is_true_undead (object *op) 3036is_true_undead (object *op)
3487{ 3037{
3488 object *tmp = NULL;
3489
3490 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3491 return 1; 3039 return 1;
3492 3040
3493 if (op->type == PLAYER)
3494 for (tmp = op->inv; tmp; tmp = tmp->below)
3495 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3496 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3497 return 1;
3498 return 0; 3041 return 0;
3499} 3042}
3500 3043
3501/* look at the surrounding terrain to determine 3044/* look at the surrounding terrain to determine
3502 * the hideability of this object. Positive levels 3045 * the hideability of this object. Positive levels
3544/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3545 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3546 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3547 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3548 */ 3091 */
3549
3550void 3092void
3551do_hidden_move (object *op) 3093do_hidden_move (object *op)
3552{ 3094{
3553 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3554 object *skop; 3096 object *skop;
3558 3100
3559 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3560 3102
3561 /* 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! */
3562 if (op->type == PLAYER && op->contr->run_on) 3104 if (op->type == PLAYER && op->contr->run_on)
3563 {
3564 if (!skop || num >= skop->level) 3105 if (!skop || num >= skop->level)
3565 { 3106 {
3566 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!");
3567 make_visible (op); 3108 make_visible (op);
3568 return; 3109 return;
3569 } 3110 }
3570 else 3111 else
3571 num += 20; 3112 num += 20;
3572 } 3113
3573 num += op->map->difficulty; 3114 num += op->map->difficulty;
3574 hide = hideability (op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3575 num -= hide; 3116 num -= hide;
3117
3576 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3577 { 3119 {
3578 make_visible (op); 3120 make_visible (op);
3579 if (op->type == PLAYER) 3121 if (op->type == PLAYER)
3580 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!");
3581 } 3123 }
3582 else if (op->type == PLAYER && skop) 3124 else if (op->type == PLAYER && skop)
3583 {
3584 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);
3585 }
3586} 3126}
3587 3127
3588/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3589 3129
3590int 3130int
3617 if (mflags & P_OUT_OF_MAP) 3157 if (mflags & P_OUT_OF_MAP)
3618 continue; 3158 continue;
3619 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)))
3620 continue; 3160 continue;
3621 3161
3622 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)
3623 { 3163 {
3624 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))
3625 return 1; 3165 return 1;
3626 else if (tmp->type == PLAYER) 3166 else if (tmp->type == PLAYER)
3627 { 3167 {
3657 if (pl->type != PLAYER) 3197 if (pl->type != PLAYER)
3658 { 3198 {
3659 LOG (llevError, "player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3660 return -1; 3200 return -1;
3661 } 3201 }
3202
3662 if (!pl || !op) 3203 if (!pl || !op)
3663 return 0; 3204 return 0;
3664 3205
3665 if (op->head)
3666 {
3667 op = op->head; 3206 op = op->head_ ();
3668 } 3207
3669 get_rangevector (pl, op, &rv, 0x1); 3208 get_rangevector (pl, op, &rv, 0x1);
3670 3209
3671 /* starting with the 'head' part, lets loop 3210 /* starting with the 'head' part, lets loop
3672 * through the object and find if it has any 3211 * through the object and find if it has any
3673 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3681 3220
3682 /* only the viewable area the player sees is updated by LOS 3221 /* only the viewable area the player sees is updated by LOS
3683 * 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
3684 * for any meaningful values. 3223 * for any meaningful values.
3685 */ 3224 */
3686 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3687 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3688 !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)])
3689 return 1; 3228 return 1;
3690 op = op->more; 3229 op = op->more;
3691 } 3230 }
3692 return 0; 3231 return 0;
3693} 3232}
3790 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3791 int i = 0, j = 0; 3330 int i = 0, j = 0;
3792 3331
3793 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3794 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3795 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3796 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3797 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3798 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3799 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3800 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3801 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3802 3341
3803 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3804 return; 3343 return;
3805 3344
3806 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++);
3807 3346
3808 if (tr == NULL || tr->item == NULL) 3347 if (!tr || !tr->item)
3809 { 3348 {
3810 /* 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]); */
3811 return; 3350 return;
3812 } 3351 }
3813 3352
3879 { 3418 {
3880 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3881 object *skin; 3420 object *skin;
3882 3421
3883 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3884 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
3885 if (skin == NULL) 3427 if (!skin)
3886 return; 3428 return;
3887 3429
3888 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3889 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3890 { 3432 {
3935 * not readied. 3477 * not readied.
3936 */ 3478 */
3937void 3479void
3938player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3939{ 3481{
3940 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3941 3484
3942 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3943 { 3486 pl->combat_ob = 0;
3487
3944 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3945 { 3489 pl->ranged_ob = 0;
3946 pl->ranges[i] = NULL;
3947 if (pl->shoottype == i)
3948 {
3949 pl->shoottype = range_none;
3950 }
3951 }
3952 }
3953} 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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