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Comparing deliantra/server/server/player.C (file contents):
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.150 by root, Sun Jun 10 03:11:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors 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 (this);
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->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->object::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->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == 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 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369}
370
371player::~player ()
372{
373 /* Clear item stack */
374 free (stack_items);
375}
376
321/* Tries to add player on the connection passwd in ns. 377/* 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 378 * All we can really get in this is some settings like host and display
323 * mode. 379 * mode.
324 */ 380 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 381player *
382player::create ()
383{
384 player *pl = new player;
330 385
331 p = get_player (NULL); 386 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 387
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 388 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 389 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 390 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 391
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 392 set_first_map (pl->ob);
343 393
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 394 return pl;
351} 395}
352 396
353/* 397/*
354 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
356 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
357 */ 401 */
358archetype * 402archetype *
359get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
360{ 404{
361 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
362 406
363 for (;;) 407 for (;;)
364 { 408 {
365 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
366 at = first_archetype; 410 i = archetypes.begin ();
367 else 411 else if (*i == at)
368 at = at->next; 412 cleanup ("not a single player archetype found");
413
369 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
370 return at; 415 return *i;
371 if (at == start)
372 {
373 LOG (llevError, "No Player archetypes\n");
374 exit (-1);
375 }
376 } 416 }
377} 417}
378
379 418
380object * 419object *
381get_nearest_player (object *mon) 420get_nearest_player (object *mon)
382{ 421{
383 object *op = NULL; 422 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 423 objectlink *ol;
386 unsigned lastdist; 424 unsigned lastdist;
387 rv_vector rv; 425 rv_vector rv;
388 426
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 428 {
391 /* We should not find free objects on this friendly list, but it 429 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 436 object *tmp = ol->ob;
399 437
400 /* Can't do much more other than log the fact, because the object 438 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared. 439 * itself will have been cleared.
402 */ 440 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
404 ol = ol->next; 443 ol = ol->next;
405 remove_friendly_object (tmp); 444 remove_friendly_object (tmp);
406 if (!ol) 445 if (!ol)
407 return op; 446 return op;
408 } 447 }
421 { 460 {
422 op = ol->ob; 461 op = ol->ob;
423 lastdist = rv.distance; 462 lastdist = rv.distance;
424 } 463 }
425 } 464 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 465
427 { 466 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 467 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 468 if (lastdist > rv.distance)
432 { 469 {
433 op = pl->ob; 470 op = pl->ob;
434 lastdist = rv.distance; 471 lastdist = rv.distance;
435 } 472 }
436 } 473
437 }
438#if 0 474#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 475 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 476#endif
441 return op; 477 return op;
442} 478}
460 * circling behaviour. Unfortunately, this function is also used to determined 496 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 497 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 498 * is probably not a good thing.
463 */ 499 */
464#define MAX_SPACES 50 500#define MAX_SPACES 50
465
466 501
467/* 502/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 504 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 505 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 524path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 525{
491 rv_vector rv; 526 rv_vector rv;
492 sint16 x, y; 527 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 528 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 529 maptile *m, *lastmap;
495 530
496 get_rangevector (mon, pl, &rv, 0); 531 get_rangevector (mon, pl, &rv, 0);
497 532
498 if (rv.distance < mindiff) 533 if (rv.distance < mindiff)
499 return 0; 534 return 0;
501 x = mon->x; 536 x = mon->x;
502 y = mon->y; 537 y = mon->y;
503 m = mon->map; 538 m = mon->map;
504 dir = rv.direction; 539 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 540 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 541 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
542
507 /* If we can't solve it within the search distance, return now. */ 543 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 544 if (diff > max)
509 return 0; 545 return 0;
546
510 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
511 { 548 {
512 lastx = x; 549 lastx = x;
513 lasty = y; 550 lasty = y;
514 lastmap = m; 551 lastmap = m;
596 max--; 633 max--;
597 lastdir = dir; 634 lastdir = dir;
598 if (!firstdir) 635 if (!firstdir)
599 firstdir = dir; 636 firstdir = dir;
600 } 637 }
638
601 if (diff <= 1) 639 if (diff <= 1)
602 { 640 {
603 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 642 * headed toward player for entire distance.
605 */ 643 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 646 }
647
609 if (diff > max) 648 if (diff > max)
610 return 0; 649 return 0;
611 } 650 }
651
612 /* If we reached the max, didn't find a direction in time */ 652 /* If we reached the max, didn't find a direction in time */
613 if (!max) 653 if (!max)
614 return 0; 654 return 0;
615 655
616 return firstdir; 656 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 683 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 684 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 685 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 686 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 687 {
648 remove_ob (op); 688 op->destroy ();
649 free_object (op);
650 continue; 689 continue;
651 } 690 }
652 } 691 }
653 692
654 /* This really needs to be better - we should really give 693 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 704 if (tmp->type == op->type && tmp->name == op->name)
666 break; 705 break;
667 706
668 if (tmp) 707 if (tmp)
669 { 708 {
670 remove_ob (op); 709 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 710 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 711 continue;
674 } 712 }
713
675 if (op->nrof > 1) 714 if (op->nrof > 1)
676 op->nrof = 1; 715 op->nrof = 1;
677 } 716 }
678 717
679 if (op->type == SPELLBOOK && op->inv) 718 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 730 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 731 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 732 }
694 if (op->type == SPELL) 733 if (op->type == SPELL)
695 { 734 {
696 remove_ob (op); 735 op->destroy ();
697 free_object (op);
698 continue; 736 continue;
699 } 737 }
700 else if (op->type == SKILL) 738 else if (op->type == SKILL)
701 { 739 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 740 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 749 /* Need to set up the skill pointers */
712 link_player_skills (pl); 750 link_player_skills (pl);
713} 751}
714 752
715void 753void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 754get_party_password (object *op, partylist *party)
800{ 755{
801 if (party == NULL) 756 if (party == NULL)
802 { 757 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 758 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 759 return;
805 } 760 }
761
806 op->contr->write_buf[0] = '\0'; 762 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 765 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 766}
811
812 767
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 768/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 769static int
815roll_stat (void) 770roll_stat (void)
816{ 771{
817 int a[4], i, j, k; 772 int a[4], i, j, k;
818 773
819 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
821 776
822 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 778 if (a[i] < k)
824 k = a[i], j = i; 779 k = a[i], j = i;
825 780
826 for (i = 0, k = 0; i < 4; i++) 781 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 782 if (i != j)
829 k += a[i]; 783 k += a[i];
830 } 784
831 return k; 785 return k;
832} 786}
833 787
834void 788void
835roll_stats (object *op) 789object::roll_stats ()
836{ 790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
837 int sum = 0; 795 int sum = 0;
838 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
840 798
841 do 799 if (sum >= 82 && sum <= 116)
800 break;
842 { 801 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 802
854 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 805
863 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
864 do 807 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 808
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 809 stats.exp = 0;
899 op->stats.ac = 0; 810 stats.ac = 0;
900 811
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 812 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 813 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 814 stats.grace = stats.maxgrace;
815
816 if (contr)
817 {
818 contr->levhp[1] = 9;
819 contr->levsp[1] = 6;
820 contr->levgrace[1] = 3;
821
909 op->contr->orig_stats = op->stats; 822 contr->orig_stats = stats;
823 }
910} 824}
911 825
912void 826void
913Roll_Again (object *op) 827object::swap_stats (int a, int b)
914{ 828{
915 esrv_new_player (op->contr, 0); 829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 830
920void 831 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 832 stats.stat (i) = contr->orig_stats.stat (i);
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
922{ 858{
923 signed char tmp;
924 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
925 860
926 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 865}
1041 866
1042/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1046 * not the class. 871 * not the class.
1047 */ 872 */
1048 873void
1049int 874player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 875{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
1068 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1070 885
1071 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1072 887
1073 if (op->msg) 888 if (ob->msg)
1074 op->msg = NULL; 889 ob->msg = 0;
1075 890
1076 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1077 * to save here. 892 * to save here.
1078 */ 893 */
894 {
895 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1081 899
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 900 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 903 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1090 fix_player (op); 905 ob->update_stats ();
1091 906
1092 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1093 * is one for this race 908 * is one for this race
1094 */ 909 */
1095 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1096 { 911 {
1097 object *tmp; 912 object *tmp;
1098 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1099 914
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1101 tmp = get_object (); 916 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1107 * default initial map */ 922 * default initial map */
1108 free_object (tmp); 923 tmp->destroy ();
1109 } 924 }
1110 else 925 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 927}
1114 return 0;
1115 }
1116 928
929void
930player::chargen_race_next ()
931{
1117 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1119 */ 934 */
1120 935
1121 tmp_loop = 0; 936 do
1122 while (!tmp_loop)
1123 { 937 {
1124 shstr name = op->name; 938 shstr name = ob->name;
1125 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1126 940
1127 remove_statbonus (op); 941 ob->remove_statbonus ();
1128 remove_ob (op); 942 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 944 ob->arch->copy_to (ob);
1131 op->instantiate (); 945 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1134 op->x = x; 948 ob->x = x;
1135 op->y = y; 949 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
1139 add_statbonus (op); 953 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 954 }
955 while (!allowed_class (ob));
1142 956
1143 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 959 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 962 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 963}
1205 964
1206void 965void
1207flee_player (object *op) 966flee_player (object *op)
1208{ 967{
1238 { 997 {
1239 op->enemy = NULL; 998 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1000 return;
1242 } 1001 }
1002
1243 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1244 1004
1245 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1247 { 1007 {
1248 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1249 1009
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1011 return;
1253 }
1254 } 1012 }
1013
1255 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1016 op->enemy = NULL;
1258} 1017}
1259 1018
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 1019/* check_pick sees if there is stuff to be picked up/picks up stuff.
1262 * IT returns 1 if the player should keep on moving, 0 if he should 1020 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 1021 * stop.
1264 */ 1022 */
1265int 1023int
1266check_pick (object *op) 1024check_pick (object *op)
1267{ 1025{
1268 object *tmp, *next; 1026 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1027 int stop = 0;
1271 int j, k, wvratio; 1028 int wvratio;
1272 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1273
1274 1030
1275 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1277 return 1; 1033 return 1;
1278 1034
1279 op_tag = op->count;
1280
1281 next = op->below; 1035 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1036
1285 /* loop while there are items on the floor that are not marked as 1037 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1038 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1039 while (next && !next->destroyed ())
1288 { 1040 {
1289 tmp = next; 1041 tmp = next;
1290 next = tmp->below; 1042 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1043
1294 if (was_destroyed (op, op_tag)) 1044 if (op->destroyed ())
1295 return 0; 1045 return 0;
1296 1046
1297 if (!can_pick (op, tmp)) 1047 if (!can_pick (op, tmp))
1298 continue; 1048 continue;
1299 1049
1352 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1105 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1110 }
1111
1389 /* philosophy: 1112 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1113 * It's easy to grab an item type from a pile, as long as it's
1391 * generic. This takes no game-time. For more detailed pickups 1114 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1115 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1116 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1117 * example.
1395 * The drawback: right now it has no frontend, so you need to 1118 * The drawback: right now it has no frontend, so you need to
1396 * stick the bits you want into a calculator in hex mode and then 1119 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1120 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1154 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1155 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1156 if (tmp->type == FOOD)
1434 { 1157 {
1435 pick_up (op, tmp); 1158 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1159 continue;
1439 } 1160 }
1161
1440 if (op->contr->mode & PU_DRINK) 1162 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1163 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1164 {
1443 pick_up (op, tmp); 1165 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1166 continue;
1447 } 1167 }
1448 1168
1449 if (op->contr->mode & PU_POTION) 1169 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1170 if (tmp->type == POTION)
1451 { 1171 {
1452 pick_up (op, tmp); 1172 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1173 continue;
1456 } 1174 }
1457 1175
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1176 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1177 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1178 if (tmp->type == SPELLBOOK)
1461 { 1179 {
1462 pick_up (op, tmp); 1180 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1181 continue;
1466 } 1182 }
1183
1467 if (op->contr->mode & PU_SKILLSCROLL) 1184 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1185 if (tmp->type == SKILLSCROLL)
1469 { 1186 {
1470 pick_up (op, tmp); 1187 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1188 continue;
1474 } 1189 }
1190
1475 if (op->contr->mode & PU_READABLES) 1191 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1192 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1193 {
1478 pick_up (op, tmp); 1194 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1195 continue;
1482 } 1196 }
1483 1197
1484 /* wands/staves/rods/horns */ 1198 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1199 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1200 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1201 {
1488 pick_up (op, tmp); 1202 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1203 continue;
1492 } 1204 }
1493 1205
1494 /* pick up all magical items */ 1206 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1207 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1209 {
1498 pick_up (op, tmp); 1210 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1211 continue;
1502 } 1212 }
1503 1213
1504 if (op->contr->mode & PU_VALUABLES) 1214 if (op->contr->mode & PU_VALUABLES)
1505 { 1215 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1216 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1217 {
1508 pick_up (op, tmp); 1218 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1219 continue;
1512 } 1220 }
1513 } 1221 }
1514 1222
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1223 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1224 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1225 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1226 {
1519 pick_up (op, tmp); 1227 pick_up (op, tmp);
1228 continue;
1520 if (0) 1229 }
1521 fprintf (stderr, "JEWELS\n"); 1230
1231 /* we don't forget dragon food */
1232 if (op->contr->mode & PU_FLESH)
1233 if (tmp->type == FLESH)
1234 {
1235 pick_up (op, tmp);
1522 continue; 1236 continue;
1523 } 1237 }
1524 1238
1525 /* bows and arrows. Bows are good for selling! */ 1239 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1240 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1241 if (tmp->type == BOW)
1528 { 1242 {
1529 pick_up (op, tmp); 1243 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1244 continue;
1533 } 1245 }
1246
1534 if (op->contr->mode & PU_ARROW) 1247 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1248 if (tmp->type == ARROW)
1536 { 1249 {
1537 pick_up (op, tmp); 1250 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1251 continue;
1541 } 1252 }
1542 1253
1543 /* all kinds of armor etc. */ 1254 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1255 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1256 if (tmp->type == ARMOUR)
1546 { 1257 {
1547 pick_up (op, tmp); 1258 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1259 continue;
1551 } 1260 }
1261
1552 if (op->contr->mode & PU_HELMET) 1262 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1263 if (tmp->type == HELMET)
1554 { 1264 {
1555 pick_up (op, tmp); 1265 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1266 continue;
1559 } 1267 }
1268
1560 if (op->contr->mode & PU_SHIELD) 1269 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1270 if (tmp->type == SHIELD)
1562 { 1271 {
1563 pick_up (op, tmp); 1272 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1273 continue;
1567 } 1274 }
1275
1568 if (op->contr->mode & PU_BOOTS) 1276 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1277 if (tmp->type == BOOTS)
1570 { 1278 {
1571 pick_up (op, tmp); 1279 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1280 continue;
1575 } 1281 }
1282
1576 if (op->contr->mode & PU_GLOVES) 1283 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1284 if (tmp->type == GLOVES)
1578 { 1285 {
1579 pick_up (op, tmp); 1286 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1287 continue;
1583 } 1288 }
1289
1584 if (op->contr->mode & PU_CLOAK) 1290 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1291 if (tmp->type == CLOAK)
1586 { 1292 {
1587 pick_up (op, tmp); 1293 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1294 continue;
1591 } 1295 }
1592 1296
1593 /* hoping to catch throwing daggers here */ 1297 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1298 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1299 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1300 {
1597 pick_up (op, tmp); 1301 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1302 continue;
1601 } 1303 }
1602 1304
1603 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1605 { 1307 {
1606 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1607 { 1309 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1610 { 1312 {
1611 pick_up (op, tmp); 1313 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1314 continue;
1615 } 1315 }
1616 } 1316 }
1317
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1319 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1620 { 1321 {
1621 pick_up (op, tmp); 1322 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1323 continue;
1625 } 1324 }
1626 } 1325 }
1627 } 1326 }
1628 1327
1629 /* misc stuff that's useful */ 1328 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1329 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1330 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1331 {
1633 pick_up (op, tmp); 1332 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1333 continue;
1637 } 1334 }
1638 1335
1639 /* any of the last 4 bits set means we use the ratio for value 1336 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1337 * pickups */
1653 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1654 { 1351 {
1655 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1656 } 1353 }
1657 else 1354 else
1658 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1659 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1660 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1661#endif 1358#endif
1662 continue; 1359 continue;
1663 } 1360 }
1664 } 1361 }
1665 } /* the new pickup model */ 1362 } /* the new pickup model */
1666 } 1363 }
1364
1667 return !stop; 1365 return !stop;
1668} 1366}
1669 1367
1670/* 1368/*
1671 * Find an arrow in the inventory and after that 1369 * Find an arrow in the inventory and after that
1673 * found object is returned. 1371 * found object is returned.
1674 */ 1372 */
1675object * 1373object *
1676find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1677{ 1375{
1678 object *tmp = NULL; 1376 object *tmp = 0;
1679 1377
1680 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1684 return op; 1382 return op;
1383
1685 return tmp; 1384 return tmp;
1686} 1385}
1687 1386
1688/* 1387/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1690 * against the target. A full test is not performed, simply a basic test 1389 * against the target. A full test is not performed, simply a basic test
1691 * of resistances. The archer is making a quick guess at what he sees down 1390 * of resistances. The archer is making a quick guess at what he sees down
1692 * the hall. Failing that it does it's best to pick the highest plus arrow. 1391 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1392 */
1694
1695object * 1393object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1395{
1698 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1732 else 1430 else
1733 { 1431 {
1734 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1735 { 1433 {
1736 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1737 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1738 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1739 { 1437 {
1740 tmp = arrow; 1438 tmp = arrow;
1741 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1742 } 1440 }
1743 } 1441 }
1744 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1745 { 1443 {
1746 tmp = arrow; 1444 tmp = arrow;
1765 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1464 * op = the shooter
1767 * type = bow->race 1465 * type = bow->race
1768 * dir = fire direction 1466 * dir = fire direction
1769 */ 1467 */
1770
1771object * 1468object *
1772pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1773{ 1470{
1774 object *tmp = NULL; 1471 object *tmp = NULL;
1775 mapstruct *m; 1472 maptile *m;
1776 int i, mflags, found, number; 1473 int i, mflags, found, number;
1777 sint16 x, y; 1474 sint16 x, y;
1778 1475
1779 if (op->map == NULL) 1476 if (op->map == NULL)
1780 return find_arrow (op, type); 1477 return find_arrow (op, type);
1840 */ 1537 */
1841int 1538int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1539fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1540{
1844 object *left, *bow; 1541 object *left, *bow;
1845 tag_t left_tag, tag; 1542 int mflags;
1846 int bowspeed, mflags; 1543 maptile *m;
1847 mapstruct *m;
1848 1544
1849 if (!dir) 1545 if (!dir)
1850 { 1546 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1547 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1548 return 0;
1853 } 1549 }
1854 if (op->type == PLAYER) 1550
1855 bow = op->contr->ranges[range_bow]; 1551 if (op->contr)
1552 bow = op->current_weapon;
1856 else 1553 else
1857 { 1554 {
1858 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1859 /* Don't check for applied - monsters don't apply bows - in that way, they 1556 /* Don't check for applied - monsters don't apply bows - in that way, they
1860 * don't need to switch back and forth between bows and weapons. 1557 * don't need to switch back and forth between bows and weapons.
1865 if (!bow) 1562 if (!bow)
1866 { 1563 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1565 return 0;
1869 } 1566 }
1567
1568 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below)
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1870 } 1575 }
1576
1871 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1872 { 1578 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1580 return 0;
1875 } 1581 }
1876
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878
1879 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1882 if (bowspeed < 1)
1883 bowspeed = 1;
1884 1582
1885 if (arrow == NULL) 1583 if (arrow == NULL)
1886 { 1584 {
1887 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 { 1586 {
1889 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1891 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1589 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1892 else 1590 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1894 return 0; 1593 return 0;
1895 } 1594 }
1896 } 1595 }
1596
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1598 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1599 return 0;
1901 } 1600
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1601 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1602 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1603 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1604 return 0;
1906 } 1605 }
1907 1606
1908 /* this should not happen, but sometimes does */ 1607 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1608 if (arrow->nrof == 0)
1910 { 1609 {
1911 remove_ob (arrow); 1610 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1611 return 0;
1914 } 1612 }
1915 1613
1916 left = arrow; /* these are arrows left to the player */ 1614 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1615 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1616 if (!arrow)
1920 { 1617 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1618 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1619 return 0;
1923 } 1620 }
1924 set_owner (arrow, op); 1621
1622 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1624 arrow->direction = dir;
1928 arrow->x = sx; 1625
1929 arrow->y = sy; 1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype;
1629
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632
1633#if 0
1634 if (player *pl = op->contr)
1635 {
1636 float speed = pl->weapon_sp;
1637
1638 /* penalize ROF for bestarrow */
1639 if (pl->bowtype == bow_bestarrow)
1640 speed *= .9f;
1641 else
1642 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1643
1644 op->speed_left += speed - op->speed;
1645 }
1646#endif
1647
1648 SET_ANIMATION (arrow, arrow->direction);
1649
1650 /* update the speed */
1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1652 + bow->stats.dam / 7.f;
1653
1654 arrow->set_speed (max (arrow->speed, 2.f));
1655 arrow->speed_left = 0;
1656
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1930 1658
1931 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1932 { 1660 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op);
1935 }
1936
1937 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying);
1943
1944 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper.
1946 */
1947
1948 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1949
1950 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953
1954 if (arrow->speed < 1.0)
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0;
1958
1959 if (op->type == PLAYER)
1960 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1963 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1964
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1662 wc -= dex_bonus[op->stats.Dex];
1663
1664 if (!arrow->slaying)
1665 arrow->slaying = op->slaying;
1666
1667 arrow->attacktype |= op->attacktype;
1966 } 1668 }
1967 else 1669 else
1968 { 1670 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1671 arrow->level = op->level;
1972 } 1672 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1673
1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1974 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1678 }
1976 arrow->slaying = bow->slaying;
1977 1679
1978 arrow->map = m; 1680 wc -= arrow->level;
1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1682
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1979 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1686
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1688 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1689
1986 if (!was_destroyed (arrow, tag)) 1690 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1691 move_arrow (arrow);
1988 1692
1989 if (op->type == PLAYER) 1693 if (op->type == PLAYER)
1990 { 1694 {
1991 if (was_destroyed (left, left_tag)) 1695 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1696 esrv_del_item (op->contr, left->count);
1993 else 1697 else
1994 esrv_send_item (op, left); 1698 esrv_send_item (op, left);
1995 } 1699 }
1700
1996 return 1; 1701 return 1;
1997} 1702}
1998 1703
1999/* Special fire code for players - this takes into 1704/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1705 * account the special fire modes players can have
2008{ 1713{
2009 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
2010 1715
2011 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
2012 { 1717 {
2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2014 } 1719 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1721 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1723 wcmod = -1;
1724
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1726 }
2021 else if (op->contr->bowtype == bow_threewide) 1727 else if (op->contr->bowtype == bow_threewide)
2022 { 1728 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2027 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1734 {
2029 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2030 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2031 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2032
2033 } 1738 }
2034 else 1739 else
2035 { 1740 {
2036 /* Simple case */ 1741 /* Simple case */
2037 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2038 } 1743 }
1744
2039 return ret; 1745 return ret;
2040} 1746}
2041
2042 1747
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
2045 */ 1750 */
2046void 1751void
2047fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
2048{ 1753{
2049 object *item; 1754 object *item = op->contr->ranged_ob;
2050 1755
2051 if (!op->contr->ranges[range_misc]) 1756 if (!item)
2052 { 1757 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2054 return; 1759 return;
2055 } 1760 }
2056 1761
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1762 if (!item->inv)
2059 { 1763 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1765 return;
2062 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
2063 if (item->type == WAND) 1771 if (item->type == WAND)
2064 { 1772 {
2065 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
2066 { 1774 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2068 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777
2069 return; 1778 return;
2070 } 1779 }
2071 } 1780 }
2072 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
2073 { 1782 {
2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2075 { 1784 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
2077 if (item->type == ROD) 1787 if (item->type == ROD)
2078 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079 else 1789 else
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791
2081 return; 1792 return;
2082 } 1793 }
2083 } 1794 }
2084 1795
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
2092 object *tmp; 1803 object *tmp;
2093 1804
2094 if (item->arch) 1805 if (item->arch)
2095 { 1806 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
2098 item->speed = 0; 1809 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1810 }
1811
2101 if ((tmp = is_player_inv (item))) 1812 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1814 }
2104 } 1815 }
2105 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1817 drain_rod_charge (item);
2108 }
2109 } 1818 }
2110} 1819}
2111 1820
2112/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2113 */ 1822 */
2114void 1823bool
2115fire (object *op, int dir) 1824fire (object *op, int dir)
2116{ 1825{
2117 int spellcost = 0; 1826 int spellcost = 0;
2118 1827
2119 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
2121 make_visible (op); 1830 make_visible (op);
2122 1831
2123 switch (op->contr->shoottype) 1832 player *pl = op->contr;
1833
1834 if (pl->golem)
1835 {
1836 control_golem (op->contr->golem, dir);
1837 return false;
2124 { 1838 }
2125 case range_none:
2126 return;
2127 1839
2128 case range_bow: 1840 object *ob = pl->ranged_ob;
1841
1842 if (!ob)
1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false;
1847
1848 if (op->speed_left > 0.f)
1849 --op->speed_left;
1850 else
1851 return false;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
2129 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
2130 return; 1857 break;
2131 1858
2132 case range_magic: /* Casting spells */ 1859 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2134 return; 1861 break;
2135 1862
2136 case range_misc: 1863 case BUILDER:
1864 apply_map_builder (op, dir);
1865 break;
1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1870
1871 default:
2137 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
2138 return; 1873 break;
2139
2140 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2142 {
2143 op->contr->ranges[range_golem] = NULL;
2144 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 }
2147 else
2148 control_golem (op->contr->ranges[range_golem], dir);
2149 return;
2150
2151 case range_skill:
2152 if (!op->chosen_skill)
2153 {
2154 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return;
2157 }
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return;
2160 case range_builder:
2161 apply_map_builder (op, dir);
2162 return;
2163 default:
2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2165 return;
2166 } 1874 }
2167}
2168 1875
2169 1876 return true;
1877}
2170 1878
2171/* find_key 1879/* find_key
2172 * We try to find a key for the door as passed. If we find a key 1880 * We try to find a key for the door as passed. If we find a key
2173 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1884 * pl is the player,
2177 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
2180 */ 1888 */
2181
2182object * 1889object *
2183find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
2184{ 1891{
2185 object *tmp, *key; 1892 object *tmp, *key;
2186 1893
2187 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1895 if (!container->inv)
2189 return NULL; 1896 return 0;
2190 1897
2191 /* First, lets try to find a key in the top level inventory */ 1898 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1900 {
2194 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1902 break;
2196 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
2198 */ 1905 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1907 break;
2201 } 1908 }
1909
2202 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1911 /* If we find and use a key in an inventory, return at that time.
2204 * otherwise, if we search all the inventories and still don't find 1912 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1913 * a key, return
2206 */ 1914 */
2207 if (!tmp) 1915 if (!tmp)
2208 { 1916 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1918 {
2211 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1921 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
2215 return key; 1923 return key;
2216 } 1924 }
2217 } 1925 }
1926
2218 if (!tmp) 1927 if (!tmp)
2219 return NULL; 1928 return NULL;
2220 } 1929 }
1930
2221 /* We get down here if we have found a key. Now if its in a container, 1931 /* We get down here if we have found a key. Now if its in a container,
2222 * see if we actually want to use it 1932 * see if we actually want to use it
2223 */ 1933 */
2224 if (pl != container) 1934 if (pl != container)
2225 { 1935 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2247 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1958 return NULL;
2249 } 1959 }
2250 } 1960 }
1961
2251 return tmp; 1962 return tmp;
2252} 1963}
2253 1964
2254/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1968 * 0 otherwise
2258 */ 1969 */
2259static int 1970static int
2260player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2261{ 1972{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* If its a door, try to find a key. If we do destroy the door,
2264 * might as well return immediately as there is nothing more to do - 1974 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2266 */ 1976 */
2267 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2268 1978
2269 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
2270 if (key) 1980 if (key)
2271 { 1981 {
2272 object *container = key->env; 1982 object *container = key->env;
2273 1983
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
2275 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2276 make_visible (op); 1987 make_visible (op);
1988
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2279 if (door->type == DOOR) 1992 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2284 { 1995 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2286 remove_door2 (door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2287 } 1998 }
1999
2288 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2291 if (container != op) 2003 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2293 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2294 } 2007 }
2295 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2296 { 2009 {
2297 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 2012 return 1;
2300 } 2013 }
2014
2301 return 0; 2015 return 0;
2302} 2016}
2303 2017
2304/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2309 */ 2023 */
2310 2024bool
2311void
2312move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2313{ 2026{
2314 object *tmp, *mon;
2315 sint16 nx, ny;
2316 int on_battleground; 2027 int on_battleground;
2317 mapstruct *m;
2318 2028
2319 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2321 2031
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny))
2035 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2323 2042
2324 /* If braced, or can't move to the square, and it is not out of the 2043 /* If braced, or can't move to the square, and it is not out of the
2325 * map, attack it. Note order of if statement is important - don't 2044 * map, attack it. Note order of if statement is important - don't
2326 * want to be calling move_ob if braced, because move_ob will move the 2045 * want to be calling move_ob if braced, because move_ob will move the
2327 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2328 * move to some space, it then means that if we are braced, we should 2047 * move to some space, it then means that if we are braced, we should
2329 * do nothing at all. As it is, if we are braced, we go through 2048 * do nothing at all. As it is, if we are braced, we go through
2330 * quite a bit of processing. However, it probably is less than what 2049 * quite a bit of processing. However, it probably is less than what
2331 * move_ob uses. 2050 * move_ob uses.
2332 */ 2051 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2052 maptile *m = op->map->xy_find (nx, ny);
2334 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 {
2337 m = get_map_from_coord (op->map, &nx, &ny);
2338 if (!m)
2339 return; /* Don't think this should happen */
2340 }
2341 else
2342 m = op->map;
2343 2053
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return;
2348 }
2349
2350 mon = NULL;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* Go through all the objects, and find ones of interest. Only stop if
2352 * we find a monster - that is something we know we want to attack. 2055 * we find a monster - that is something we know we want to attack.
2353 * if its a door or barrel (can roll) see if there may be monsters 2056 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2057 * on the space
2355 */ 2058 */
2356 while (tmp != NULL) 2059 object *mon;
2357 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2358 if (tmp == op) 2061 {
2359 { 2062 if ((mon->flag [FLAG_ALIVE]
2360 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2361 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2362 }
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 {
2365 mon = tmp; 2065 && mon != op)
2366 break; 2066 break;
2367 } 2067 }
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp;
2370 tmp = tmp->above;
2371 }
2372 2068
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2070 return false; /* into a wall */
2375 2071
2376 if (mon->head != NULL)
2377 mon = mon->head; 2072 mon = mon->head_ ();
2378 2073
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f)
2380 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2381 return; 2079 return true;
2080 }
2382 2081
2383 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2384 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2385 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2386 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2387 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2388 * and thus will not push them. 2087 * and thus will not push them.
2389 */ 2088 */
2390 2089
2391 /* If the creature is a pet, push it even if the player is not 2090 /* If the creature is a pet, push it even if the player is not
2392 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2393 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2394 */ 2093 */
2395 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2396#if COZY_SERVER 2095 && ((mon->owner && mon->owner->contr
2397 &&
2398 ((get_owner (mon) && get_owner (mon)->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2400#else 2097 || mon->owner == op)
2401 && get_owner (mon) == op
2402#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2099 {
2405 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2101 if (op->contr->braced)
2407 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2410 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2112 make_visible (op);
2113
2412 return; 2114 return true;
2413 } 2115 }
2116 else
2117 return false;
2118 }
2414 2119
2415 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2417 * someone, but put it inside this loop so that you won't 2122 * someone, but put it inside this loop so that you won't
2418 * attack them either. 2123 * attack them either.
2419 */ 2124 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2422#ifdef PROHIBIT_PLAYERKILL 2127 && ((op->contr->peaceful
2423 (op->contr->peaceful 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2424 || (mon->type == PLAYER 2129 && !on_battleground))
2425 && mon->contr-> 2130 {
2426 peaceful)) && 2131 if (op->speed_left > 0.f)
2427#else
2428 op->contr->peaceful &&
2429#endif
2430 !on_battleground))
2431 { 2132 {
2133 --op->speed_left;
2134
2432 if (!op->contr->braced) 2135 if (!op->contr->braced)
2433 { 2136 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2436 } 2139 }
2437 else 2140 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2142
2441 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2144 make_visible (op);
2443 }
2444 2145
2146 return true;
2147 }
2148 }
2445 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2446 * roll it if not braced. You can't roll it if you are braced. 2150 * roll it if not braced. You can't roll it if you are braced.
2447 */ 2151 */
2448 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 if (op->speed_left > 0.f)
2449 { 2155 {
2156 --op->speed_left;
2157
2450 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2451 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2452 make_visible (op); 2160 make_visible (op);
2453 }
2454 2161
2162 return true;
2163 }
2164 }
2455 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2456 * Way it works is like this: First, it must have some hit points 2166 * Way it works is like this: First, it must have some hit points
2457 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2458 * 1) Not a player, 2) A player, but of a different party. Note 2168 * 1) Not a player, 2) A player, but of a different party. Note
2459 * that party_number -1 is no party, so attacks can still happen. 2169 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2170 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2173 {
2465 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2466 /* If the player hasn't hit something this tick, and does
2467 * so, give them speed boost based on weapon speed. Doing
2468 * it here is better than process_players2, which basically
2469 * incurred a 1 tick offset.
2470 */
2471 if (!op->contr->has_hit)
2472 { 2175 {
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2474 2177
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 }
2477
2478 skill_attack (mon, op, 0, NULL, NULL); 2178 skill_attack (mon, op, 0, 0, 0);
2479 2179
2480 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is
2483 * the wiz.
2484 */
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 {
2487 short luck = mon->stats.luck;
2488
2489 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL);
2491 mon->stats.luck = luck;
2492 }
2493 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2494 make_visible (op); 2181 make_visible (op);
2495 }
2496 } /* if player should attack something */
2497}
2498 2182
2499int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2500move_player (object *op, int dir) 2191move_player (object *op, int dir)
2501{ 2192{
2502 int pick; 2193 int pick;
2503 2194
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2196 return 0;
2506 2197
2507 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2509 { 2200 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2202 return 0;
2512 } 2203 }
2513 2204
2514 /* peterm: added following line */ 2205 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2208
2518 op->facing = dir; 2209 op->facing = dir;
2519 2210
2520 if (op->hide) 2211 if (op->hide)
2521 do_hidden_move (op); 2212 do_hidden_move (op);
2522 2213
2214 bool retval;
2215
2523 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2524 /*nop */ ; 2217 retval = RESULT_INT (0);
2525 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2526 fire (op, dir); 2219 retval = fire (op, dir);
2527 else 2220 else
2528 { 2221 {
2529 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2530 pick = check_pick (op); 2223 pick = check_pick (op);
2531 } 2224 }
2532 2225
2533 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2227 * server can handle repeat firing.
2535 */ 2228 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2230 op->direction = dir;
2539 }
2540 else 2231 else
2541 {
2542 op->direction = 0; 2232 op->direction = 0;
2543 } 2233
2544 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2236 * for players.
2547 */ 2237 */
2548 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2549 return 0; 2239
2240 return retval;
2550} 2241}
2551 2242
2552/* This is similar to handle_player, below, but is only used by the 2243/* This is similar to handle_player, below, but is only used by the
2553 * new client/server stuff. 2244 * new client/server stuff.
2554 * This is sort of special, in that the new client/server actually uses 2245 * This is sort of special, in that the new client/server actually uses
2555 * the new speed values for commands. 2246 * the new speed values for commands.
2556 * 2247 *
2557 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do. Should not do
2249 * many actions in a row, as that would be too unfair to other
2250 * players.
2558 */ 2251 */
2559int 2252bool
2560handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2561{ 2254{
2562 if (op->contr->hidden)
2563 {
2564 op->invisible = 1000;
2565 /* the socket code flashes the player visible/invisible
2566 * depending on the value of invisible, so we need to
2567 * alternate it here for it to work correctly.
2568 */
2569 if (pticks & 2)
2570 op->invisible--;
2571 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2574 op->invisible--;
2575 if (!op->invisible)
2576 {
2577 make_visible (op);
2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2579 }
2580 }
2581
2582 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2256 {
2584 flee_player (op); 2257 if (op->speed_left > 0.f)
2585 /* If player is still scared, that is his action for this tick */
2586 if (QUERY_FLAG (op, FLAG_SCARED))
2587 { 2258 {
2588 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2589 return 0; 2262 return true;
2590 } 2263 }
2591 } 2264 else
2592 2265 return false;
2593 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer.
2597 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2600 {
2601 op->contr->ranges[range_golem] = NULL;
2602 op->contr->golem_count = 0;
2603 } 2266 }
2604 2267
2605 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2270 * called, so we recheck it here.
2608 */ 2271 */
2609 HandleClient (&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2610 if (op->speed_left < 0)
2611 return 0; 2273 return true;
2612 2274
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 {
2615 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--;
2617
2618 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff.
2621 */
2622 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2623 if (op->speed_left > 0) 2277
2624 return 1;
2625 else
2626 return 0;
2627 }
2628 return 0; 2278 return false;
2629} 2279}
2630 2280
2631int 2281int
2632save_life (object *op) 2282save_life (object *op)
2633{ 2283{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2285 return 0;
2638 2286
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2287 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2289 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2291 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292
2644 if (op->contr) 2293 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2294 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2295
2647 free_object (tmp); 2296 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2297 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298
2649 if (op->stats.hp < 0) 2299 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2301
2651 if (op->stats.food < 0) 2302 if (op->stats.food < 0)
2652 op->stats.food = 999; 2303 op->stats.food = 999;
2653 fix_player (op); 2304
2305 op->update_stats ();
2654 return 1; 2306 return 1;
2655 } 2307 }
2308
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2311 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2312 return 0;
2660} 2313}
2665 * from. 2318 * from.
2666 */ 2319 */
2667void 2320void
2668remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2669{ 2322{
2670 object *next;
2671
2672 while (op) 2323 while (op)
2673 { 2324 {
2674 next = op->below; /* Make sure we have a good value, in case 2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2326
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2328 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2331
2332 op->insert_at (env);
2685 } 2333 }
2686 else if (op->inv) 2334 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2335 remove_unpaid_objects (op->inv, env);
2336
2688 op = next; 2337 op = next;
2689 } 2338 }
2690} 2339}
2691
2692 2340
2693/* 2341/*
2694 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2355 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2356 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2358 else
2711 sprintf (buf, "%s\n", &op->name); 2359 sprintf (buf, "%s\n", &op->name);
2360
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2362 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2365 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2369 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2721 { 2371 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2374 strcat (buf2, buf);
2725 } 2375 }
2376
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2379 strcat (buf2, buf);
2380
2729 return buf2; 2381 return buf2;
2730} 2382}
2731
2732
2733 2383
2734void 2384void
2735do_some_living (object *op) 2385do_some_living (object *op)
2736{ 2386{
2737 int last_food = op->stats.food; 2387 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2393 int rate_grace = 2000;
2744 const int max_hp = 1; 2394 const int max_hp = 1;
2745 const int max_sp = 1; 2395 const int max_sp = 1;
2746 const int max_grace = 1; 2396 const int max_grace = 1;
2747 2397
2748 if (op->contr->outputs_sync) 2398 if (op->contr->hidden)
2749 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2399 {
2400 op->invisible = 1000;
2401 /* the socket code flashes the player visible/invisible
2402 * depending on the value of invisible, so we need to
2403 * alternate it here for it to work correctly.
2404 */
2405 if (pticks & 2)
2406 op->invisible--;
2407 }
2408 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2409 {
2410 if (!op->invisible--)
2411 {
2412 make_visible (op);
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2414 }
2415 }
2754 2416
2755 if (op->contr->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2756 { 2418 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2421 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2423 else
2763 { 2424 {
2764 gen_hp = op->stats.maxhp; 2425 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2427 }
2428
2767 if (op->contr->gen_sp >= 0) 2429 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2431 else
2770 { 2432 {
2771 gen_sp = op->stats.maxsp; 2433 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2435 }
2436
2774 if (op->contr->gen_grace >= 0) 2437 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2439 else
2777 { 2440 {
2778 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2443 }
2781 2444
2782 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2784 { 2447 {
2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2448 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2786 if (op->stats.sp < op->stats.maxsp) 2449 if (op->stats.sp < op->stats.maxsp)
2787 { 2450 {
2788 op->stats.sp++; 2451 op->stats.sp++;
2794 op->stats.food += op->contr->digestion; 2457 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2459 op->stats.food = last_food;
2797 } 2460 }
2798 } 2461 }
2462
2799 if (max_sp > 1) 2463 if (max_sp > 1)
2800 { 2464 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2465 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2466 if (over_sp > 0)
2803 { 2467 {
2804 if (op->stats.sp < op->stats.maxsp) 2468 if (op->stats.sp < op->stats.maxsp)
2805 { 2469 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2473 op->stats.sp--;
2474
2809 if (op->stats.sp > op->stats.maxsp) 2475 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2476 op->stats.sp = op->stats.maxsp;
2811 } 2477 }
2812 op->last_sp = 0; 2478 op->last_sp = 0;
2813 } 2479 }
2814 else 2480 else
2815 {
2816 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);
2817 }
2818 } 2482 }
2819 else 2483 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2485 }
2824 2486
2825 /* Regenerate Grace */ 2487 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2489 if (--op->last_grace < 0)
2828 { 2490 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2491 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2831 if (max_grace > 1) 2494 if (max_grace > 1)
2832 { 2495 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2497 if (over_grace > 0)
2835 { 2498 {
2863 op->stats.food += op->contr->digestion; 2526 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2528 op->stats.food = last_food;
2866 } 2529 }
2867 } 2530 }
2531
2868 if (max_hp > 1) 2532 if (max_hp > 1)
2869 { 2533 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2535 if (over_hp > 0)
2872 { 2536 {
2885 } 2549 }
2886 2550
2887 /* Digestion */ 2551 /* Digestion */
2888 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2889 { 2553 {
2890#ifdef COZY_SERVER
2891 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2892 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2893#else
2894 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2895#endif
2896 2555
2897 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2558 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2901 /* dms do not consume food */ 2561 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2563 op->stats.food--;
2904 } 2564 }
2905 }
2906 2565
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2567 {
2909 object *tmp, *flesh = NULL; 2568 object *tmp, *flesh = 0;
2910 2569
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 { 2571 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2916 { 2573 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2577 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2579 break;
2921 } 2580 }
2922 else if (tmp->type == FLESH) 2581 else if (tmp->type == FLESH)
2923 flesh = tmp; 2582 flesh = tmp;
2924 } /* End if paid for object */ 2583 } /* End if paid for object */
2925 } /* end of for loop */ 2584 } /* end of for loop */
2585
2926 /* If player is still starving, it means they don't have any food, so 2586 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2587 * eat flesh instead.
2928 */ 2588 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2590 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2592 manual_apply (op, flesh, 0);
2933 } 2593 }
2934 } /* end if player is starving */ 2594 }
2935 2595
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2938 2598
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2600 kill_player (op);
2601 }
2941} 2602}
2942
2943
2944 2603
2945/* If the player should die (lack of hp, food, etc), we call this. 2604/* If the player should die (lack of hp, food, etc), we call this.
2946 * op is the player in jeopardy. If the player can not be saved (not 2605 * op is the player in jeopardy. If the player can not be saved (not
2947 * permadeath, no lifesave), this will take care of removing the player 2606 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2607 * file.
2952{ 2611{
2953 char buf[MAX_BUF]; 2612 char buf[MAX_BUF];
2954 int x, y; 2613 int x, y;
2955 2614
2956 //int i; 2615 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2616 maptile *map; /* this is for resurrection */
2958 2617
2959 /* int z; 2618 /* int z;
2960 int num_stats_lose; 2619 int num_stats_lose;
2961 int lost_a_stat; 2620 int lost_a_stat;
2962 int lose_this_stat; 2621 int lose_this_stat;
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2639
2981 /* restore player */ 2640 /* restore player */
2982 at = archetype::find ("poisoning"); 2641 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2643 {
2986 remove_ob (tmp); 2644 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2646 }
2990 2647
2991 at = archetype::find ("confusion"); 2648 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2649 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2650 {
2995 remove_ob (tmp); 2651 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2653 }
2999 2654
3000 cure_disease (op, 0); /* remove any disease */ 2655 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2657 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2658 op->stats.food = 999;
3004 2659
3005 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2662 {
3009 sprintf (buf, "%s's finger", &op->name); 2663 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2664 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2666 " the %s, when he was defeated at\n level %d by %s.\n",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2668 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2671 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2672 }
3020 2673
3021 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2676 op->contr->braced = 0;
3028 2681
3029 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
3030 2683
3031 if (op->stats.food < 0) 2684 if (op->stats.food < 0)
3032 { 2685 {
3033 if (op->contr->explore)
3034 {
3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3037 op->stats.food = 999;
3038 return;
3039 }
3040 sprintf (buf, "%s starved to death.", &op->name); 2686 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2687 strcpy (op->contr->killer, "starvation");
3042 } 2688 }
3043 else 2689 else
3044 {
3045 if (op->contr->explore)
3046 {
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3049 op->stats.hp = op->stats.maxhp;
3050 return;
3051 }
3052 sprintf (buf, "%s died.", &op->name); 2690 sprintf (buf, "%s died.", &op->name);
3053 } 2691
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2693
3056 /* save the map location for corpse, gravestone */ 2694 /* save the map location for corpse, gravestone */
3057 x = op->x; 2695 x = op->x;
3058 y = op->y; 2696 y = op->y;
3059 map = op->map; 2697 map = op->map;
3060 2698
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2700 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this. 2701 * See the config.h file for a little more in depth detail about this.
3067 */ 2702 */
3068 2703
3069 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2706 * of death.
3072 */ 2707 */
3073#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2709 if (settings.balanced_stat_loss)
3075 { 2710 {
3076 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2712 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2713 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2716 little bit harder. */
3082 /* GD */ 2717 /* GD */
3083 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2719 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2720 else
3089 { 2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722 }
2723 else
3090 num_stats_lose = 1; 2724 num_stats_lose = 1;
3091 } 2725
3092 lost_a_stat = 0; 2726 lost_a_stat = 0;
3093 2727
3094 for (z = 0; z < num_stats_lose; z++) 2728 for (z = 0; z < num_stats_lose; z++)
3095 { 2729 {
3096 i = RANDOM () % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
3097 2731
3098 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
2733 {
2734 /* Pick a random stat and take a point off it. Tell the player
2735 * what he lost.
2736 */
2737 change_attr_value (&(op->stats), i, -1);
2738 check_stat_bounds (&(op->stats));
2739 change_attr_value (&(op->contr->orig_stats), i, -1);
2740 check_stat_bounds (&(op->contr->orig_stats));
2741 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2742 lost_a_stat = 1;
2743 }
2744 else
2745 {
2746 /* deplete a stat */
2747 archetype *deparch = archetype::find ("depletion");
2748 object *dep;
2749
2750 dep = present_arch_in_ob (deparch, op);
2751 if (!dep)
3099 { 2752 {
3100 /* Pick a random stat and take a point off it. Tell the player 2753 dep = arch_to_object (deparch);
3101 * what he lost. 2754 insert_ob_in_ob (dep, op);
3102 */
3103 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1;
3109 } 2755 }
3110 else 2756 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss)
3111 { 2758 {
3112 /* deplete a stat */ 2759 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2760 /* Get the stat that we're about to deplete. */
3114 object *dep; 2761 this_stat = get_attr_value (&(dep->stats), i);
3115 2762 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2763 {
3119 dep = arch_to_object (deparch); 2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2765 int keep_chance = this_stat * this_stat;
3121 } 2766
3122 lose_this_stat = 1; 2767 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0) 2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2773 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2774 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2775 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2776 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2777 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2778 else
3164 if (this_stat >= -50)
3165 { 2779 {
3166 change_attr_value (&(dep->stats), i, -1); 2780 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 lost_a_stat = 1; 2781 lose_this_stat = 0;
2782 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2783 this_stat, keep_chance, loss_chance,
2784 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2785 }
3172 } 2786 }
3173 } 2787 }
2788
2789 if (lose_this_stat)
2790 {
2791 this_stat = get_attr_value (&(dep->stats), i);
2792 /* We could try to do something clever like find another
2793 * stat to reduce if this fails. But chances are, if
2794 * stats have been depleted to -50, all are pretty low
2795 * and should be roughly the same, so it shouldn't make a
2796 * difference.
2797 */
2798 if (this_stat >= -50)
2799 {
2800 change_attr_value (&(dep->stats), i, -1);
2801 SET_FLAG (dep, FLAG_APPLIED);
2802 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2803 op->update_stats ();
2804 lost_a_stat = 1;
2805 }
3174 } 2806 }
2807 }
2808 }
3175 /* If no stat lost, tell the player. */ 2809 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2810 if (!lost_a_stat)
3177 { 2811 {
3178 /* determine_god() seems to not work sometimes... why is this? 2812 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2813 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2814 const char *god = determine_god (op);
3181 2815
3182 if (god && (strcmp (god, "none"))) 2816 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2817 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2818 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2820 }
2821#else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2823#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2824
3190 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2826 * exp loss on the stone.
3192 */ 2827 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2829 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2830 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2831 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2832 tmp->name_pl = buf;
3198 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2833 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3199 tmp->msg = buf; 2834 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2835 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2837
3203 /**************************************/ 2838 /**************************************/
3204 /* */ 2839 /* */
3205 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
3208 /* */ 2843 /* */
3209
3210 /**************************************/ 2844 /**************************************/
3211 2845
3212 /* remove any poisoning and confusion the character may be suffering. */ 2846 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2847 /* restore player */
3214 at = archetype::find ("poisoning"); 2848 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2849 tmp = present_arch_in_ob (at, op);
2850
3216 if (tmp) 2851 if (tmp)
3217 { 2852 {
3218 remove_ob (tmp); 2853 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2855 }
3222 2856
3223 at = archetype::find ("confusion"); 2857 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2858 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2859 if (tmp)
3226 { 2860 {
3227 remove_ob (tmp); 2861 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2863 }
2864
3231 cure_disease (op, 0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
3232 2866
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2868 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2869 if (op->stats.food < 100)
3236 op->stats.food = 900; 2870 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2874
3241 /* 2875 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2876 * Check to see if the player has any unpaid items. If so, remove them
3243 * the player has any unpaid items. If so, remove them and put them back 2877 * and put them back in the map.
3244 * in the map. 2878 */
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
3249 2880
3250 /****************************************/ 2881 /****************************************/
3251 /* */ 2882 /* */
3252 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
3254 /* */ 2885 /* */
3255
3256 /****************************************/ 2886 /****************************************/
3257 2887
3258 enter_player_savebed (op); 2888 enter_player_savebed (op);
3259 2889
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2890 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2891
3266 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2895 * on the space that might harm the player.
3270 */ 2896 */
3271 will_kill_again = 0; 2897 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2898 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
3276 } 2901
3277 if (will_kill_again) 2902 if (will_kill_again)
3278 { 2903 {
3279 object *force; 2904 object *force;
3280 int at; 2905 int at;
3281 2906
3282 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2909 force->speed = 0.1f;
3285 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
3286 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2914 force->resist[at] = 100;
3291 } 2915
3292 insert_ob_in_ob (force, op); 2916 insert_ob_in_ob (force, op);
3293 fix_player (op); 2917 op->update_stats ();
3294 2918
3295 } 2919 }
3296 2920
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 2922}
3366
3367 2923
3368void 2924void
3369loot_object (object *op) 2925loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
3372 2928
3373 if (op->container) 2929 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2930
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
3379 { 2932 {
3380 next = tmp->below; 2933 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2934
2935 if (tmp->invisible)
3382 continue; 2936 continue;
3383 remove_ob (tmp); 2937
2938 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3385 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2943
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2945 {
3391 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3392 { 2947 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2949 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2950 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2951 }
3397 else 2952 else
3398 free_object (tmp); 2953 tmp->destroy ();
3399 } 2954 }
3400 else 2955 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2956 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2957 }
3403} 2958}
3405/* 2960/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2962 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2963 * was changed.
3409 */ 2964 */
3410
3411void 2965void
3412fix_weight (void) 2966fix_weight (void)
3413{ 2967{
3414 player *pl; 2968 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2969 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 2971
3420 if (old == sum) 2972 if (old == sum)
3421 continue; 2973 continue;
3422 fix_player (pl->ob); 2974 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 2976 }
3425} 2977}
3426 2978
3427void 2979void
3428fix_luck (void) 2980fix_luck (void)
3429{ 2981{
3430 player *pl; 2982 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 2983 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 2984 pl->ob->change_luck (0);
3435} 2985}
3436
3437 2986
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3441 */ 2990 */
3442
3443void 2991void
3444cast_dust (object *op, object *throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3445{ 2993{
3446 object *skop, *spob; 2994 object *skop, *spob;
3447 2995
3468 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3017 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3018
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3019 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3020
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3021 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3022}
3477 3023
3478void 3024void
3479make_visible (object *op) 3025make_visible (object *op)
3480{ 3026{
3483 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3484 { 3030 {
3485 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3487 } 3033 }
3034
3488 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3489} 3036}
3490 3037
3491int 3038int
3492is_true_undead (object *op) 3039is_true_undead (object *op)
3493{ 3040{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3497 return 1; 3042 return 1;
3498 3043
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3044 return 0;
3505} 3045}
3506 3046
3507/* look at the surrounding terrain to determine 3047/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3048 * the hideability of this object. Positive levels
3550/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3551 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3552 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3553 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3554 */ 3094 */
3555
3556void 3095void
3557do_hidden_move (object *op) 3096do_hidden_move (object *op)
3558{ 3097{
3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3560 object *skop; 3099 object *skop;
3564 3103
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3105
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3106 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3107 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3108 if (!skop || num >= skop->level)
3571 { 3109 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3111 make_visible (op);
3574 return; 3112 return;
3575 } 3113 }
3576 else 3114 else
3577 num += 20; 3115 num += 20;
3578 } 3116
3579 num += op->map->difficulty; 3117 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3119 num -= hide;
3120
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3122 {
3584 make_visible (op); 3123 make_visible (op);
3585 if (op->type == PLAYER) 3124 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3126 }
3588 else if (op->type == PLAYER && skop) 3127 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3129}
3593 3130
3594/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3595 3132
3596int 3133int
3597stand_near_hostile (object *who) 3134stand_near_hostile (object *who)
3598{ 3135{
3599 object *tmp = NULL; 3136 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3137 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3138 maptile *m;
3602 sint16 x, y; 3139 sint16 x, y;
3603 3140
3604 if (!who) 3141 if (!who)
3605 return 0; 3142 return 0;
3606 3143
3623 if (mflags & P_OUT_OF_MAP) 3160 if (mflags & P_OUT_OF_MAP)
3624 continue; 3161 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3162 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3163 continue;
3627 3164
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3165 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3166 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3167 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3168 return 1;
3632 else if (tmp->type == PLAYER) 3169 else if (tmp->type == PLAYER)
3633 { 3170 {
3663 if (pl->type != PLAYER) 3200 if (pl->type != PLAYER)
3664 { 3201 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3203 return -1;
3667 } 3204 }
3205
3668 if (!pl || !op) 3206 if (!pl || !op)
3669 return 0; 3207 return 0;
3670 3208
3671 if (op->head)
3672 {
3673 op = op->head; 3209 op = op->head_ ();
3674 } 3210
3675 get_rangevector (pl, op, &rv, 0x1); 3211 get_rangevector (pl, op, &rv, 0x1);
3676 3212
3677 /* starting with the 'head' part, lets loop 3213 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3214 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3215 * part that is in the los array but isnt on
3680 * a blocked los square. 3216 * a blocked los square.
3681 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3682 */ 3218 */
3683 while (op) 3219 while (op)
3684 { 3220 {
3685 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3686 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3687 3223
3688 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3225 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3226 * for any meaningful values.
3691 */ 3227 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3231 return 1;
3696 op = op->more; 3232 op = op->more;
3697 } 3233 }
3698 return 0; 3234 return 0;
3699} 3235}
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3333 int i = 0, j = 0;
3798 3334
3799 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3802 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3804 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3806 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3808 3344
3809 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3810 return; 3346 return;
3811 3347
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3349
3814 if (tr == NULL || tr->item == NULL) 3350 if (!tr || !tr->item)
3815 { 3351 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3353 return;
3818 } 3354 }
3819 3355
3820 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3821 item = &(tr->item->clone); 3357 item = tr->item;
3822 3358
3823 if (item->type == SPELL) 3359 if (item->type == SPELL)
3824 { 3360 {
3825 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3826 return; 3362 return;
3885 { 3421 {
3886 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3423 object *skin;
3888 3424
3889 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3428 ;
3429
3891 if (skin == NULL) 3430 if (!skin)
3892 return; 3431 return;
3893 3432
3894 /* adding new spellpath attunements */ 3433 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3435 {
3941 * not readied. 3480 * not readied.
3942 */ 3481 */
3943void 3482void
3944player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3945{ 3484{
3946 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3947 3487
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3949 { 3489 pl->combat_ob = 0;
3490
3950 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3951 { 3492 pl->ranged_ob = 0;
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 3493}
3494
3495sint8
3496player::visibility_at (maptile *map, int x, int y) const
3497{
3498 if (!ns)
3499 return 0;
3500
3501 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0;
3504
3505 x += dx - ns->current_x + ns->mapx / 2;
3506 y += dy - ns->current_y + ns->mapy / 2;
3507
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512}

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