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Comparing deliantra/server/server/player.C (file contents):
Revision 1.28 by root, Mon Nov 13 20:57:16 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;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 387
335 if (p->socket.faces_sent == NULL) 388 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 389 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */
337 391
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 392 set_first_map (pl->ob);
345 393
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 394 return pl;
354} 395}
355 396
356/* 397/*
357 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
359 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
360 */ 401 */
361archetype * 402archetype *
362get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
363{ 404{
364 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
365 406
366 for (;;) 407 for (;;)
367 { 408 {
368 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
369 at = first_archetype; 410 i = archetypes.begin ();
370 else 411 else if (*i == at)
371 at = at->next; 412 cleanup ("not a single player archetype found");
413
372 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
373 return at; 415 return *i;
374 if (at == start)
375 {
376 LOG (llevError, "No Player archetypes\n");
377 exit (-1);
378 }
379 } 416 }
380} 417}
381
382 418
383object * 419object *
384get_nearest_player (object *mon) 420get_nearest_player (object *mon)
385{ 421{
386 object *op = NULL; 422 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 423 objectlink *ol;
389 unsigned lastdist; 424 unsigned lastdist;
390 rv_vector rv; 425 rv_vector rv;
391 426
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 428 {
394 /* 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
395 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 436 object *tmp = ol->ob;
402 437
403 /* 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
404 * itself will have been cleared. 439 * itself will have been cleared.
405 */ 440 */
406 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 ());
407 ol = ol->next; 443 ol = ol->next;
408 remove_friendly_object (tmp); 444 remove_friendly_object (tmp);
409 if (!ol) 445 if (!ol)
410 return op; 446 return op;
411 } 447 }
424 { 460 {
425 op = ol->ob; 461 op = ol->ob;
426 lastdist = rv.distance; 462 lastdist = rv.distance;
427 } 463 }
428 } 464 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 465
430 { 466 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 467 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 468 if (lastdist > rv.distance)
435 { 469 {
436 op = pl->ob; 470 op = pl->ob;
437 lastdist = rv.distance; 471 lastdist = rv.distance;
438 } 472 }
439 } 473
440 }
441#if 0 474#if 0
442 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)");
443#endif 476#endif
444 return op; 477 return op;
445} 478}
463 * circling behaviour. Unfortunately, this function is also used to determined 496 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 497 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 498 * is probably not a good thing.
466 */ 499 */
467#define MAX_SPACES 50 500#define MAX_SPACES 50
468
469 501
470/* 502/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 504 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 505 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 536 x = mon->x;
505 y = mon->y; 537 y = mon->y;
506 m = mon->map; 538 m = mon->map;
507 dir = rv.direction; 539 dir = rv.direction;
508 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 */
509 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
510 /* 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. */
511 if (diff > max) 544 if (diff > max)
512 return 0; 545 return 0;
546
513 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
514 { 548 {
515 lastx = x; 549 lastx = x;
516 lasty = y; 550 lasty = y;
517 lastmap = m; 551 lastmap = m;
599 max--; 633 max--;
600 lastdir = dir; 634 lastdir = dir;
601 if (!firstdir) 635 if (!firstdir)
602 firstdir = dir; 636 firstdir = dir;
603 } 637 }
638
604 if (diff <= 1) 639 if (diff <= 1)
605 { 640 {
606 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 642 * headed toward player for entire distance.
608 */ 643 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 646 }
647
612 if (diff > max) 648 if (diff > max)
613 return 0; 649 return 0;
614 } 650 }
651
615 /* 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 */
616 if (!max) 653 if (!max)
617 return 0; 654 return 0;
618 655
619 return firstdir; 656 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 683 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 684 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 685 op->type == SHIELD || op->type == GLOVES ||
649 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))
650 { 687 {
651 remove_ob (op); 688 op->destroy ();
652 free_object (op);
653 continue; 689 continue;
654 } 690 }
655 } 691 }
656 692
657 /* This really needs to be better - we should really give 693 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 704 if (tmp->type == op->type && tmp->name == op->name)
669 break; 705 break;
670 706
671 if (tmp) 707 if (tmp)
672 { 708 {
673 remove_ob (op); 709 op->destroy ();
674 free_object (op);
675 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);
676 continue; 711 continue;
677 } 712 }
713
678 if (op->nrof > 1) 714 if (op->nrof > 1)
679 op->nrof = 1; 715 op->nrof = 1;
680 } 716 }
681 717
682 if (op->type == SPELLBOOK && op->inv) 718 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 730 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 731 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 732 }
697 if (op->type == SPELL) 733 if (op->type == SPELL)
698 { 734 {
699 remove_ob (op); 735 op->destroy ();
700 free_object (op);
701 continue; 736 continue;
702 } 737 }
703 else if (op->type == SKILL) 738 else if (op->type == SKILL)
704 { 739 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 740 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 749 /* Need to set up the skill pointers */
715 link_player_skills (pl); 750 link_player_skills (pl);
716} 751}
717 752
718void 753void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 754get_party_password (object *op, partylist *party)
803{ 755{
804 if (party == NULL) 756 if (party == NULL)
805 { 757 {
806 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);
807 return; 759 return;
808 } 760 }
761
809 op->contr->write_buf[0] = '\0'; 762 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
812 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:");
813} 766}
814
815 767
816/* 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. */
817int 769static int
818roll_stat (void) 770roll_stat (void)
819{ 771{
820 int a[4], i, j, k; 772 int a[4], i, j, k;
821 773
822 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
824 776
825 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 778 if (a[i] < k)
827 k = a[i], j = i; 779 k = a[i], j = i;
828 780
829 for (i = 0, k = 0; i < 4; i++) 781 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 782 if (i != j)
832 k += a[i]; 783 k += a[i];
833 } 784
834 return k; 785 return k;
835} 786}
836 787
837void 788void
838roll_stats (object *op) 789object::roll_stats ()
839{ 790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
840 int sum = 0; 795 int sum = 0;
841 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
843 798
844 do 799 if (sum >= 82 && sum <= 116)
800 break;
845 { 801 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 802
857 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 805
866 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
867 do 807 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 808
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 809 stats.exp = 0;
902 op->stats.ac = 0; 810 stats.ac = 0;
903 811
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 812 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 813 stats.sp = stats.maxsp;
911 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
912 op->contr->orig_stats = op->stats; 822 contr->orig_stats = stats;
823 }
913} 824}
914 825
915void 826void
916Roll_Again (object *op) 827object::swap_stats (int a, int b)
917{ 828{
918 esrv_new_player (op->contr, 0); 829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 830
923void 831 for (int i = 0; i < NUM_STATS; ++i)
924Swap_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)
925{ 858{
926 signed char tmp;
927 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
928 860
929 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 865}
1044 866
1045/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1049 * not the class. 871 * not the class.
1050 */ 872 */
1051 873void
1052int 874player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 875{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
1071 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1073 885
1074 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1075 887
1076 if (op->msg) 888 if (ob->msg)
1077 op->msg = NULL; 889 ob->msg = 0;
1078 890
1079 /* 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
1080 * to save here. 892 * to save here.
1081 */ 893 */
894 {
895 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1084 899
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 900 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 903 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1093 fix_player (op); 905 ob->update_stats ();
1094 906
1095 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1096 * is one for this race 908 * is one for this race
1097 */ 909 */
1098 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1099 { 911 {
1100 object *tmp; 912 object *tmp;
1101 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1102 914
1103 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);
1104 tmp = get_object (); 916 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1108 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;
1109 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1110 * default initial map */ 922 * default initial map */
1111 free_object (tmp); 923 tmp->destroy ();
1112 } 924 }
1113 else 925 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 927}
1117 return 0;
1118 }
1119 928
929void
930player::chargen_race_next ()
931{
1120 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1122 */ 934 */
1123 935
1124 tmp_loop = 0; 936 do
1125 while (!tmp_loop)
1126 { 937 {
1127 shstr name = op->name; 938 shstr name = ob->name;
1128 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1129 940
1130 remove_statbonus (op); 941 ob->remove_statbonus ();
1131 remove_ob (op); 942 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 944 ob->arch->copy_to (ob);
1134 op->instantiate (); 945 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1137 op->x = x; 948 ob->x = x;
1138 op->y = y; 949 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 953 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 954 }
955 while (!allowed_class (ob));
1145 956
1146 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 959 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 962 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 963}
1208 964
1209void 965void
1210flee_player (object *op) 966flee_player (object *op)
1211{ 967{
1241 { 997 {
1242 op->enemy = NULL; 998 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1000 return;
1245 } 1001 }
1002
1246 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1247 1004
1248 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1250 { 1007 {
1251 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1252 1009
1253 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)))
1254 {
1255 return; 1011 return;
1256 }
1257 } 1012 }
1013
1258 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1016 op->enemy = NULL;
1261} 1017}
1262 1018
1263
1264/* 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.
1265 * 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
1266 * stop. 1021 * stop.
1267 */ 1022 */
1268int 1023int
1269check_pick (object *op) 1024check_pick (object *op)
1270{ 1025{
1271 object *tmp, *next; 1026 object *tmp, *next;
1272 int stop = 0; 1027 int stop = 0;
1273 int j, k, wvratio; 1028 int wvratio;
1274 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1275 1030
1276 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1278 return 1; 1033 return 1;
1279 1034
1347 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->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))));
1350 else 1105 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1110 }
1111
1384 /* philosophy: 1112 /* philosophy:
1385 * 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
1386 * generic. This takes no game-time. For more detailed pickups 1114 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1115 * and selections, select-items should be used. This is a
1388 * 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
1389 * example. 1117 * example.
1390 * 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
1391 * 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
1392 * convert to decimal and then 'pickup <#> 1120 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1154 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1155 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1156 if (tmp->type == FOOD)
1429 { 1157 {
1430 pick_up (op, tmp); 1158 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1159 continue;
1434 } 1160 }
1161
1435 if (op->contr->mode & PU_DRINK) 1162 if (op->contr->mode & PU_DRINK)
1436 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)))
1437 { 1164 {
1438 pick_up (op, tmp); 1165 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1166 continue;
1442 } 1167 }
1443 1168
1444 if (op->contr->mode & PU_POTION) 1169 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1170 if (tmp->type == POTION)
1446 { 1171 {
1447 pick_up (op, tmp); 1172 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1173 continue;
1451 } 1174 }
1452 1175
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1176 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1177 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1178 if (tmp->type == SPELLBOOK)
1456 { 1179 {
1457 pick_up (op, tmp); 1180 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1181 continue;
1461 } 1182 }
1183
1462 if (op->contr->mode & PU_SKILLSCROLL) 1184 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1185 if (tmp->type == SKILLSCROLL)
1464 { 1186 {
1465 pick_up (op, tmp); 1187 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1188 continue;
1469 } 1189 }
1190
1470 if (op->contr->mode & PU_READABLES) 1191 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1192 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1193 {
1473 pick_up (op, tmp); 1194 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1195 continue;
1477 } 1196 }
1478 1197
1479 /* wands/staves/rods/horns */ 1198 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1199 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1200 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1201 {
1483 pick_up (op, tmp); 1202 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1203 continue;
1487 } 1204 }
1488 1205
1489 /* pick up all magical items */ 1206 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1207 if (op->contr->mode & PU_MAGICAL)
1491 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))
1492 { 1209 {
1493 pick_up (op, tmp); 1210 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1211 continue;
1497 } 1212 }
1498 1213
1499 if (op->contr->mode & PU_VALUABLES) 1214 if (op->contr->mode & PU_VALUABLES)
1500 { 1215 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1216 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1217 {
1503 pick_up (op, tmp); 1218 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1219 continue;
1507 } 1220 }
1508 } 1221 }
1509 1222
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1223 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1224 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1225 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1226 {
1514 pick_up (op, tmp); 1227 pick_up (op, tmp);
1228 continue;
1515 if (0) 1229 }
1516 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);
1517 continue; 1236 continue;
1518 } 1237 }
1519 1238
1520 /* bows and arrows. Bows are good for selling! */ 1239 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1240 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1241 if (tmp->type == BOW)
1523 { 1242 {
1524 pick_up (op, tmp); 1243 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1244 continue;
1528 } 1245 }
1246
1529 if (op->contr->mode & PU_ARROW) 1247 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1248 if (tmp->type == ARROW)
1531 { 1249 {
1532 pick_up (op, tmp); 1250 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1251 continue;
1536 } 1252 }
1537 1253
1538 /* all kinds of armor etc. */ 1254 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1255 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1256 if (tmp->type == ARMOUR)
1541 { 1257 {
1542 pick_up (op, tmp); 1258 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1259 continue;
1546 } 1260 }
1261
1547 if (op->contr->mode & PU_HELMET) 1262 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1263 if (tmp->type == HELMET)
1549 { 1264 {
1550 pick_up (op, tmp); 1265 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1266 continue;
1554 } 1267 }
1268
1555 if (op->contr->mode & PU_SHIELD) 1269 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1270 if (tmp->type == SHIELD)
1557 { 1271 {
1558 pick_up (op, tmp); 1272 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1273 continue;
1562 } 1274 }
1275
1563 if (op->contr->mode & PU_BOOTS) 1276 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1277 if (tmp->type == BOOTS)
1565 { 1278 {
1566 pick_up (op, tmp); 1279 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1280 continue;
1570 } 1281 }
1282
1571 if (op->contr->mode & PU_GLOVES) 1283 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1284 if (tmp->type == GLOVES)
1573 { 1285 {
1574 pick_up (op, tmp); 1286 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1287 continue;
1578 } 1288 }
1289
1579 if (op->contr->mode & PU_CLOAK) 1290 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1291 if (tmp->type == CLOAK)
1581 { 1292 {
1582 pick_up (op, tmp); 1293 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1294 continue;
1586 } 1295 }
1587 1296
1588 /* hoping to catch throwing daggers here */ 1297 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1298 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1299 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1300 {
1592 pick_up (op, tmp); 1301 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1302 continue;
1596 } 1303 }
1597 1304
1598 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1600 { 1307 {
1601 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1602 { 1309 {
1603 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 &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1605 { 1312 {
1606 pick_up (op, tmp); 1313 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1314 continue;
1610 } 1315 }
1611 } 1316 }
1317
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1319 {
1614 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)
1615 { 1321 {
1616 pick_up (op, tmp); 1322 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1323 continue;
1620 } 1324 }
1621 } 1325 }
1622 } 1326 }
1623 1327
1624 /* misc stuff that's useful */ 1328 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1329 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1330 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1331 {
1628 pick_up (op, tmp); 1332 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1333 continue;
1632 } 1334 }
1633 1335
1634 /* 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
1635 * pickups */ 1337 * pickups */
1648 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1649 { 1351 {
1650 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1651 } 1353 }
1652 else 1354 else
1653 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1654 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1655 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))));
1656#endif 1358#endif
1657 continue; 1359 continue;
1658 } 1360 }
1659 } 1361 }
1660 } /* the new pickup model */ 1362 } /* the new pickup model */
1661 } 1363 }
1364
1662 return !stop; 1365 return !stop;
1663} 1366}
1664 1367
1665/* 1368/*
1666 * Find an arrow in the inventory and after that 1369 * Find an arrow in the inventory and after that
1668 * found object is returned. 1371 * found object is returned.
1669 */ 1372 */
1670object * 1373object *
1671find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1672{ 1375{
1673 object *tmp = NULL; 1376 object *tmp = 0;
1674 1377
1675 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1676 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))
1677 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1679 return op; 1382 return op;
1383
1680 return tmp; 1384 return tmp;
1681} 1385}
1682 1386
1683/* 1387/*
1684 * 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
1685 * 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
1686 * 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
1687 * 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.
1688 */ 1392 */
1689
1690object * 1393object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1395{
1693 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1727 else 1430 else
1728 { 1431 {
1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 { 1433 {
1731 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1732 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1733 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)
1734 { 1437 {
1735 tmp = arrow; 1438 tmp = arrow;
1736 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;
1737 } 1440 }
1738 } 1441 }
1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1740 { 1443 {
1741 tmp = arrow; 1444 tmp = arrow;
1760 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1464 * op = the shooter
1762 * type = bow->race 1465 * type = bow->race
1763 * dir = fire direction 1466 * dir = fire direction
1764 */ 1467 */
1765
1766object * 1468object *
1767pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1768{ 1470{
1769 object *tmp = NULL; 1471 object *tmp = NULL;
1770 maptile *m; 1472 maptile *m;
1835 */ 1537 */
1836int 1538int
1837fire_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)
1838{ 1540{
1839 object *left, *bow; 1541 object *left, *bow;
1840 int bowspeed, mflags; 1542 int mflags;
1841 maptile *m; 1543 maptile *m;
1842 1544
1843 if (!dir) 1545 if (!dir)
1844 { 1546 {
1845 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!");
1846 return 0; 1548 return 0;
1847 } 1549 }
1848 if (op->type == PLAYER) 1550
1849 bow = op->contr->ranges[range_bow]; 1551 if (op->contr)
1552 bow = op->current_weapon;
1850 else 1553 else
1851 { 1554 {
1852 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1853 /* 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
1854 * 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.
1859 if (!bow) 1562 if (!bow)
1860 { 1563 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1565 return 0;
1863 } 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
1864 } 1575 }
1576
1865 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1866 { 1578 {
1867 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);
1868 return 0; 1580 return 0;
1869 } 1581 }
1870
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872
1873 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1876 if (bowspeed < 1)
1877 bowspeed = 1;
1878 1582
1879 if (arrow == NULL) 1583 if (arrow == NULL)
1880 { 1584 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1586 {
1883 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1884 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);
1885 /* 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 */
1886 else 1590 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1888 return 0; 1593 return 0;
1889 } 1594 }
1890 } 1595 }
1596
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1598 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1599 return 0;
1895 } 1600
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1601 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1602 {
1898 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.");
1899 return 0; 1604 return 0;
1900 } 1605 }
1901 1606
1902 /* this should not happen, but sometimes does */ 1607 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1608 if (arrow->nrof == 0)
1904 { 1609 {
1905 remove_ob (arrow); 1610 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1611 return 0;
1908 } 1612 }
1909 1613
1910 left = arrow; /* these are arrows left to the player */ 1614 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1615 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1616 if (!arrow)
1913 { 1617 {
1914 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);
1915 return 0; 1619 return 0;
1916 } 1620 }
1917 set_owner (arrow, op); 1621
1622 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1624 arrow->direction = dir;
1921 arrow->x = sx; 1625
1922 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;
1923 1658
1924 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1925 { 1660 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op);
1928 }
1929
1930 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying);
1936
1937 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper.
1939 */
1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942
1943 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946
1947 if (arrow->speed < 1.0)
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0;
1951
1952 if (op->type == PLAYER)
1953 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1956 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1957
1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1959 } 1668 }
1960 else 1669 else
1961 { 1670 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1671 arrow->level = op->level;
1964 } 1672 arrow->stats.wc -= bow->magic;
1965 1673
1966 if (arrow->attacktype == AT_PHYSICAL) 1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1967 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1968 1679
1969 if (bow->slaying != NULL) 1680 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1682
1972 arrow->map = m; 1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1686
1976 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);
1977 insert_ob_in_map (arrow, m, op, 0); 1688 m->insert (arrow, sx, sy, op);
1978 1689
1979 if (!arrow->destroyed ()) 1690 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1691 move_arrow (arrow);
1981 1692
1982 if (op->type == PLAYER) 1693 if (op->type == PLAYER)
2002{ 1713{
2003 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
2004 1715
2005 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
2006 { 1717 {
2007 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);
2008 } 1719 }
2009 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)
2010 { 1721 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1723 wcmod = -1;
1724
2013 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);
2014 } 1726 }
2015 else if (op->contr->bowtype == bow_threewide) 1727 else if (op->contr->bowtype == bow_threewide)
2016 { 1728 {
2017 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);
2021 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1734 {
2023 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);
2024 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);
2025 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);
2026
2027 } 1738 }
2028 else 1739 else
2029 { 1740 {
2030 /* Simple case */ 1741 /* Simple case */
2031 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);
2032 } 1743 }
1744
2033 return ret; 1745 return ret;
2034} 1746}
2035
2036 1747
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
2039 */ 1750 */
2040void 1751void
2041fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
2042{ 1753{
2043 object *item; 1754 object *item = op->contr->ranged_ob;
2044 1755
2045 if (!op->contr->ranges[range_misc]) 1756 if (!item)
2046 { 1757 {
2047 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.");
2048 return; 1759 return;
2049 } 1760 }
2050 1761
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1762 if (!item->inv)
2053 { 1763 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1765 return;
2056 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
2057 if (item->type == WAND) 1771 if (item->type == WAND)
2058 { 1772 {
2059 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
2060 { 1774 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777
2063 return; 1778 return;
2064 } 1779 }
2065 } 1780 }
2066 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
2067 { 1782 {
2068 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))
2069 { 1784 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
2071 if (item->type == ROD) 1787 if (item->type == ROD)
2072 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1789 else
2074 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
2075 return; 1792 return;
2076 } 1793 }
2077 } 1794 }
2078 1795
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
2086 object *tmp; 1803 object *tmp;
2087 1804
2088 if (item->arch) 1805 if (item->arch)
2089 { 1806 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
2092 item->speed = 0; 1809 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1810 }
1811
2095 if ((tmp = is_player_inv (item))) 1812 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1814 }
2098 } 1815 }
2099 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1817 drain_rod_charge (item);
2102 }
2103 } 1818 }
2104} 1819}
2105 1820
2106/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2107 */ 1822 */
2108void 1823bool
2109fire (object *op, int dir) 1824fire (object *op, int dir)
2110{ 1825{
2111 int spellcost = 0; 1826 int spellcost = 0;
2112 1827
2113 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
2115 make_visible (op); 1830 make_visible (op);
2116 1831
2117 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;
2118 { 1838 }
2119 case range_none:
2120 return;
2121 1839
2122 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:
2123 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
2124 return; 1857 break;
2125 1858
2126 case range_magic: /* Casting spells */ 1859 case SPELL:
2127 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);
2128 return; 1861 break;
2129 1862
2130 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:
2131 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
2132 return; 1873 break;
2133
2134 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return;
2151 }
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
2157 default:
2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2159 return;
2160 } 1874 }
2161}
2162 1875
2163 1876 return true;
1877}
2164 1878
2165/* find_key 1879/* find_key
2166 * 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
2167 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1884 * pl is the player,
2171 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
2174 */ 1888 */
2175
2176object * 1889object *
2177find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
2178{ 1891{
2179 object *tmp, *key; 1892 object *tmp, *key;
2180 1893
2181 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1895 if (!container->inv)
2183 return NULL; 1896 return 0;
2184 1897
2185 /* 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 */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1900 {
2188 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1902 break;
2190 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
2192 */ 1905 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1907 break;
2195 } 1908 }
1909
2196 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
2197 /* 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.
2198 * 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
2199 * a key, return 1913 * a key, return
2200 */ 1914 */
2201 if (!tmp) 1915 if (!tmp)
2202 { 1916 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1918 {
2205 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1921 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
2209 return key; 1923 return key;
2210 } 1924 }
2211 } 1925 }
1926
2212 if (!tmp) 1927 if (!tmp)
2213 return NULL; 1928 return NULL;
2214 } 1929 }
1930
2215 /* 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,
2216 * see if we actually want to use it 1932 * see if we actually want to use it
2217 */ 1933 */
2218 if (pl != container) 1934 if (pl != container)
2219 { 1935 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2241 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1958 return NULL;
2243 } 1959 }
2244 } 1960 }
1961
2245 return tmp; 1962 return tmp;
2246} 1963}
2247 1964
2248/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1968 * 0 otherwise
2252 */ 1969 */
2253static int 1970static int
2254player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2255{ 1972{
2256
2257 /* 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,
2258 * 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 -
2259 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2260 */ 1976 */
2261 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2262 1978
2263 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
2264 if (key) 1980 if (key)
2265 { 1981 {
2266 object *container = key->env; 1982 object *container = key->env;
2267 1983
2268 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
2269 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2270 make_visible (op); 1987 make_visible (op);
1988
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2273 if (door->type == DOOR) 1992 if (door->type == DOOR)
2274 {
2275 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 */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2278 { 1995 {
2279 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));
2280 remove_door2 (door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2281 } 1998 }
1999
2282 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2285 if (container != op) 2003 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2287 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2288 } 2007 }
2289 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2290 { 2009 {
2291 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293 return 1; 2012 return 1;
2294 } 2013 }
2014
2295 return 0; 2015 return 0;
2296} 2016}
2297 2017
2298/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2303 */ 2023 */
2304 2024bool
2305void
2306move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2307{ 2026{
2308 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 2027 int on_battleground;
2311 maptile *m;
2312 2028
2313 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2315 2031
2316 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 }
2317 2042
2318 /* 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
2319 * 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
2320 * 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
2321 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2322 * move to some space, it then means that if we are braced, we should 2047 * move to some space, it then means that if we are braced, we should
2323 * do nothing at all. As it is, if we are braced, we go through 2048 * do nothing at all. As it is, if we are braced, we go through
2324 * quite a bit of processing. However, it probably is less than what 2049 * quite a bit of processing. However, it probably is less than what
2325 * move_ob uses. 2050 * move_ob uses.
2326 */ 2051 */
2327 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);
2328 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 {
2331 m = get_map_from_coord (op->map, &nx, &ny);
2332 if (!m)
2333 return; /* Don't think this should happen */
2334 }
2335 else
2336 m = op->map;
2337 2053
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return;
2342 }
2343
2344 mon = NULL;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* Go through all the objects, and find ones of interest. Only stop if
2346 * we find a monster - that is something we know we want to attack. 2055 * we find a monster - that is something we know we want to attack.
2347 * if its a door or barrel (can roll) see if there may be monsters 2056 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2057 * on the space
2349 */ 2058 */
2350 while (tmp != NULL) 2059 object *mon;
2351 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2352 if (tmp == op) 2061 {
2353 { 2062 if ((mon->flag [FLAG_ALIVE]
2354 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2355 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2356 }
2357
2358 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2359 {
2360 mon = tmp; 2065 && mon != op)
2361 break; 2066 break;
2362 } 2067 }
2363 2068
2364 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2365 mon = tmp;
2366
2367 tmp = tmp->above;
2368 }
2369
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2070 return false; /* into a wall */
2372 2071
2373 if (mon->head != NULL)
2374 mon = mon->head; 2072 mon = mon->head_ ();
2375 2073
2376 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)
2377 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2378 return; 2079 return true;
2080 }
2379 2081
2380 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2381 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2382 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2383 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2384 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2385 * and thus will not push them. 2087 * and thus will not push them.
2386 */ 2088 */
2387 2089
2388 /* 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
2389 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2390 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2391 */ 2093 */
2392 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2393#if COZY_SERVER 2095 && ((mon->owner && mon->owner->contr
2394 &&
2395 ((get_owner (mon) && get_owner (mon)->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2397#else 2097 || mon->owner == op)
2398 && get_owner (mon) == op
2399#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2099 {
2402 /* 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 */
2403 if (op->contr->braced) 2101 if (op->contr->braced)
2404 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2405 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);
2406 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2407 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2112 make_visible (op);
2113
2409 return; 2114 return true;
2410 } 2115 }
2116 else
2117 return false;
2118 }
2411 2119
2412 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2414 * 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
2415 * attack them either. 2123 * attack them either.
2416 */ 2124 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2418 (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))
2419#ifdef PROHIBIT_PLAYERKILL 2127 && ((op->contr->peaceful
2420 (op->contr->peaceful 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2421 || (mon->type == PLAYER 2129 && !on_battleground))
2422 && mon->contr-> 2130 {
2423 peaceful)) && 2131 if (op->speed_left > 0.f)
2424#else
2425 op->contr->peaceful &&
2426#endif
2427 !on_battleground))
2428 { 2132 {
2133 --op->speed_left;
2134
2429 if (!op->contr->braced) 2135 if (!op->contr->braced)
2430 { 2136 {
2431 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);
2432 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2433 } 2139 }
2434 else 2140 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2142
2438 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2144 make_visible (op);
2440 }
2441 2145
2146 return true;
2147 }
2148 }
2442 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2443 * 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.
2444 */ 2151 */
2445 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)
2446 { 2155 {
2156 --op->speed_left;
2157
2447 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2448 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2449 make_visible (op); 2160 make_visible (op);
2450 }
2451 2161
2162 return true;
2163 }
2164 }
2452 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2453 * 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
2454 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2455 * 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
2456 * 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.
2457 */ 2170 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2460 ((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)))
2461 { 2173 {
2462 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2463 /* If the player hasn't hit something this tick, and does
2464 * so, give them speed boost based on weapon speed. Doing
2465 * it here is better than process_players2, which basically
2466 * incurred a 1 tick offset.
2467 */
2468 if (!op->contr->has_hit)
2469 { 2175 {
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2471 2177
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 }
2474
2475 skill_attack (mon, op, 0, NULL, NULL); 2178 skill_attack (mon, op, 0, 0, 0);
2476 2179
2477 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is
2480 * the wiz.
2481 */
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 {
2484 short luck = mon->stats.luck;
2485
2486 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL);
2488 mon->stats.luck = luck;
2489 }
2490 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2491 make_visible (op); 2181 make_visible (op);
2492 }
2493 } /* if player should attack something */
2494}
2495 2182
2496int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2497move_player (object *op, int dir) 2191move_player (object *op, int dir)
2498{ 2192{
2499 int pick; 2193 int pick;
2500 2194
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2196 return 0;
2503 2197
2504 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2506 { 2200 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2202 return 0;
2509 } 2203 }
2510 2204
2511 /* peterm: added following line */ 2205 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2208
2515 op->facing = dir; 2209 op->facing = dir;
2516 2210
2517 if (op->hide) 2211 if (op->hide)
2518 do_hidden_move (op); 2212 do_hidden_move (op);
2519 2213
2214 bool retval;
2215
2520 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2521 /*nop */ ; 2217 retval = RESULT_INT (0);
2522 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2523 fire (op, dir); 2219 retval = fire (op, dir);
2524 else 2220 else
2525 { 2221 {
2526 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2527 pick = check_pick (op); 2223 pick = check_pick (op);
2528 } 2224 }
2529 2225
2530 /* 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
2531 * server can handle repeat firing. 2227 * server can handle repeat firing.
2532 */ 2228 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2230 op->direction = dir;
2536 }
2537 else 2231 else
2538 {
2539 op->direction = 0; 2232 op->direction = 0;
2540 } 2233
2541 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2236 * for players.
2544 */ 2237 */
2545 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2546 return 0; 2239
2240 return retval;
2547} 2241}
2548 2242
2549/* 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
2550 * new client/server stuff. 2244 * new client/server stuff.
2551 * 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
2552 * the new speed values for commands. 2246 * the new speed values for commands.
2553 * 2247 *
2554 * 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.
2555 */ 2251 */
2556int 2252bool
2557handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2558{ 2254{
2559 if (op->contr->hidden)
2560 {
2561 op->invisible = 1000;
2562 /* the socket code flashes the player visible/invisible
2563 * depending on the value of invisible, so we need to
2564 * alternate it here for it to work correctly.
2565 */
2566 if (pticks & 2)
2567 op->invisible--;
2568 }
2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2570 {
2571 op->invisible--;
2572 if (!op->invisible)
2573 {
2574 make_visible (op);
2575 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2576 }
2577 }
2578
2579 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2580 { 2256 {
2581 flee_player (op); 2257 if (op->speed_left > 0.f)
2582 /* If player is still scared, that is his action for this tick */
2583 if (QUERY_FLAG (op, FLAG_SCARED))
2584 { 2258 {
2585 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2586 return 0; 2262 return true;
2587 } 2263 }
2588 } 2264 else
2589 2265 return false;
2590 /* I've been seeing crashes where the golem has been destroyed, but
2591 * the player object still points to the defunct golem. The code that
2592 * destroys the golem looks correct, and it doesn't always happen, so
2593 * put this in a a workaround to clean up the golem pointer.
2594 */
2595 if (op->contr->ranges[range_golem] &&
2596 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2597 {
2598 op->contr->ranges[range_golem] = NULL;
2599 op->contr->golem_count = 0;
2600 } 2266 }
2601 2267
2602 /* 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
2603 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2270 * called, so we recheck it here.
2605 */ 2271 */
2606 HandleClient (&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2607 if (op->speed_left < 0)
2608 return 0; 2273 return true;
2609 2274
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 {
2612 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--;
2614
2615 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff.
2618 */
2619 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2620 if (op->speed_left > 0) 2277
2621 return 1;
2622 else
2623 return 0;
2624 }
2625 return 0; 2278 return false;
2626} 2279}
2627 2280
2628int 2281int
2629save_life (object *op) 2282save_life (object *op)
2630{ 2283{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2285 return 0;
2635 2286
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2287 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2289 {
2639 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);
2640 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
2641 if (op->contr) 2293 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2294 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2295
2644 free_object (tmp); 2296 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2297 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298
2646 if (op->stats.hp < 0) 2299 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2301
2648 if (op->stats.food < 0) 2302 if (op->stats.food < 0)
2649 op->stats.food = 999; 2303 op->stats.food = 999;
2650 fix_player (op); 2304
2305 op->update_stats ();
2651 return 1; 2306 return 1;
2652 } 2307 }
2308
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2311 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2312 return 0;
2657} 2313}
2662 * from. 2318 * from.
2663 */ 2319 */
2664void 2320void
2665remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2666{ 2322{
2667 object *next;
2668
2669 while (op) 2323 while (op)
2670 { 2324 {
2671 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' */
2672 * we remove object 'op' 2326
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2328 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2331
2332 op->insert_at (env);
2682 } 2333 }
2683 else if (op->inv) 2334 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2335 remove_unpaid_objects (op->inv, env);
2336
2685 op = next; 2337 op = next;
2686 } 2338 }
2687} 2339}
2688
2689 2340
2690/* 2341/*
2691 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2355 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2356 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2358 else
2708 sprintf (buf, "%s\n", &op->name); 2359 sprintf (buf, "%s\n", &op->name);
2360
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2362 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2712 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);
2713 else 2365 else
2714 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
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2369 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2718 { 2371 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2374 strcat (buf2, buf);
2722 } 2375 }
2376
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2379 strcat (buf2, buf);
2380
2726 return buf2; 2381 return buf2;
2727} 2382}
2728
2729
2730 2383
2731void 2384void
2732do_some_living (object *op) 2385do_some_living (object *op)
2733{ 2386{
2734 int last_food = op->stats.food; 2387 int last_food = op->stats.food;
2740 int rate_grace = 2000; 2393 int rate_grace = 2000;
2741 const int max_hp = 1; 2394 const int max_hp = 1;
2742 const int max_sp = 1; 2395 const int max_sp = 1;
2743 const int max_grace = 1; 2396 const int max_grace = 1;
2744 2397
2745 if (op->contr->outputs_sync) 2398 if (op->contr->hidden)
2746 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2748 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2749 flush_output_element (op, &op->contr->outputs[i]);
2750 } 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 }
2751 2416
2752 if (op->contr->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2753 { 2418 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2421 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2423 else
2760 { 2424 {
2761 gen_hp = op->stats.maxhp; 2425 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2427 }
2428
2764 if (op->contr->gen_sp >= 0) 2429 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2431 else
2767 { 2432 {
2768 gen_sp = op->stats.maxsp; 2433 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2435 }
2436
2771 if (op->contr->gen_grace >= 0) 2437 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2439 else
2774 { 2440 {
2775 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2777 } 2443 }
2778 2444
2779 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2781 { 2447 {
2782 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);
2783 if (op->stats.sp < op->stats.maxsp) 2449 if (op->stats.sp < op->stats.maxsp)
2784 { 2450 {
2785 op->stats.sp++; 2451 op->stats.sp++;
2791 op->stats.food += op->contr->digestion; 2457 op->stats.food += op->contr->digestion;
2792 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))
2793 op->stats.food = last_food; 2459 op->stats.food = last_food;
2794 } 2460 }
2795 } 2461 }
2462
2796 if (max_sp > 1) 2463 if (max_sp > 1)
2797 { 2464 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2465 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2466 if (over_sp > 0)
2800 { 2467 {
2801 if (op->stats.sp < op->stats.maxsp) 2468 if (op->stats.sp < op->stats.maxsp)
2802 { 2469 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2804 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))
2805 op->stats.sp--; 2473 op->stats.sp--;
2474
2806 if (op->stats.sp > op->stats.maxsp) 2475 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2476 op->stats.sp = op->stats.maxsp;
2808 } 2477 }
2809 op->last_sp = 0; 2478 op->last_sp = 0;
2810 } 2479 }
2811 else 2480 else
2812 {
2813 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);
2814 }
2815 } 2482 }
2816 else 2483 else
2817 {
2818 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);
2819 }
2820 } 2485 }
2821 2486
2822 /* Regenerate Grace */ 2487 /* Regenerate Grace */
2823 /* 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. */
2824 if (--op->last_grace < 0) 2489 if (--op->last_grace < 0)
2825 { 2490 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2491 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2828 if (max_grace > 1) 2494 if (max_grace > 1)
2829 { 2495 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2497 if (over_grace > 0)
2832 { 2498 {
2860 op->stats.food += op->contr->digestion; 2526 op->stats.food += op->contr->digestion;
2861 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))
2862 op->stats.food = last_food; 2528 op->stats.food = last_food;
2863 } 2529 }
2864 } 2530 }
2531
2865 if (max_hp > 1) 2532 if (max_hp > 1)
2866 { 2533 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2535 if (over_hp > 0)
2869 { 2536 {
2882 } 2549 }
2883 2550
2884 /* Digestion */ 2551 /* Digestion */
2885 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2886 { 2553 {
2887#ifdef COZY_SERVER
2888 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2889 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2890#else
2891 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;
2892#endif
2893 2555
2894 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2895 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);
2896 else 2558 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2898 /* dms do not consume food */ 2561 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2563 op->stats.food--;
2901 } 2564 }
2902 }
2903 2565
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2567 {
2906 object *tmp, *flesh = NULL; 2568 object *tmp, *flesh = 0;
2907 2569
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 { 2571 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2913 { 2573 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2914 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.");
2915 manual_apply (op, tmp, 0); 2577 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2579 break;
2918 } 2580 }
2919 else if (tmp->type == FLESH) 2581 else if (tmp->type == FLESH)
2920 flesh = tmp; 2582 flesh = tmp;
2921 } /* End if paid for object */ 2583 } /* End if paid for object */
2922 } /* end of for loop */ 2584 } /* end of for loop */
2585
2923 /* 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
2924 * eat flesh instead. 2587 * eat flesh instead.
2925 */ 2588 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2590 {
2928 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.");
2929 manual_apply (op, flesh, 0); 2592 manual_apply (op, flesh, 0);
2930 } 2593 }
2931 } /* end if player is starving */ 2594 }
2932 2595
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2935 2598
2936 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))
2937 kill_player (op); 2600 kill_player (op);
2601 }
2938} 2602}
2939
2940
2941 2603
2942/* 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.
2943 * 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
2944 * permadeath, no lifesave), this will take care of removing the player 2606 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2607 * file.
2975 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!");
2976 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...");
2977 2639
2978 /* restore player */ 2640 /* restore player */
2979 at = archetype::find ("poisoning"); 2641 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2643 {
2983 remove_ob (tmp); 2644 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2646 }
2987 2647
2988 at = archetype::find ("confusion"); 2648 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2649 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2650 {
2992 remove_ob (tmp); 2651 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2653 }
2996 2654
2997 cure_disease (op, 0); /* remove any disease */ 2655 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2657 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2658 op->stats.food = 999;
3001 2659
3002 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2662 {
3006 sprintf (buf, "%s's finger", &op->name); 2663 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2664 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
3009 " 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",
3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2668 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
3014 tmp->x = op->x, tmp->y = op->y; 2671 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2672 }
3017 2673
3018 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2676 op->contr->braced = 0;
3025 2681
3026 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
3027 2683
3028 if (op->stats.food < 0) 2684 if (op->stats.food < 0)
3029 { 2685 {
3030 if (op->contr->explore)
3031 {
3032 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3034 op->stats.food = 999;
3035 return;
3036 }
3037 sprintf (buf, "%s starved to death.", &op->name); 2686 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2687 strcpy (op->contr->killer, "starvation");
3039 } 2688 }
3040 else 2689 else
3041 {
3042 if (op->contr->explore)
3043 {
3044 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3046 op->stats.hp = op->stats.maxhp;
3047 return;
3048 }
3049 sprintf (buf, "%s died.", &op->name); 2690 sprintf (buf, "%s died.", &op->name);
3050 } 2691
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2693
3053 /* save the map location for corpse, gravestone */ 2694 /* save the map location for corpse, gravestone */
3054 x = op->x; 2695 x = op->x;
3055 y = op->y; 2696 y = op->y;
3056 map = op->map; 2697 map = op->map;
3057 2698
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * 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.
3063 * 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.
3064 */ 2702 */
3065 2703
3066 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2706 * of death.
3069 */ 2707 */
3070#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2709 if (settings.balanced_stat_loss)
3072 { 2710 {
3073 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
3074 /* 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
3075 more if they do. */ 2713 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2716 little bit harder. */
3079 /* GD */ 2717 /* GD */
3080 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2719 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2720 else
3086 { 2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722 }
2723 else
3087 num_stats_lose = 1; 2724 num_stats_lose = 1;
3088 } 2725
3089 lost_a_stat = 0; 2726 lost_a_stat = 0;
3090 2727
3091 for (z = 0; z < num_stats_lose; z++) 2728 for (z = 0; z < num_stats_lose; z++)
3092 { 2729 {
3093 i = RANDOM () % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
3094 2731
3095 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)
3096 { 2752 {
3097 /* Pick a random stat and take a point off it. Tell the player 2753 dep = arch_to_object (deparch);
3098 * what he lost. 2754 insert_ob_in_ob (dep, op);
3099 */
3100 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1;
3106 } 2755 }
3107 else 2756 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss)
3108 { 2758 {
3109 /* deplete a stat */ 2759 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2760 /* Get the stat that we're about to deplete. */
3111 object *dep; 2761 this_stat = get_attr_value (&(dep->stats), i);
3112 2762 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2763 {
3116 dep = arch_to_object (deparch); 2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2765 int keep_chance = this_stat * this_stat;
3118 } 2766
3119 lose_this_stat = 1; 2767 /* Yes, I am paranoid. Sue me. */
3120 if (settings.balanced_stat_loss)
3121 {
3122 /* GD */
3123 /* Get the stat that we're about to deplete. */
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 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)
3126 { 2773 {
3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3128 int keep_chance = this_stat * this_stat;
3129
3130 /* Yes, I am paranoid. Sue me. */
3131 if (keep_chance < 1)
3132 keep_chance = 1;
3133
3134 /* There is a maximum depletion total per level. */
3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0; 2774 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2775 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2776 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3144 lose_this_stat = 0;
3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3146 this_stat, keep_chance, loss_chance,
3147 lose_this_stat?"LOSE":"KEEP"); */
3148 }
3149 } 2777 }
3150 }
3151
3152 if (lose_this_stat)
3153 {
3154 this_stat = get_attr_value (&(dep->stats), i);
3155 /* We could try to do something clever like find another
3156 * stat to reduce if this fails. But chances are, if
3157 * stats have been depleted to -50, all are pretty low
3158 * and should be roughly the same, so it shouldn't make a
3159 * difference.
3160 */ 2778 else
3161 if (this_stat >= -50)
3162 { 2779 {
3163 change_attr_value (&(dep->stats), i, -1); 2780 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3164 SET_FLAG (dep, FLAG_APPLIED);
3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3166 fix_player (op);
3167 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"); */
3168 } 2785 }
3169 } 2786 }
3170 } 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 }
3171 } 2806 }
2807 }
2808 }
3172 /* If no stat lost, tell the player. */ 2809 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2810 if (!lost_a_stat)
3174 { 2811 {
3175 /* determine_god() seems to not work sometimes... why is this? 2812 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2813 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2814 const char *god = determine_god (op);
3178 2815
3179 if (god && (strcmp (god, "none"))) 2816 if (god && (strcmp (god, "none")))
3180 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);
3181 else 2818 else
3182 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.");
3183 } 2820 }
3184#else 2821#else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3186#endif 2823#endif
3187 2824
3188 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
3189 * exp loss on the stone. 2826 * exp loss on the stone.
3190 */ 2827 */
3191 tmp = arch_to_object (archetype::find ("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
3192 sprintf (buf, "%s's gravestone", &op->name); 2829 sprintf (buf, "%s's gravestone", &op->name);
3193 tmp->name = buf; 2830 tmp->name = buf;
3194 sprintf (buf, "%s's gravestones", &op->name); 2831 sprintf (buf, "%s's gravestones", &op->name);
3195 tmp->name_pl = buf; 2832 tmp->name_pl = buf;
3196 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);
3197 tmp->msg = buf; 2834 tmp->msg = buf;
3198 tmp->x = op->x, tmp->y = op->y; 2835 tmp->x = op->x, tmp->y = op->y;
3199 insert_ob_in_map (tmp, op->map, NULL, 0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
3200 2837
3201 /**************************************/ 2838 /**************************************/
3202 /* */ 2839 /* */
3203 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
3204 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
3205 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
3206 /* */ 2843 /* */
3207 /**************************************/ 2844 /**************************************/
3208 2845
3209 /* remove any poisoning and confusion the character may be suffering. */ 2846 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2847 /* restore player */
3211 at = archetype::find ("poisoning"); 2848 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2849 tmp = present_arch_in_ob (at, op);
2850
3213 if (tmp) 2851 if (tmp)
3214 { 2852 {
3215 remove_ob (tmp); 2853 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2855 }
3219 2856
3220 at = archetype::find ("confusion"); 2857 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2858 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2859 if (tmp)
3223 { 2860 {
3224 remove_ob (tmp); 2861 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2863 }
3228 2864
3229 cure_disease (op, 0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
3230 2866
3231 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
3232 apply_death_exp_penalty (op); 2868 apply_death_exp_penalty (op);
3233 if (op->stats.food < 100) 2869 if (op->stats.food < 100)
3234 op->stats.food = 900; 2870 op->stats.food = 900;
3235 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
3236 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3237 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3238 2874
3239 /* 2875 /*
3240 * 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
3241 * the player has any unpaid items. If so, remove them and put them back 2877 * and put them back in the map.
3242 * in the map. 2878 */
3243 */
3244
3245 if (is_in_shop (op))
3246 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
3247 2880
3248 /****************************************/ 2881 /****************************************/
3249 /* */ 2882 /* */
3250 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
3251 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
3252 /* */ 2885 /* */
3253 /****************************************/ 2886 /****************************************/
3254 2887
3255 enter_player_savebed (op); 2888 enter_player_savebed (op);
3256 2889
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2890 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2891
3263 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2895 * on the space that might harm the player.
3267 */ 2896 */
3268 will_kill_again = 0; 2897 will_kill_again = 0;
3269 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)
3270 if (tmp->type == SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
3271 will_kill_again |= tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
3272 2901
3273 if (will_kill_again) 2902 if (will_kill_again)
3274 { 2903 {
3275 object *force; 2904 object *force;
3276 int at; 2905 int at;
3277 2906
3278 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
3279 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
3280 force->speed = 0.1; 2909 force->speed = 0.1f;
3281 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
3282 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
3283 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
3284 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
3285 force->resist[at] = 100; 2914 force->resist[at] = 100;
3286 2915
3287 insert_ob_in_ob (force, op); 2916 insert_ob_in_ob (force, op);
3288 fix_player (op); 2917 op->update_stats ();
3289 2918
3290 } 2919 }
3291 2920
3292 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3293 return;
3294 } /* NOT_PERMADETH */
3295 else
3296 {
3297 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3298 * should probably be embedded in an else statement.
3299 */
3300
3301 op->contr->party = NULL;
3302 if (settings.set_title == TRUE)
3303 op->contr->own_title[0] = '\0';
3304 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3305 check_score (op);
3306 if (op->contr->ranges[range_golem] != NULL)
3307 {
3308 remove_friendly_object (op->contr->ranges[range_golem]);
3309 remove_ob (op->contr->ranges[range_golem]);
3310 free_object (op->contr->ranges[range_golem]);
3311 op->contr->ranges[range_golem] = NULL;
3312 op->contr->golem_count = 0;
3313 }
3314 loot_object (op); /* Remove some of the items for good */
3315 remove_ob (op);
3316 op->direction = 0;
3317
3318 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3319 {
3320 delete_character (op->name, 0);
3321 if (settings.resurrection == TRUE)
3322 {
3323 /* save playerfile sans equipment when player dies
3324 ** then save it as player.pl.dead so that future resurrection
3325 ** type spells will work on them nicely
3326 */
3327 delete_character (op->name, 0);
3328 op->stats.hp = op->stats.maxhp;
3329 op->stats.food = 999;
3330
3331 /* set the location of where the person will reappear when */
3332 /* maybe resurrection code should fix map also */
3333 strcpy (op->contr->maplevel, settings.emergency_mapname);
3334 if (op->map != NULL)
3335 op->map = NULL;
3336 op->x = settings.emergency_x;
3337 op->y = settings.emergency_y;
3338 save_player (op, 0);
3339 op->map = map;
3340 /* please see resurrection.c: peterm */
3341 dead_player (op);
3342 }
3343 else
3344 delete_character (op->name, 1);
3345 }
3346
3347 play_again (op);
3348
3349 /* peterm: added to create a corpse at deathsite. */
3350 tmp = arch_to_object (archetype::find ("corpse_pl"));
3351 sprintf (buf, "%s", &op->name);
3352 tmp->name = tmp->name_pl = buf;
3353 tmp->level = op->level;
3354 tmp->x = x;
3355 tmp->y = y;
3356 tmp->msg = gravestone_text (op);
3357 SET_FLAG (tmp, FLAG_UNIQUE);
3358 insert_ob_in_map (tmp, map, NULL, 0);
3359 }
3360} 2922}
3361
3362 2923
3363void 2924void
3364loot_object (object *op) 2925loot_object (object *op)
3365{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
3366 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
3367 2928
3368 if (op->container) 2929 op->close_container (); /* close open sack first */
3369 { /* close open sack first */
3370 esrv_apply_container (op, op->container);
3371 }
3372 2930
3373 for (tmp = op->inv; tmp != NULL; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
3374 { 2932 {
3375 next = tmp->below; 2933 next = tmp->below;
3376 if (tmp->type == EXPERIENCE || tmp->invisible) 2934
2935 if (tmp->invisible)
3377 continue; 2936 continue;
3378 remove_ob (tmp); 2937
2938 tmp->remove ();
3379 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3380 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3381 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3382 loot_object (tmp); 2943
3383 }
3384 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))))
3385 { 2945 {
3386 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3387 { 2947 {
3388 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3389 free_object (tmp2); 2949 tmp2->destroy ();
3390 insert_ob_in_map (tmp, op->map, NULL, 0); 2950 insert_ob_in_map (tmp, op->map, NULL, 0);
3391 } 2951 }
3392 else 2952 else
3393 free_object (tmp); 2953 tmp->destroy ();
3394 } 2954 }
3395 else 2955 else
3396 insert_ob_in_map (tmp, op->map, NULL, 0); 2956 insert_ob_in_map (tmp, op->map, NULL, 0);
3397 } 2957 }
3398} 2958}
3400/* 2960/*
3401 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3402 * 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
3403 * was changed. 2963 * was changed.
3404 */ 2964 */
3405
3406void 2965void
3407fix_weight (void) 2966fix_weight (void)
3408{ 2967{
3409 player *pl; 2968 for_all_players (pl)
3410
3411 for (pl = first_player; pl != NULL; pl = pl->next)
3412 { 2969 {
3413 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3414 2971
3415 if (old == sum) 2972 if (old == sum)
3416 continue; 2973 continue;
3417 fix_player (pl->ob); 2974 pl->ob->update_stats ();
3418 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);
3419 } 2976 }
3420} 2977}
3421 2978
3422void 2979void
3423fix_luck (void) 2980fix_luck (void)
3424{ 2981{
3425 player *pl; 2982 for_all_players (pl)
3426
3427 for (pl = first_player; pl != NULL; pl = pl->next)
3428 if (!pl->ob->contr->state) 2983 if (!pl->ob->contr->ns->state)
3429 change_luck (pl->ob, 0); 2984 pl->ob->change_luck (0);
3430} 2985}
3431
3432 2986
3433/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3434 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3435 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3436 */ 2990 */
3437
3438void 2991void
3439cast_dust (object *op, object *throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3440{ 2993{
3441 object *skop, *spob; 2994 object *skop, *spob;
3442 2995
3463 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3464 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);
3465 3018
3466 cast_spell (op, throw_ob, dir, spob, NULL); 3019 cast_spell (op, throw_ob, dir, spob, NULL);
3467 3020
3468 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3021 throw_ob->destroy ();
3469 remove_ob (throw_ob);
3470 free_object (throw_ob);
3471} 3022}
3472 3023
3473void 3024void
3474make_visible (object *op) 3025make_visible (object *op)
3475{ 3026{
3478 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3479 { 3030 {
3480 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3481 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3482 } 3033 }
3034
3483 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3484} 3036}
3485 3037
3486int 3038int
3487is_true_undead (object *op) 3039is_true_undead (object *op)
3488{ 3040{
3489 object *tmp = NULL;
3490
3491 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3492 return 1; 3042 return 1;
3493 3043
3494 if (op->type == PLAYER)
3495 for (tmp = op->inv; tmp; tmp = tmp->below)
3496 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3497 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3498 return 1;
3499 return 0; 3044 return 0;
3500} 3045}
3501 3046
3502/* look at the surrounding terrain to determine 3047/* look at the surrounding terrain to determine
3503 * the hideability of this object. Positive levels 3048 * the hideability of this object. Positive levels
3545/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3546 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3547 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3548 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3549 */ 3094 */
3550
3551void 3095void
3552do_hidden_move (object *op) 3096do_hidden_move (object *op)
3553{ 3097{
3554 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3555 object *skop; 3099 object *skop;
3559 3103
3560 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3561 3105
3562 /* 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! */
3563 if (op->type == PLAYER && op->contr->run_on) 3107 if (op->type == PLAYER && op->contr->run_on)
3564 {
3565 if (!skop || num >= skop->level) 3108 if (!skop || num >= skop->level)
3566 { 3109 {
3567 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!");
3568 make_visible (op); 3111 make_visible (op);
3569 return; 3112 return;
3570 } 3113 }
3571 else 3114 else
3572 num += 20; 3115 num += 20;
3573 } 3116
3574 num += op->map->difficulty; 3117 num += op->map->difficulty;
3575 hide = hideability (op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3576 num -= hide; 3119 num -= hide;
3120
3577 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3578 { 3122 {
3579 make_visible (op); 3123 make_visible (op);
3580 if (op->type == PLAYER) 3124 if (op->type == PLAYER)
3581 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!");
3582 } 3126 }
3583 else if (op->type == PLAYER && skop) 3127 else if (op->type == PLAYER && skop)
3584 {
3585 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);
3586 }
3587} 3129}
3588 3130
3589/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3590 3132
3591int 3133int
3618 if (mflags & P_OUT_OF_MAP) 3160 if (mflags & P_OUT_OF_MAP)
3619 continue; 3161 continue;
3620 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)))
3621 continue; 3163 continue;
3622 3164
3623 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)
3624 { 3166 {
3625 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))
3626 return 1; 3168 return 1;
3627 else if (tmp->type == PLAYER) 3169 else if (tmp->type == PLAYER)
3628 { 3170 {
3658 if (pl->type != PLAYER) 3200 if (pl->type != PLAYER)
3659 { 3201 {
3660 LOG (llevError, "player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3661 return -1; 3203 return -1;
3662 } 3204 }
3205
3663 if (!pl || !op) 3206 if (!pl || !op)
3664 return 0; 3207 return 0;
3665 3208
3666 if (op->head)
3667 {
3668 op = op->head; 3209 op = op->head_ ();
3669 } 3210
3670 get_rangevector (pl, op, &rv, 0x1); 3211 get_rangevector (pl, op, &rv, 0x1);
3671 3212
3672 /* starting with the 'head' part, lets loop 3213 /* starting with the 'head' part, lets loop
3673 * through the object and find if it has any 3214 * through the object and find if it has any
3674 * part that is in the los array but isnt on 3215 * part that is in the los array but isnt on
3675 * a blocked los square. 3216 * a blocked los square.
3676 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3677 */ 3218 */
3678 while (op) 3219 while (op)
3679 { 3220 {
3680 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3681 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3682 3223
3683 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3684 * 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
3685 * for any meaningful values. 3226 * for any meaningful values.
3686 */ 3227 */
3687 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3688 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3689 !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)])
3690 return 1; 3231 return 1;
3691 op = op->more; 3232 op = op->more;
3692 } 3233 }
3693 return 0; 3234 return 0;
3694} 3235}
3791 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3792 int i = 0, j = 0; 3333 int i = 0, j = 0;
3793 3334
3794 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3795 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3796 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3797 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3798 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3799 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3800 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3801 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3802 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3803 3344
3804 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3805 return; 3346 return;
3806 3347
3807 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++);
3808 3349
3809 if (tr == NULL || tr->item == NULL) 3350 if (!tr || !tr->item)
3810 { 3351 {
3811 /* 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]); */
3812 return; 3353 return;
3813 } 3354 }
3814 3355
3815 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3816 item = &(tr->item->clone); 3357 item = tr->item;
3817 3358
3818 if (item->type == SPELL) 3359 if (item->type == SPELL)
3819 { 3360 {
3820 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3821 return; 3362 return;
3880 { 3421 {
3881 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3882 object *skin; 3423 object *skin;
3883 3424
3884 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3885 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
3886 if (skin == NULL) 3430 if (!skin)
3887 return; 3431 return;
3888 3432
3889 /* adding new spellpath attunements */ 3433 /* adding new spellpath attunements */
3890 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3891 { 3435 {
3936 * not readied. 3480 * not readied.
3937 */ 3481 */
3938void 3482void
3939player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3940{ 3484{
3941 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3942 3487
3943 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3944 { 3489 pl->combat_ob = 0;
3490
3945 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3946 { 3492 pl->ranged_ob = 0;
3947 pl->ranges[i] = NULL;
3948 if (pl->shoottype == i)
3949 {
3950 pl->shoottype = range_none;
3951 }
3952 }
3953 }
3954} 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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