ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.20 by root, Tue Sep 12 17:54:41 2006 UTC vs.
Revision 1.152 by root, Sun Jul 1 05:00:20 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to crossfire-devel@real-time.com 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 25#include <sproto.h>
30#endif
31#include <sounds.h> 26#include <sounds.h>
32#include <living.h> 27#include <living.h>
33#include <object.h> 28#include <object.h>
34#include <spells.h> 29#include <spells.h>
35#include <skills.h> 30#include <skills.h>
36#include <newclient.h>
37 31
38#ifdef COZY_SERVER 32#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 33#include <functional>
40#endif
41 34
42player * 35playervec 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 36
81void 37void
82display_motd (const object *op) 38display_motd (const object *op)
83{ 39{
84 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 int comp; 43 int comp;
88 int size; 44 int size;
89 45
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 48 return;
94 } 49
95 motd[0] = '\0'; 50 motd[0] = '\0';
96 size = 0; 51 size = 0;
52
97 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
98 { 54 {
99 if (*buf == '#') 55 if (*buf == '#')
100 continue; 56 continue;
57
101 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 59 size += strlen (buf);
103 } 60 }
61
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
106} 64}
107 65
108void 66void
114 int comp; 72 int comp;
115 int size; 73 int size;
116 74
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 77 return;
121 } 78
122 rules[0] = '\0'; 79 rules[0] = '\0';
123 size = 0; 80 size = 0;
81
124 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
125 { 83 {
126 if (*buf == '#') 84 if (*buf == '#')
127 continue; 85 continue;
86
128 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
129 { 88 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 90 break;
132 } 91 }
92
133 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 94 size += strlen (buf);
135 } 95 }
96
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
138} 99}
139 100
140void 101void
148 int size; 109 int size;
149 110
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 113 return;
114
153 news[0] = '\0'; 115 news[0] = '\0';
154 subject[0] = '\0'; 116 subject[0] = '\0';
155 size = 0; 117 size = 0;
118
156 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
157 { 120 {
158 if (*buf == '#') 121 if (*buf == '#')
159 continue; 122 continue;
123
160 if (*buf == '%') 124 if (*buf == '%')
161 { /* send one news */ 125 { /* send one news */
162 if (size > 0) 126 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 */ 127 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 */
128
164 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
165 strip_endline (subject); 130 strip_endline (subject);
166 size = 0; 131 size = 0;
167 news[0] = '\0'; 132 news[0] = '\0';
168 } 133 }
177 size += strlen (buf); 142 size += strlen (buf);
178 } 143 }
179 } 144 }
180 145
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 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); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 148 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 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
285 p->title[sizeof (p->title) - 1] = '\0';
286 op->race = op->arch->clone.race;
287
288 CLEAR_FLAG (op, FLAG_READY_SKILL);
289
290 /* we need to clear these to -1 and not zero - otherwise,
291 * if a player quits and starts a new character, we wont
292 * send new values to the client, as things like exp start
293 * at zero.
294 */
295 for (i = 0; i < NUM_SKILLS; i++)
296 {
297 p->last_skill_exp[i] = -1;
298 p->last_skill_ob[i] = NULL;
299 }
300 for (i = 0; i < NROFATTACKS; i++)
301 {
302 p->last_resist[i] = -1;
303 }
304 p->last_stats.exp = -1;
305 p->last_weight = (uint32) - 1;
306
307 p->socket.update_look = 0;
308 p->socket.look_position = 0;
309 return p;
310} 149}
311 150
312/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
313static void 152static void
314set_first_map (object *op) 153set_first_map (object *op)
315{ 154{
316 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
317 op->x = -1; 156 op->x = -1;
318 op->y = -1; 157 op->y = -1;
319 enter_exit (op, NULL);
320} 158}
321 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 shstr_cmp dragon_ability_force ("dragon_ability_force");
232 shstr_cmp dragon_skin_force ("dragon_skin_force");
233
234 for (tmp = ob->inv; tmp; tmp = tmp->below)
235 if (tmp->type == FORCE)
236 if (tmp->arch->archname == dragon_ability_force)
237 abil = tmp;
238 else if (tmp->arch->archname == dragon_skin_force)
239 skin = tmp;
240
241 set_dragon_name (ob, abil, skin);
242 }
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->flag [FLAG_READY_WEAPON] = false;
249 ob->flag [FLAG_READY_SKILL] = false;
250 ob->flag [FLAG_READY_BOW] = false;
251
252 for (object *op = ob->inv; op; op = op->below)
253 if (op->flag [FLAG_APPLIED])
254 switch (op->type)
255 {
256 case SKILL:
257 ob->flag [FLAG_APPLIED] = false;
258 break;
259
260 case WAND:
261 case ROD:
262 case HORN:
263 case BOW:
264 ranged_ob = op;
265 break;
266
267 case WEAPON:
268 combat_ob = op;
269 break;
270 }
271
272 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
273 ob->update_stats ();
274
275 ns->floorbox_update ();
276 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0);
278
279 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this);
287}
288
289void
290player::disconnect ()
291{
292 if (ns)
293 {
294 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296
297 INVOKE_PLAYER (DISCONNECT, this);
298
299 ns->reset_stats ();
300 ns->pl = 0;
301 ns = 0;
302 }
303
304 if (ob)
305 ob->close_container (); //TODO: client-specific
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
335 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point.
337 */
338 outputs_sync = 4;
339 outputs_count = 4;
340 unapply = unapply_nochoice;
341
342 savebed_map = first_map_path; /* Init. respawn position */
343
344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy ();
367 }
368
369 ob = observe = 0;
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
322/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
323 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
324 * mode. 380 * mode.
325 */ 381 */
326
327int
328add_player (NewSocket * ns)
329{
330 player *p; 382player *
383player::create ()
384{
385 player *pl = new player;
331 386
332 p = get_player (NULL); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
333 p->socket = *ns; 388
334 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 389 pl->ob->roll_stats ();
335 if (p->socket.faces_sent == NULL) 390 pl->ob->stats.wc = 2;
336 fatal (OUT_OF_MEMORY); 391 pl->ob->run_away = 25; /* Then we panick... */
337 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 392
338 /* Needed because the socket we just copied over needs to be cleared.
339 * Note that this can result in a client reset if there is partial data
340 * on the uncoming socket.
341 */
342 p->socket.inbuf.len = 0;
343 set_first_map (p->ob); 393 set_first_map (pl->ob);
344 394
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351 return 0; 395 return pl;
352} 396}
353 397
354/* 398/*
355 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
357 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
358 */ 402 */
359archetype * 403archetype *
360get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
361{ 405{
362 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
363 407
364 for (;;) 408 for (;;)
365 { 409 {
366 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
367 at = first_archetype; 411 i = archetypes.begin ();
368 else 412 else if (*i == at)
369 at = at->next; 413 cleanup ("not a single player archetype found");
414
370 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
371 return at; 416 return *i;
372 if (at == start)
373 {
374 LOG (llevError, "No Player archetypes\n");
375 exit (-1);
376 }
377 } 417 }
378} 418}
379
380 419
381object * 420object *
382get_nearest_player (object *mon) 421get_nearest_player (object *mon)
383{ 422{
384 object *op = NULL; 423 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 424 objectlink *ol;
387 unsigned lastdist; 425 unsigned lastdist;
388 rv_vector rv; 426 rv_vector rv;
389 427
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 429 {
392 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 437 object *tmp = ol->ob;
400 438
401 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared. 440 * itself will have been cleared.
403 */ 441 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
405 ol = ol->next; 444 ol = ol->next;
406 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
407 if (!ol) 446 if (!ol)
408 return op; 447 return op;
409 } 448 }
422 { 461 {
423 op = ol->ob; 462 op = ol->ob;
424 lastdist = rv.distance; 463 lastdist = rv.distance;
425 } 464 }
426 } 465 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 466
428 { 467 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
433 { 470 {
434 op = pl->ob; 471 op = pl->ob;
435 lastdist = rv.distance; 472 lastdist = rv.distance;
436 } 473 }
437 } 474
438 }
439#if 0 475#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 476 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 477#endif
442 return op; 478 return op;
443} 479}
461 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 498 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 499 * is probably not a good thing.
464 */ 500 */
465#define MAX_SPACES 50 501#define MAX_SPACES 50
466
467 502
468/* 503/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 505 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 506 * player and if path is blocked then see if blockage is close enough to player that
490path_to_player (object *mon, object *pl, unsigned mindiff) 525path_to_player (object *mon, object *pl, unsigned mindiff)
491{ 526{
492 rv_vector rv; 527 rv_vector rv;
493 sint16 x, y; 528 sint16 x, y;
494 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 529 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
495 mapstruct *m, *lastmap; 530 maptile *m, *lastmap;
496 531
497 get_rangevector (mon, pl, &rv, 0); 532 get_rangevector (mon, pl, &rv, 0);
498 533
499 if (rv.distance < mindiff) 534 if (rv.distance < mindiff)
500 return 0; 535 return 0;
502 x = mon->x; 537 x = mon->x;
503 y = mon->y; 538 y = mon->y;
504 m = mon->map; 539 m = mon->map;
505 dir = rv.direction; 540 dir = rv.direction;
506 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
507 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
508 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
509 if (diff > max) 545 if (diff > max)
510 return 0; 546 return 0;
547
511 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
512 { 549 {
513 lastx = x; 550 lastx = x;
514 lasty = y; 551 lasty = y;
515 lastmap = m; 552 lastmap = m;
597 max--; 634 max--;
598 lastdir = dir; 635 lastdir = dir;
599 if (!firstdir) 636 if (!firstdir)
600 firstdir = dir; 637 firstdir = dir;
601 } 638 }
639
602 if (diff <= 1) 640 if (diff <= 1)
603 { 641 {
604 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 643 * headed toward player for entire distance.
606 */ 644 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 647 }
648
610 if (diff > max) 649 if (diff > max)
611 return 0; 650 return 0;
612 } 651 }
652
613 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
614 if (!max) 654 if (!max)
615 return 0; 655 return 0;
616 656
617 return firstdir; 657 return firstdir;
644 (op->type == ARMOUR || op->type == BOOTS || 684 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 685 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 686 op->type == SHIELD || op->type == GLOVES ||
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 688 {
649 remove_ob (op); 689 op->destroy ();
650 free_object (op);
651 continue; 690 continue;
652 } 691 }
653 } 692 }
654 693
655 /* This really needs to be better - we should really give 694 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 705 if (tmp->type == op->type && tmp->name == op->name)
667 break; 706 break;
668 707
669 if (tmp) 708 if (tmp)
670 { 709 {
671 remove_ob (op); 710 op->destroy ();
672 free_object (op);
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue; 712 continue;
675 } 713 }
714
676 if (op->nrof > 1) 715 if (op->nrof > 1)
677 op->nrof = 1; 716 op->nrof = 1;
678 } 717 }
679 718
680 if (op->type == SPELLBOOK && op->inv) 719 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 731 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 732 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 733 }
695 if (op->type == SPELL) 734 if (op->type == SPELL)
696 { 735 {
697 remove_ob (op); 736 op->destroy ();
698 free_object (op);
699 continue; 737 continue;
700 } 738 }
701 else if (op->type == SKILL) 739 else if (op->type == SKILL)
702 { 740 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 741 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
713 link_player_skills (pl); 751 link_player_skills (pl);
714} 752}
715 753
716void 754void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 remove_ob (op);
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->free (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797}
798
799void
800get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
801{ 756{
802 if (party == NULL) 757 if (party == NULL)
803 { 758 {
804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
805 return; 760 return;
806 } 761 }
762
807 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
811} 767}
812
813 768
814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int 770static int
816roll_stat (void) 771roll_stat (void)
817{ 772{
818 int a[4], i, j, k; 773 int a[4], i, j, k;
819 774
820 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
821 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
822 777
823 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 779 if (a[i] < k)
825 k = a[i], j = i; 780 k = a[i], j = i;
826 781
827 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 783 if (i != j)
830 k += a[i]; 784 k += a[i];
831 } 785
832 return k; 786 return k;
833} 787}
834 788
835void 789void
836roll_stats (object *op) 790object::roll_stats ()
837{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
838 int sum = 0; 796 int sum = 0;
839 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
840 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
841 799
842 do 800 if (sum >= 82 && sum <= 116)
801 break;
843 { 802 }
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 }
853 while (sum < 82 || sum > 116);
854 803
855 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 806
864 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
865 do 808 stats.stat (i) = statsort [i];
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880 809
881 op->stats.Str = statsort[0];
882 op->stats.Dex = statsort[1];
883 op->stats.Con = statsort[2];
884 op->stats.Int = statsort[3];
885 op->stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6];
888
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 810 stats.exp = 0;
900 op->stats.ac = 0; 811 stats.ac = 0;
901 812
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 813 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
909 op->stats.grace = op->stats.maxgrace; 815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
819 contr->levhp[1] = 9;
820 contr->levsp[1] = 6;
821 contr->levgrace[1] = 3;
822
910 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
911} 825}
912 826
913void 827void
914Roll_Again (object *op) 828object::swap_stats (int a, int b)
915{ 829{
916 esrv_new_player (op->contr, 0); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
919}
920 831
921void 832 for (int i = 0; i < NUM_STATS; ++i)
922Swap_Stat (object *op, int Swap_Second) 833 stats.stat (i) = contr->orig_stats.stat (i);
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
843 stats.hp = stats.maxhp;
844 stats.sp = stats.maxsp;
845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
853 contr->orig_stats = stats;
854 }
855}
856
857static void
858start_info (object *op)
923{ 859{
924 signed char tmp;
925 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
926 861
927 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 866}
1042 867
1043/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1047 * not the class. 872 * not the class.
1048 */ 873 */
1049 874void
1050int 875player::chargen_race_done ()
1051key_change_class (object *op, char key)
1052{ 876{
1053 int tmp_loop;
1054
1055 if (key == 'q' || key == 'Q')
1056 {
1057 remove_ob (op);
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D')
1062 {
1063 char buf[MAX_BUF];
1064
1065 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1068 879
880 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
883
1069 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1071 886
1072 op->contr->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1073 888
1074 if (op->msg) 889 if (ob->msg)
1075 op->msg = NULL; 890 ob->msg = 0;
1076 891
1077 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
1078 * to save here. 893 * to save here.
1079 */ 894 */
895 {
896 char buf[MAX_BUF];
1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1081 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1082 900
1083#ifdef AUTOSAVE
1084 op->contr->last_save_tick = pticks;
1085#endif
1086 start_info (op); 901 start_info (ob);
1087 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1089 link_player_skills (op); 904 link_player_skills (ob);
1090 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1091 fix_player (op); 906 ob->update_stats ();
1092 907
1093 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1094 * is one for this race 909 * is one for this race
1095 */ 910 */
1096 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1097 { 912 {
1098 object *tmp; 913 object *tmp;
1099 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1100 915
1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1102 tmp = get_object (); 917 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1105 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1106 enter_exit (op, tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1107 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1108 * default initial map */ 923 * default initial map */
1109 free_object (tmp); 924 tmp->destroy ();
1110 } 925 }
1111 else 926 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 928}
1115 return 0;
1116 }
1117 929
930void
931player::chargen_race_next ()
932{
1118 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1120 */ 935 */
1121 936
1122 tmp_loop = 0; 937 do
1123 while (!tmp_loop)
1124 { 938 {
1125 shstr name = op->name; 939 shstr name = ob->name;
1126 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1127 941
1128 remove_statbonus (op); 942 ob->remove_statbonus ();
1129 remove_ob (op); 943 ob->remove ();
1130 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1131 copy_object (&op->arch->clone, op); 945 ob->arch->copy_to (ob);
1132 op->instantiate (); 946 ob->instantiate ();
1133 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1134 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1135 op->x = x; 949 ob->x = x;
1136 op->y = y; 950 ob->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1139 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 953 assign (ob->contr->title, ob->arch->object::name);
1140 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1141 add_statbonus (op); 954 ob->add_statbonus ();
1142 tmp_loop = allowed_class (op);
1143 } 955 }
956 while (!allowed_class (ob));
1144 957
1145 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1146 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1147 fix_player (op); 960 ob->update_stats ();
1148 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1149 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1150 op->stats.grace = 0; 963 ob->stats.grace = 0;
1151 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 964}
1205 965
1206void 966void
1207flee_player (object *op) 967flee_player (object *op)
1208{ 968{
1238 { 998 {
1239 op->enemy = NULL; 999 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1001 return;
1242 } 1002 }
1003
1243 get_rangevector (op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1244 1005
1245 dir = absdir (4 + rv.direction); 1006 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1007 for (diff = 0; diff < 3; diff++)
1247 { 1008 {
1248 int m = 1 - (RANDOM () & 2); 1009 int m = 1 - (RANDOM () & 2);
1249 1010
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1012 return;
1253 }
1254 } 1013 }
1014
1255 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1017 op->enemy = NULL;
1258} 1018}
1259 1019
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1262 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 1022 * stop.
1264 */ 1023 */
1265int 1024int
1266check_pick (object *op) 1025check_pick (object *op)
1267{ 1026{
1268 object *tmp, *next; 1027 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1028 int stop = 0;
1271 int j, k, wvratio; 1029 int wvratio;
1272 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1273
1274 1031
1275 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1277 return 1; 1034 return 1;
1278 1035
1279 op_tag = op->count;
1280
1281 next = op->below; 1036 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1037
1285 /* loop while there are items on the floor that are not marked as 1038 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1039 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1288 { 1041 {
1289 tmp = next; 1042 tmp = next;
1290 next = tmp->below; 1043 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1044
1294 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1295 return 0; 1046 return 0;
1296 1047
1297 if (!can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1298 continue; 1049 continue;
1299 1050
1352 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1106 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1111 }
1112
1389 /* philosophy: 1113 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1391 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1118 * example.
1395 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1396 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1155 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1156 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1157 if (tmp->type == FOOD)
1434 { 1158 {
1435 pick_up (op, tmp); 1159 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1160 continue;
1439 } 1161 }
1162
1440 if (op->contr->mode & PU_DRINK) 1163 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1165 {
1443 pick_up (op, tmp); 1166 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1167 continue;
1447 } 1168 }
1448 1169
1449 if (op->contr->mode & PU_POTION) 1170 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1171 if (tmp->type == POTION)
1451 { 1172 {
1452 pick_up (op, tmp); 1173 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1174 continue;
1456 } 1175 }
1457 1176
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1177 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1178 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1179 if (tmp->type == SPELLBOOK)
1461 { 1180 {
1462 pick_up (op, tmp); 1181 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1182 continue;
1466 } 1183 }
1184
1467 if (op->contr->mode & PU_SKILLSCROLL) 1185 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1186 if (tmp->type == SKILLSCROLL)
1469 { 1187 {
1470 pick_up (op, tmp); 1188 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1189 continue;
1474 } 1190 }
1191
1475 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1194 {
1478 pick_up (op, tmp); 1195 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1196 continue;
1482 } 1197 }
1483 1198
1484 /* wands/staves/rods/horns */ 1199 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1202 {
1488 pick_up (op, tmp); 1203 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1204 continue;
1492 } 1205 }
1493 1206
1494 /* pick up all magical items */ 1207 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1208 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1210 {
1498 pick_up (op, tmp); 1211 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1212 continue;
1502 } 1213 }
1503 1214
1504 if (op->contr->mode & PU_VALUABLES) 1215 if (op->contr->mode & PU_VALUABLES)
1505 { 1216 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1217 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1218 {
1508 pick_up (op, tmp); 1219 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1220 continue;
1512 } 1221 }
1513 } 1222 }
1514 1223
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1224 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1225 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1226 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1227 {
1519 pick_up (op, tmp); 1228 pick_up (op, tmp);
1229 continue;
1520 if (0) 1230 }
1521 fprintf (stderr, "JEWELS\n"); 1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1522 continue; 1237 continue;
1523 } 1238 }
1524 1239
1525 /* bows and arrows. Bows are good for selling! */ 1240 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1241 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1242 if (tmp->type == BOW)
1528 { 1243 {
1529 pick_up (op, tmp); 1244 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1245 continue;
1533 } 1246 }
1247
1534 if (op->contr->mode & PU_ARROW) 1248 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1249 if (tmp->type == ARROW)
1536 { 1250 {
1537 pick_up (op, tmp); 1251 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1252 continue;
1541 } 1253 }
1542 1254
1543 /* all kinds of armor etc. */ 1255 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1256 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1257 if (tmp->type == ARMOUR)
1546 { 1258 {
1547 pick_up (op, tmp); 1259 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1260 continue;
1551 } 1261 }
1262
1552 if (op->contr->mode & PU_HELMET) 1263 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1264 if (tmp->type == HELMET)
1554 { 1265 {
1555 pick_up (op, tmp); 1266 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1267 continue;
1559 } 1268 }
1269
1560 if (op->contr->mode & PU_SHIELD) 1270 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1271 if (tmp->type == SHIELD)
1562 { 1272 {
1563 pick_up (op, tmp); 1273 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1274 continue;
1567 } 1275 }
1276
1568 if (op->contr->mode & PU_BOOTS) 1277 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1278 if (tmp->type == BOOTS)
1570 { 1279 {
1571 pick_up (op, tmp); 1280 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1281 continue;
1575 } 1282 }
1283
1576 if (op->contr->mode & PU_GLOVES) 1284 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1285 if (tmp->type == GLOVES)
1578 { 1286 {
1579 pick_up (op, tmp); 1287 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1288 continue;
1583 } 1289 }
1290
1584 if (op->contr->mode & PU_CLOAK) 1291 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1292 if (tmp->type == CLOAK)
1586 { 1293 {
1587 pick_up (op, tmp); 1294 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1295 continue;
1591 } 1296 }
1592 1297
1593 /* hoping to catch throwing daggers here */ 1298 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1299 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1301 {
1597 pick_up (op, tmp); 1302 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1303 continue;
1601 } 1304 }
1602 1305
1603 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1605 { 1308 {
1606 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1607 { 1310 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1610 { 1313 {
1611 pick_up (op, tmp); 1314 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1315 continue;
1615 } 1316 }
1616 } 1317 }
1318
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1320 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1620 { 1322 {
1621 pick_up (op, tmp); 1323 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1324 continue;
1625 } 1325 }
1626 } 1326 }
1627 } 1327 }
1628 1328
1629 /* misc stuff that's useful */ 1329 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1330 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1332 {
1633 pick_up (op, tmp); 1333 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1334 continue;
1637 } 1335 }
1638 1336
1639 /* any of the last 4 bits set means we use the ratio for value 1337 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1338 * pickups */
1653 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1654 { 1352 {
1655 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1656 } 1354 }
1657 else 1355 else
1658 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1659 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1660 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1661#endif 1359#endif
1662 continue; 1360 continue;
1663 } 1361 }
1664 } 1362 }
1665 } /* the new pickup model */ 1363 } /* the new pickup model */
1666 } 1364 }
1365
1667 return !stop; 1366 return !stop;
1668} 1367}
1669 1368
1670/* 1369/*
1671 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1673 * found object is returned. 1372 * found object is returned.
1674 */ 1373 */
1675object * 1374object *
1676find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1677{ 1376{
1678 object *tmp = NULL; 1377 object *tmp = 0;
1679 1378
1680 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1684 return op; 1383 return op;
1384
1685 return tmp; 1385 return tmp;
1686} 1386}
1687 1387
1688/* 1388/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1690 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1691 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1692 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1393 */
1694
1695object * 1394object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1396{
1698 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1732 else 1431 else
1733 { 1432 {
1734 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1735 { 1434 {
1736 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1737 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1738 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1739 { 1438 {
1740 tmp = arrow; 1439 tmp = arrow;
1741 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1742 } 1441 }
1743 } 1442 }
1744 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1745 { 1444 {
1746 tmp = arrow; 1445 tmp = arrow;
1765 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1465 * op = the shooter
1767 * type = bow->race 1466 * type = bow->race
1768 * dir = fire direction 1467 * dir = fire direction
1769 */ 1468 */
1770
1771object * 1469object *
1772pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1773{ 1471{
1774 object *tmp = NULL; 1472 object *tmp = NULL;
1775 mapstruct *m; 1473 maptile *m;
1776 int i, mflags, found, number; 1474 int i, mflags, found, number;
1777 sint16 x, y; 1475 sint16 x, y;
1778 1476
1779 if (op->map == NULL) 1477 if (op->map == NULL)
1780 return find_arrow (op, type); 1478 return find_arrow (op, type);
1840 */ 1538 */
1841int 1539int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1541{
1844 object *left, *bow; 1542 object *left, *bow;
1845 tag_t left_tag, tag; 1543 int mflags;
1846 int bowspeed, mflags; 1544 maptile *m;
1847 mapstruct *m;
1848 1545
1849 if (!dir) 1546 if (!dir)
1850 { 1547 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1549 return 0;
1853 } 1550 }
1854 if (op->type == PLAYER) 1551
1855 bow = op->contr->ranges[range_bow]; 1552 if (op->contr)
1553 bow = op->current_weapon;
1856 else 1554 else
1857 { 1555 {
1858 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1859 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1860 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1865 if (!bow) 1563 if (!bow)
1866 { 1564 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1566 return 0;
1869 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1870 } 1576 }
1577
1871 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1872 { 1579 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1581 return 0;
1875 } 1582 }
1876
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878
1879 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1882 if (bowspeed < 1)
1883 bowspeed = 1;
1884 1583
1885 if (arrow == NULL) 1584 if (arrow == NULL)
1886 { 1585 {
1887 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 { 1587 {
1889 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1891 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1892 else 1591 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1894 return 0; 1594 return 0;
1895 } 1595 }
1896 } 1596 }
1597
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1599 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1600 return 0;
1901 } 1601
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1603 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1604 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1605 return 0;
1906 } 1606 }
1907 1607
1908 /* this should not happen, but sometimes does */ 1608 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1609 if (arrow->nrof == 0)
1910 { 1610 {
1911 remove_ob (arrow); 1611 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1612 return 0;
1914 } 1613 }
1915 1614
1916 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1617 if (!arrow)
1920 { 1618 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1620 return 0;
1923 } 1621 }
1924 set_owner (arrow, op); 1622
1623 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1625 arrow->direction = dir;
1928 arrow->x = sx; 1626
1929 arrow->y = sy; 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1930 1659
1931 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1932 { 1661 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op);
1935 }
1936
1937 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying);
1943
1944 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper.
1946 */
1947
1948 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1949
1950 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953
1954 if (arrow->speed < 1.0)
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0;
1958
1959 if (op->type == PLAYER)
1960 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1963 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1964
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1966 } 1669 }
1967 else 1670 else
1968 { 1671 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1672 arrow->level = op->level;
1972 } 1673 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1674
1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1974 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1679 }
1976 arrow->slaying = bow->slaying;
1977 1680
1978 arrow->map = m; 1681 wc -= arrow->level;
1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1979 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1687
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1689 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1690
1986 if (!was_destroyed (arrow, tag)) 1691 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1692 move_arrow (arrow);
1988 1693
1989 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1990 { 1695 {
1991 if (was_destroyed (left, left_tag)) 1696 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1697 esrv_del_item (op->contr, left->count);
1993 else 1698 else
1994 esrv_send_item (op, left); 1699 esrv_send_item (op, left);
1995 } 1700 }
1701
1996 return 1; 1702 return 1;
1997} 1703}
1998 1704
1999/* Special fire code for players - this takes into 1705/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1706 * account the special fire modes players can have
2008{ 1714{
2009 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
2010 1716
2011 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
2012 { 1718 {
2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2014 } 1720 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1722 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1724 wcmod = -1;
1725
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1727 }
2021 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
2022 { 1729 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2027 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1735 {
2029 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2030 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2031 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2032
2033 } 1739 }
2034 else 1740 else
2035 { 1741 {
2036 /* Simple case */ 1742 /* Simple case */
2037 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2038 } 1744 }
1745
2039 return ret; 1746 return ret;
2040} 1747}
2041
2042 1748
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
2045 */ 1751 */
2046void 1752void
2047fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
2048{ 1754{
2049 object *item; 1755 object *item = op->contr->ranged_ob;
2050 1756
2051 if (!op->contr->ranges[range_misc]) 1757 if (!item)
2052 { 1758 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2054 return; 1760 return;
2055 } 1761 }
2056 1762
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1763 if (!item->inv)
2059 { 1764 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1766 return;
2062 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2063 if (item->type == WAND) 1772 if (item->type == WAND)
2064 { 1773 {
2065 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2066 { 1775 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2068 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
2069 return; 1779 return;
2070 } 1780 }
2071 } 1781 }
2072 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2073 { 1783 {
2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2075 { 1785 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1787
2077 if (item->type == ROD) 1788 if (item->type == ROD)
2078 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079 else 1790 else
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792
2081 return; 1793 return;
2082 } 1794 }
2083 } 1795 }
2084 1796
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2092 object *tmp; 1804 object *tmp;
2093 1805
2094 if (item->arch) 1806 if (item->arch)
2095 { 1807 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2098 item->speed = 0; 1810 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1811 }
1812
2101 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1815 }
2104 } 1816 }
2105 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1818 drain_rod_charge (item);
2108 }
2109 } 1819 }
2110} 1820}
2111 1821
2112/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2113 */ 1823 */
2114void 1824bool
2115fire (object *op, int dir) 1825fire (object *op, int dir)
2116{ 1826{
2117 int spellcost = 0; 1827 int spellcost = 0;
2118 1828
2119 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2121 make_visible (op); 1831 make_visible (op);
2122 1832
2123 switch (op->contr->shoottype) 1833 player *pl = op->contr;
1834
1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
2124 { 1839 }
2125 case range_none:
2126 return;
2127 1840
2128 case range_bow: 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
2129 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2130 return; 1858 break;
2131 1859
2132 case range_magic: /* Casting spells */ 1860 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2134 return; 1862 break;
2135 1863
2136 case range_misc: 1864 case BUILDER:
1865 apply_map_builder (op, dir);
1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
2137 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2138 return; 1874 break;
2139
2140 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2142 {
2143 op->contr->ranges[range_golem] = NULL;
2144 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 }
2147 else
2148 control_golem (op->contr->ranges[range_golem], dir);
2149 return;
2150
2151 case range_skill:
2152 if (!op->chosen_skill)
2153 {
2154 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return;
2157 }
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return;
2160 case range_builder:
2161 apply_map_builder (op, dir);
2162 return;
2163 default:
2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2165 return;
2166 } 1875 }
2167}
2168 1876
2169 1877 return true;
1878}
2170 1879
2171/* find_key 1880/* find_key
2172 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
2173 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1885 * pl is the player,
2177 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2180 */ 1889 */
2181
2182object * 1890object *
2183find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2184{ 1892{
2185 object *tmp, *key; 1893 object *tmp, *key;
2186 1894
2187 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1896 if (!container->inv)
2189 return NULL; 1897 return 0;
2190 1898
2191 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1901 {
2194 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1903 break;
2196 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2198 */ 1906 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1908 break;
2201 } 1909 }
1910
2202 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
2204 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1914 * a key, return
2206 */ 1915 */
2207 if (!tmp) 1916 if (!tmp)
2208 { 1917 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1919 {
2211 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1922 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2215 return key; 1924 return key;
2216 } 1925 }
2217 } 1926 }
1927
2218 if (!tmp) 1928 if (!tmp)
2219 return NULL; 1929 return NULL;
2220 } 1930 }
1931
2221 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
2222 * see if we actually want to use it 1933 * see if we actually want to use it
2223 */ 1934 */
2224 if (pl != container) 1935 if (pl != container)
2225 { 1936 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2247 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1959 return NULL;
2249 } 1960 }
2250 } 1961 }
1962
2251 return tmp; 1963 return tmp;
2252} 1964}
2253 1965
2254/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1969 * 0 otherwise
2258 */ 1970 */
2259static int 1971static int
2260player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2261{ 1973{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
2264 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2266 */ 1977 */
2267 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2268 1979
2269 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2270 if (key) 1981 if (key)
2271 { 1982 {
2272 object *container = key->env; 1983 object *container = key->env;
2273 1984
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
2275 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
2276 make_visible (op); 1988 make_visible (op);
1989
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1992
2279 if (door->type == DOOR) 1993 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1995 else if (door->type == LOCKED_DOOR)
2284 { 1996 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2286 remove_door2 (door); /* remove door without violence ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
2287 } 1999 }
2000
2288 /* Do this after we print the message */ 2001 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
2291 if (container != op) 2004 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
2293 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2294 } 2008 }
2295 else if (door->type == LOCKED_DOOR) 2009 else if (door->type == LOCKED_DOOR)
2296 { 2010 {
2297 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 2013 return 1;
2300 } 2014 }
2015
2301 return 0; 2016 return 0;
2302} 2017}
2303 2018
2304/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2309 */ 2024 */
2310 2025bool
2311void
2312move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2313{ 2027{
2314 object *tmp, *mon;
2315 sint16 nx, ny;
2316 int on_battleground; 2028 int on_battleground;
2317 mapstruct *m;
2318 2029
2319 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2321 2032
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 if (out_of_map (op->map, nx, ny))
2036 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2323 2043
2324 /* If braced, or can't move to the square, and it is not out of the 2044 /* If braced, or can't move to the square, and it is not out of the
2325 * map, attack it. Note order of if statement is important - don't 2045 * map, attack it. Note order of if statement is important - don't
2326 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2327 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2328 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2329 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2330 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2331 * move_ob uses. 2051 * move_ob uses.
2332 */ 2052 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2053 maptile *m = op->map->xy_find (nx, ny);
2334 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 {
2337 m = get_map_from_coord (op->map, &nx, &ny);
2338 if (!m)
2339 return; /* Don't think this should happen */
2340 }
2341 else
2342 m = op->map;
2343 2054
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return;
2348 }
2349
2350 mon = NULL;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2352 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2353 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2058 * on the space
2355 */ 2059 */
2356 while (tmp != NULL) 2060 object *mon;
2357 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2358 if (tmp == op) 2062 {
2359 { 2063 if ((mon->flag [FLAG_ALIVE]
2360 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2361 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2362 }
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 {
2365 mon = tmp; 2066 && mon != op)
2366 break; 2067 break;
2367 } 2068 }
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp;
2370 tmp = tmp->above;
2371 }
2372 2069
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2070 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2071 return false; /* into a wall */
2375 2072
2376 if (mon->head != NULL)
2377 mon = mon->head; 2073 mon = mon->head_ ();
2378 2074
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f)
2380 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2381 return; 2080 return true;
2081 }
2382 2082
2383 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2384 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2385 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2386 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2387 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2388 * and thus will not push them. 2088 * and thus will not push them.
2389 */ 2089 */
2390 2090
2391 /* If the creature is a pet, push it even if the player is not 2091 /* If the creature is a pet, push it even if the player is not
2392 * peaceful. Our assumption is the creature is a pet if the 2092 * peaceful. Our assumption is the creature is a pet if the
2393 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2394 */ 2094 */
2395 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2396#if COZY_SERVER 2096 && ((mon->owner && mon->owner->contr
2397 &&
2398 ((get_owner (mon) && get_owner (mon)->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2400#else 2098 || mon->owner == op)
2401 && get_owner (mon) == op
2402#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2100 {
2405 /* If we're braced, we don't want to switch places with it */ 2101 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2102 if (op->contr->braced)
2407 return; 2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2410 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2113 make_visible (op);
2114
2412 return; 2115 return true;
2413 } 2116 }
2117 else
2118 return false;
2119 }
2414 2120
2415 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2417 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2418 * attack them either. 2124 * attack them either.
2419 */ 2125 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2422#ifdef PROHIBIT_PLAYERKILL 2128 && ((op->contr->peaceful
2423 (op->contr->peaceful 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2424 || (mon->type == PLAYER 2130 && !on_battleground))
2425 && mon->contr-> 2131 {
2426 peaceful)) && 2132 if (op->speed_left > 0.f)
2427#else
2428 op->contr->peaceful &&
2429#endif
2430 !on_battleground))
2431 { 2133 {
2134 --op->speed_left;
2135
2432 if (!op->contr->braced) 2136 if (!op->contr->braced)
2433 { 2137 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2436 } 2140 }
2437 else 2141 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2143
2441 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2145 make_visible (op);
2443 }
2444 2146
2147 return true;
2148 }
2149 }
2445 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2446 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2447 */ 2152 */
2448 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 if (op->speed_left > 0.f)
2449 { 2156 {
2157 --op->speed_left;
2158
2450 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2451 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2452 make_visible (op); 2161 make_visible (op);
2453 }
2454 2162
2163 return true;
2164 }
2165 }
2455 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2456 * Way it works is like this: First, it must have some hit points 2167 * Way it works is like this: First, it must have some hit points
2457 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2458 * 1) Not a player, 2) A player, but of a different party. Note 2169 * 1) Not a player, 2) A player, but of a different party. Note
2459 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2171 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2174 {
2465 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2466 /* If the player hasn't hit something this tick, and does
2467 * so, give them speed boost based on weapon speed. Doing
2468 * it here is better than process_players2, which basically
2469 * incurred a 1 tick offset.
2470 */
2471 if (!op->contr->has_hit)
2472 { 2176 {
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2177 --op->contr->weapon_sp_left;
2474 2178
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 }
2477
2478 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2479 2180
2480 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is
2483 * the wiz.
2484 */
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 {
2487 short luck = mon->stats.luck;
2488
2489 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL);
2491 mon->stats.luck = luck;
2492 }
2493 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2494 make_visible (op); 2182 make_visible (op);
2495 }
2496 } /* if player should attack something */
2497}
2498 2183
2499int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2500move_player (object *op, int dir) 2192move_player (object *op, int dir)
2501{ 2193{
2502 int pick; 2194 int pick;
2503 2195
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2197 return 0;
2506 2198
2507 /* Sanity check: make sure dir is valid */ 2199 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2200 if ((dir < 0) || (dir >= 9))
2509 { 2201 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2202 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2203 return 0;
2512 } 2204 }
2513 2205
2514 /* peterm: added following line */ 2206 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2208 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2209
2518 op->facing = dir; 2210 op->facing = dir;
2519 2211
2520 if (op->hide) 2212 if (op->hide)
2521 do_hidden_move (op); 2213 do_hidden_move (op);
2522 2214
2215 bool retval;
2216
2523 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2524 /*nop */ ; 2218 retval = RESULT_INT (0);
2525 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2526 fire (op, dir); 2220 retval = fire (op, dir);
2527 else 2221 else
2528 { 2222 {
2529 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2530 pick = check_pick (op); 2224 pick = check_pick (op);
2531 } 2225 }
2532 2226
2533 /* Add special check for newcs players and fire on - this way, the 2227 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2228 * server can handle repeat firing.
2535 */ 2229 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2230 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2231 op->direction = dir;
2539 }
2540 else 2232 else
2541 {
2542 op->direction = 0; 2233 op->direction = 0;
2543 } 2234
2544 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2237 * for players.
2547 */ 2238 */
2548 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2549 return 0; 2240
2241 return retval;
2550} 2242}
2551 2243
2552/* This is similar to handle_player, below, but is only used by the 2244/* This is similar to handle_player, below, but is only used by the
2553 * new client/server stuff. 2245 * new client/server stuff.
2554 * This is sort of special, in that the new client/server actually uses 2246 * This is sort of special, in that the new client/server actually uses
2555 * the new speed values for commands. 2247 * the new speed values for commands.
2556 * 2248 *
2557 * Returns true if there are more actions we can do. 2249 * Returns true if there are more actions we can do. Should not do
2250 * many actions in a row, as that would be too unfair to other
2251 * players.
2558 */ 2252 */
2559int 2253bool
2560handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2561{ 2255{
2562 if (op->contr->hidden)
2563 {
2564 op->invisible = 1000;
2565 /* the socket code flashes the player visible/invisible
2566 * depending on the value of invisible, so we need to
2567 * alternate it here for it to work correctly.
2568 */
2569 if (pticks & 2)
2570 op->invisible--;
2571 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2574 op->invisible--;
2575 if (!op->invisible)
2576 {
2577 make_visible (op);
2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2579 }
2580 }
2581
2582 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2257 {
2584 flee_player (op); 2258 if (op->speed_left > 0.f)
2585 /* If player is still scared, that is his action for this tick */
2586 if (QUERY_FLAG (op, FLAG_SCARED))
2587 { 2259 {
2588 op->speed_left--; 2260 --op->speed_left;
2261 flee_player (op);
2262
2589 return 0; 2263 return true;
2590 } 2264 }
2591 } 2265 else
2592 2266 return false;
2593 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer.
2597 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2600 {
2601 op->contr->ranges[range_golem] = NULL;
2602 op->contr->golem_count = 0;
2603 } 2267 }
2604 2268
2605 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2271 * called, so we recheck it here.
2608 */ 2272 */
2609 HandleClient (&op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2610 if (op->speed_left < 0)
2611 return 0; 2274 return true;
2612 2275
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 {
2615 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--;
2617
2618 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff.
2621 */
2622 move_player (op, op->direction); 2277 return move_player (op, op->direction);
2623 if (op->speed_left > 0) 2278
2624 return 1;
2625 else
2626 return 0;
2627 }
2628 return 0; 2279 return false;
2629} 2280}
2630 2281
2631int 2282int
2632save_life (object *op) 2283save_life (object *op)
2633{ 2284{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2285 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2286 return 0;
2638 2287
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2288 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2290 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2291 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2292 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2293
2644 if (op->contr) 2294 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2295 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2296
2647 free_object (tmp); 2297 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2298 CLEAR_FLAG (op, FLAG_LIFESAVE);
2299
2649 if (op->stats.hp < 0) 2300 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2301 op->stats.hp = op->stats.maxhp;
2302
2651 if (op->stats.food < 0) 2303 if (op->stats.food < 0)
2652 op->stats.food = 999; 2304 op->stats.food = 999;
2653 fix_player (op); 2305
2306 op->update_stats ();
2654 return 1; 2307 return 1;
2655 } 2308 }
2309
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2310 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2312 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2313 return 0;
2660} 2314}
2665 * from. 2319 * from.
2666 */ 2320 */
2667void 2321void
2668remove_unpaid_objects (object *op, object *env) 2322remove_unpaid_objects (object *op, object *env)
2669{ 2323{
2670 object *next;
2671
2672 while (op) 2324 while (op)
2673 { 2325 {
2674 next = op->below; /* Make sure we have a good value, in case 2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2327
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2329 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2330 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2332
2333 op->insert_at (env);
2685 } 2334 }
2686 else if (op->inv) 2335 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2336 remove_unpaid_objects (op->inv, env);
2337
2688 op = next; 2338 op = next;
2689 } 2339 }
2690} 2340}
2691
2692 2341
2693/* 2342/*
2694 * Returns pointer a static string containing gravestone text 2343 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2344 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2345 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2356 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2357 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2359 else
2711 sprintf (buf, "%s\n", &op->name); 2360 sprintf (buf, "%s\n", &op->name);
2361
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2362 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2363 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2364 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2365 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2366 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2367 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2368
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2370 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2371 if (op->type == PLAYER)
2721 { 2372 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2373 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2374 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2375 strcat (buf2, buf);
2725 } 2376 }
2377
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2380 strcat (buf2, buf);
2381
2729 return buf2; 2382 return buf2;
2730} 2383}
2731
2732
2733 2384
2734void 2385void
2735do_some_living (object *op) 2386do_some_living (object *op)
2736{ 2387{
2737 int last_food = op->stats.food; 2388 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2394 int rate_grace = 2000;
2744 const int max_hp = 1; 2395 const int max_hp = 1;
2745 const int max_sp = 1; 2396 const int max_sp = 1;
2746 const int max_grace = 1; 2397 const int max_grace = 1;
2747 2398
2748 if (op->contr->outputs_sync) 2399 if (op->contr->hidden)
2749 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2400 {
2401 op->invisible = 1000;
2402 /* the socket code flashes the player visible/invisible
2403 * depending on the value of invisible, so we need to
2404 * alternate it here for it to work correctly.
2405 */
2406 if (pticks & 2)
2407 op->invisible--;
2408 }
2409 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2410 {
2411 if (!op->invisible--)
2412 {
2413 make_visible (op);
2414 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2415 }
2416 }
2754 2417
2755 if (op->contr->state == ST_PLAYING) 2418 if (op->contr->ns->state == ST_PLAYING)
2756 { 2419 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2420 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2421 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2422 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2423 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2424 else
2763 { 2425 {
2764 gen_hp = op->stats.maxhp; 2426 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2427 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2428 }
2429
2767 if (op->contr->gen_sp >= 0) 2430 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2431 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2432 else
2770 { 2433 {
2771 gen_sp = op->stats.maxsp; 2434 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2435 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2436 }
2437
2774 if (op->contr->gen_grace >= 0) 2438 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2440 else
2777 { 2441 {
2778 gen_grace = op->stats.maxgrace; 2442 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2444 }
2781 2445
2782 /* Regenerate Spell Points */ 2446 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2447 if (!op->contr->golem && --op->last_sp < 0)
2784 { 2448 {
2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2449 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2786 if (op->stats.sp < op->stats.maxsp) 2450 if (op->stats.sp < op->stats.maxsp)
2787 { 2451 {
2788 op->stats.sp++; 2452 op->stats.sp++;
2794 op->stats.food += op->contr->digestion; 2458 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2459 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2460 op->stats.food = last_food;
2797 } 2461 }
2798 } 2462 }
2463
2799 if (max_sp > 1) 2464 if (max_sp > 1)
2800 { 2465 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2466 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2467 if (over_sp > 0)
2803 { 2468 {
2804 if (op->stats.sp < op->stats.maxsp) 2469 if (op->stats.sp < op->stats.maxsp)
2805 { 2470 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2471 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2472
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2473 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2474 op->stats.sp--;
2475
2809 if (op->stats.sp > op->stats.maxsp) 2476 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2477 op->stats.sp = op->stats.maxsp;
2811 } 2478 }
2812 op->last_sp = 0; 2479 op->last_sp = 0;
2813 } 2480 }
2814 else 2481 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2483 }
2819 else 2484 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2486 }
2824 2487
2825 /* Regenerate Grace */ 2488 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2489 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2490 if (--op->last_grace < 0)
2828 { 2491 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2492 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2493 op->stats.grace++; /* no penalty in food for regaining grace */
2494
2831 if (max_grace > 1) 2495 if (max_grace > 1)
2832 { 2496 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2497 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2498 if (over_grace > 0)
2835 { 2499 {
2863 op->stats.food += op->contr->digestion; 2527 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2528 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2529 op->stats.food = last_food;
2866 } 2530 }
2867 } 2531 }
2532
2868 if (max_hp > 1) 2533 if (max_hp > 1)
2869 { 2534 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2536 if (over_hp > 0)
2872 { 2537 {
2885 } 2550 }
2886 2551
2887 /* Digestion */ 2552 /* Digestion */
2888 if (--op->last_eat < 0) 2553 if (--op->last_eat < 0)
2889 { 2554 {
2890#ifdef COZY_SERVER
2891 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2892 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2893#else
2894 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2555 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2895#endif
2896 2556
2897 if (op->contr->gen_hp > 0) 2557 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2558 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2559 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561
2901 /* dms do not consume food */ 2562 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2563 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2564 op->stats.food--;
2904 } 2565 }
2905 }
2906 2566
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2567 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2568 {
2909 object *tmp, *flesh = NULL; 2569 object *tmp, *flesh = 0;
2910 2570
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2571 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 { 2572 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2573 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2916 { 2574 {
2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2576 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2577 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2578 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2579 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2580 break;
2921 } 2581 }
2922 else if (tmp->type == FLESH) 2582 else if (tmp->type == FLESH)
2923 flesh = tmp; 2583 flesh = tmp;
2924 } /* End if paid for object */ 2584 } /* End if paid for object */
2925 } /* end of for loop */ 2585 } /* end of for loop */
2586
2926 /* If player is still starving, it means they don't have any food, so 2587 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2588 * eat flesh instead.
2928 */ 2589 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2591 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2592 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2593 manual_apply (op, flesh, 0);
2933 } 2594 }
2934 } /* end if player is starving */ 2595 }
2935 2596
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2597 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2598 op->stats.food++, op->stats.hp--;
2938 2599
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2600 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2601 kill_player (op);
2602 }
2941} 2603}
2942
2943
2944 2604
2945/* If the player should die (lack of hp, food, etc), we call this. 2605/* If the player should die (lack of hp, food, etc), we call this.
2946 * op is the player in jeopardy. If the player can not be saved (not 2606 * op is the player in jeopardy. If the player can not be saved (not
2947 * permadeath, no lifesave), this will take care of removing the player 2607 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2608 * file.
2952{ 2612{
2953 char buf[MAX_BUF]; 2613 char buf[MAX_BUF];
2954 int x, y; 2614 int x, y;
2955 2615
2956 //int i; 2616 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2617 maptile *map; /* this is for resurrection */
2958 2618
2959 /* int z; 2619 /* int z;
2960 int num_stats_lose; 2620 int num_stats_lose;
2961 int lost_a_stat; 2621 int lost_a_stat;
2962 int lose_this_stat; 2622 int lose_this_stat;
2977 { 2637 {
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2639 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2640
2981 /* restore player */ 2641 /* restore player */
2982 at = find_archetype ("poisoning"); 2642 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2643 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2644 {
2986 remove_ob (tmp); 2645 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2646 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2647 }
2990 2648
2991 at = find_archetype ("confusion"); 2649 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2650 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2651 {
2995 remove_ob (tmp); 2652 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2653 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2654 }
2999 2655
3000 cure_disease (op, 0); /* remove any disease */ 2656 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2657 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2658 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2659 op->stats.food = 999;
3004 2660
3005 /* create a bodypart-trophy to make the winner happy */ 2661 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (find_archetype ("finger")); 2662 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2663 {
3009 sprintf (buf, "%s's finger", &op->name); 2664 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2665 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2666 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2667 " the %s, when he was defeated at\n level %d by %s.\n",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2669 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2670 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2671 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2672 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2673 }
3020 2674
3021 /* teleport defeated player to new destination */ 2675 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2676 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2677 op->contr->braced = 0;
3028 2682
3029 command_kill_pets (op, 0); 2683 command_kill_pets (op, 0);
3030 2684
3031 if (op->stats.food < 0) 2685 if (op->stats.food < 0)
3032 { 2686 {
3033 if (op->contr->explore)
3034 {
3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3037 op->stats.food = 999;
3038 return;
3039 }
3040 sprintf (buf, "%s starved to death.", &op->name); 2687 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2688 strcpy (op->contr->killer, "starvation");
3042 } 2689 }
3043 else 2690 else
3044 {
3045 if (op->contr->explore)
3046 {
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3049 op->stats.hp = op->stats.maxhp;
3050 return;
3051 }
3052 sprintf (buf, "%s died.", &op->name); 2691 sprintf (buf, "%s died.", &op->name);
3053 } 2692
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2694
3056 /* save the map location for corpse, gravestone */ 2695 /* save the map location for corpse, gravestone */
3057 x = op->x; 2696 x = op->x;
3058 y = op->y; 2697 y = op->y;
3059 map = op->map; 2698 map = op->map;
3060 2699
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2700 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2701 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this. 2702 * See the config.h file for a little more in depth detail about this.
3067 */ 2703 */
3068 2704
3069 /* Basically two ways to go - remove a stat permanently, or just 2705 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2706 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2707 * of death.
3072 */ 2708 */
3073#ifndef COZY_SERVER 2709#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2710 if (settings.balanced_stat_loss)
3075 { 2711 {
3076 /* If stat loss is permanent, lose one stat only. */ 2712 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2713 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2714 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2715 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2716 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2717 little bit harder. */
3082 /* GD */ 2718 /* GD */
3083 if (settings.stat_loss_on_death) 2719 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2720 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2721 else
3089 { 2722 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2723 }
2724 else
3090 num_stats_lose = 1; 2725 num_stats_lose = 1;
3091 } 2726
3092 lost_a_stat = 0; 2727 lost_a_stat = 0;
3093 2728
3094 for (z = 0; z < num_stats_lose; z++) 2729 for (z = 0; z < num_stats_lose; z++)
3095 { 2730 {
3096 i = RANDOM () % NUM_STATS; 2731 i = RANDOM () % NUM_STATS;
3097 2732
3098 if (settings.stat_loss_on_death) 2733 if (settings.stat_loss_on_death)
2734 {
2735 /* Pick a random stat and take a point off it. Tell the player
2736 * what he lost.
2737 */
2738 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds (&(op->stats));
2740 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1;
2744 }
2745 else
2746 {
2747 /* deplete a stat */
2748 archetype *deparch = archetype::find ("depletion");
2749 object *dep;
2750
2751 dep = present_arch_in_ob (deparch, op);
2752 if (!dep)
3099 { 2753 {
3100 /* Pick a random stat and take a point off it. Tell the player 2754 dep = arch_to_object (deparch);
3101 * what he lost. 2755 insert_ob_in_ob (dep, op);
3102 */
3103 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1;
3109 } 2756 }
3110 else 2757 lose_this_stat = 1;
2758 if (settings.balanced_stat_loss)
3111 { 2759 {
3112 /* deplete a stat */ 2760 /* GD */
3113 archetype *deparch = find_archetype ("depletion"); 2761 /* Get the stat that we're about to deplete. */
3114 object *dep; 2762 this_stat = get_attr_value (&(dep->stats), i);
3115 2763 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2764 {
3119 dep = arch_to_object (deparch); 2765 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2766 int keep_chance = this_stat * this_stat;
3121 } 2767
3122 lose_this_stat = 1; 2768 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0) 2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2774 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2775 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2776 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2777 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2778 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2779 else
3164 if (this_stat >= -50)
3165 { 2780 {
3166 change_attr_value (&(dep->stats), i, -1); 2781 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 lost_a_stat = 1; 2782 lose_this_stat = 0;
2783 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2784 this_stat, keep_chance, loss_chance,
2785 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2786 }
3172 } 2787 }
3173 } 2788 }
2789
2790 if (lose_this_stat)
2791 {
2792 this_stat = get_attr_value (&(dep->stats), i);
2793 /* We could try to do something clever like find another
2794 * stat to reduce if this fails. But chances are, if
2795 * stats have been depleted to -50, all are pretty low
2796 * and should be roughly the same, so it shouldn't make a
2797 * difference.
2798 */
2799 if (this_stat >= -50)
2800 {
2801 change_attr_value (&(dep->stats), i, -1);
2802 SET_FLAG (dep, FLAG_APPLIED);
2803 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2804 op->update_stats ();
2805 lost_a_stat = 1;
2806 }
3174 } 2807 }
2808 }
2809 }
3175 /* If no stat lost, tell the player. */ 2810 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2811 if (!lost_a_stat)
3177 { 2812 {
3178 /* determine_god() seems to not work sometimes... why is this? 2813 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2814 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2815 const char *god = determine_god (op);
3181 2816
3182 if (god && (strcmp (god, "none"))) 2817 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2818 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2819 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2821 }
2822#else
2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2824#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2825
3190 /* Put a gravestone up where the character 'almost' died. List the 2826 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2827 * exp loss on the stone.
3192 */ 2828 */
3193 tmp = arch_to_object (find_archetype ("gravestone")); 2829 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2830 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2831 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2832 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2833 tmp->name_pl = buf;
3198 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2834 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3199 tmp->msg = buf; 2835 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2836 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2837 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2838
3203 /**************************************/ 2839 /**************************************/
3204 /* */ 2840 /* */
3205 /* Subtract the experience points, */ 2841 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2842 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2843 /* food, and reset HP's... */
3208 /* */ 2844 /* */
3209
3210 /**************************************/ 2845 /**************************************/
3211 2846
3212 /* remove any poisoning and confusion the character may be suffering. */ 2847 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2848 /* restore player */
3214 at = find_archetype ("poisoning"); 2849 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2850 tmp = present_arch_in_ob (at, op);
2851
3216 if (tmp) 2852 if (tmp)
3217 { 2853 {
3218 remove_ob (tmp); 2854 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2855 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2856 }
3222 2857
3223 at = find_archetype ("confusion"); 2858 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2859 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2860 if (tmp)
3226 { 2861 {
3227 remove_ob (tmp); 2862 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2863 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2864 }
2865
3231 cure_disease (op, 0); /* remove any disease */ 2866 cure_disease (op, 0); /* remove any disease */
3232 2867
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2868 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2869 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2870 if (op->stats.food < 100)
3236 op->stats.food = 900; 2871 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2872 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2873 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2874 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2875
3241 /* 2876 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2877 * Check to see if the player has any unpaid items. If so, remove them
3243 * the player has any unpaid items. If so, remove them and put them back 2878 * and put them back in the map.
3244 * in the map. 2879 */
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2880 remove_unpaid_objects (op->inv, op);
3249 2881
3250 /****************************************/ 2882 /****************************************/
3251 /* */ 2883 /* */
3252 /* Move player to his current respawn- */ 2884 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2885 /* position (usually last savebed) */
3254 /* */ 2886 /* */
3255
3256 /****************************************/ 2887 /****************************************/
3257 2888
3258 enter_player_savebed (op); 2889 enter_player_savebed (op);
3259 2890
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2891 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2892
3266 /* it is possible that the player has blown something up 2893 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2894 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2895 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2896 * on the space that might harm the player.
3270 */ 2897 */
3271 will_kill_again = 0; 2898 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2899 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2900 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2901 will_kill_again |= tmp->attacktype;
3276 } 2902
3277 if (will_kill_again) 2903 if (will_kill_again)
3278 { 2904 {
3279 object *force; 2905 object *force;
3280 int at; 2906 int at;
3281 2907
3282 force = get_archetype (FORCE_NAME); 2908 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2909 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2910 force->speed = 0.1f;
3285 force->speed_left = -5.0; 2911 force->speed_left = -5.f;
3286 SET_FLAG (force, FLAG_APPLIED); 2912 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2913 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2914 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2915 force->resist[at] = 100;
3291 } 2916
3292 insert_ob_in_ob (force, op); 2917 insert_ob_in_ob (force, op);
3293 fix_player (op); 2918 op->update_stats ();
3294 2919
3295 } 2920 }
3296 2921
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2922 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (find_archetype ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 2923}
3366
3367 2924
3368void 2925void
3369loot_object (object *op) 2926loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2927{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2928 object *tmp, *tmp2, *next;
3372 2929
3373 if (op->container) 2930 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2931
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2932 for (tmp = op->inv; tmp; tmp = next)
3379 { 2933 {
3380 next = tmp->below; 2934 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2935
2936 if (tmp->invisible)
3382 continue; 2937 continue;
3383 remove_ob (tmp); 2938
2939 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2940 tmp->x = op->x, tmp->y = op->y;
2941
3385 if (tmp->type == CONTAINER) 2942 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2943 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2944
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2945 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2946 {
3391 if (tmp->nrof > 1) 2947 if (tmp->nrof > 1)
3392 { 2948 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2950 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2951 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2952 }
3397 else 2953 else
3398 free_object (tmp); 2954 tmp->destroy ();
3399 } 2955 }
3400 else 2956 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2957 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2958 }
3403} 2959}
3405/* 2961/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2962 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2963 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2964 * was changed.
3409 */ 2965 */
3410
3411void 2966void
3412fix_weight (void) 2967fix_weight (void)
3413{ 2968{
3414 player *pl; 2969 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2970 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 2972
3420 if (old == sum) 2973 if (old == sum)
3421 continue; 2974 continue;
3422 fix_player (pl->ob); 2975 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2976 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 2977 }
3425} 2978}
3426 2979
3427void 2980void
3428fix_luck (void) 2981fix_luck (void)
3429{ 2982{
3430 player *pl; 2983 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 2984 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 2985 pl->ob->change_luck (0);
3435} 2986}
3436
3437 2987
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 2988/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 2989 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 2990 * just treat this as any other spell casting object.
3441 */ 2991 */
3442
3443void 2992void
3444cast_dust (object *op, object *throw_ob, int dir) 2993cast_dust (object *op, object *throw_ob, int dir)
3445{ 2994{
3446 object *skop, *spob; 2995 object *skop, *spob;
3447 2996
3468 if (op->type == PLAYER) 3017 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3018 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3019
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3020 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3021
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3022 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3023}
3477 3024
3478void 3025void
3479make_visible (object *op) 3026make_visible (object *op)
3480{ 3027{
3483 if (op->type == PLAYER) 3030 if (op->type == PLAYER)
3484 { 3031 {
3485 op->contr->tmp_invis = 0; 3032 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3033 op->contr->invis_race = 0;
3487 } 3034 }
3035
3488 update_object (op, UP_OBJ_FACE); 3036 update_object (op, UP_OBJ_CHANGE);
3489} 3037}
3490 3038
3491int 3039int
3492is_true_undead (object *op) 3040is_true_undead (object *op)
3493{ 3041{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3042 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3497 return 1; 3043 return 1;
3498 3044
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3045 return 0;
3505} 3046}
3506 3047
3507/* look at the surrounding terrain to determine 3048/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3049 * the hideability of this object. Positive levels
3550/* For Hidden creatures - a chance of becoming 'unhidden' 3091/* For Hidden creatures - a chance of becoming 'unhidden'
3551 * every time they move - as we subtract off 'invisibility' 3092 * every time they move - as we subtract off 'invisibility'
3552 * AND, for players, if they move into a ridiculously unhideable 3093 * AND, for players, if they move into a ridiculously unhideable
3553 * spot (surrounded by clear terrain in broad daylight). -b.t. 3094 * spot (surrounded by clear terrain in broad daylight). -b.t.
3554 */ 3095 */
3555
3556void 3096void
3557do_hidden_move (object *op) 3097do_hidden_move (object *op)
3558{ 3098{
3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3560 object *skop; 3100 object *skop;
3564 3104
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3105 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3106
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3107 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3108 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3109 if (!skop || num >= skop->level)
3571 { 3110 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3112 make_visible (op);
3574 return; 3113 return;
3575 } 3114 }
3576 else 3115 else
3577 num += 20; 3116 num += 20;
3578 } 3117
3579 num += op->map->difficulty; 3118 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3119 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3120 num -= hide;
3121
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3122 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3123 {
3584 make_visible (op); 3124 make_visible (op);
3585 if (op->type == PLAYER) 3125 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3126 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3127 }
3588 else if (op->type == PLAYER && skop) 3128 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3129 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3130}
3593 3131
3594/* determine if who is standing near a hostile creature. */ 3132/* determine if who is standing near a hostile creature. */
3595 3133
3596int 3134int
3597stand_near_hostile (object *who) 3135stand_near_hostile (object *who)
3598{ 3136{
3599 object *tmp = NULL; 3137 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3138 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3139 maptile *m;
3602 sint16 x, y; 3140 sint16 x, y;
3603 3141
3604 if (!who) 3142 if (!who)
3605 return 0; 3143 return 0;
3606 3144
3623 if (mflags & P_OUT_OF_MAP) 3161 if (mflags & P_OUT_OF_MAP)
3624 continue; 3162 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3163 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3164 continue;
3627 3165
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3166 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3167 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3168 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3169 return 1;
3632 else if (tmp->type == PLAYER) 3170 else if (tmp->type == PLAYER)
3633 { 3171 {
3663 if (pl->type != PLAYER) 3201 if (pl->type != PLAYER)
3664 { 3202 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3203 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3204 return -1;
3667 } 3205 }
3206
3668 if (!pl || !op) 3207 if (!pl || !op)
3669 return 0; 3208 return 0;
3670 3209
3671 if (op->head)
3672 {
3673 op = op->head; 3210 op = op->head_ ();
3674 } 3211
3675 get_rangevector (pl, op, &rv, 0x1); 3212 get_rangevector (pl, op, &rv, 0x1);
3676 3213
3677 /* starting with the 'head' part, lets loop 3214 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3215 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3216 * part that is in the los array but isnt on
3680 * a blocked los square. 3217 * a blocked los square.
3681 * we use the archetype to figure out offsets. 3218 * we use the archetype to figure out offsets.
3682 */ 3219 */
3683 while (op) 3220 while (op)
3684 { 3221 {
3685 dx = rv.distance_x + op->arch->clone.x; 3222 dx = rv.distance_x + op->arch->x;
3686 dy = rv.distance_y + op->arch->clone.y; 3223 dy = rv.distance_y + op->arch->y;
3687 3224
3688 /* only the viewable area the player sees is updated by LOS 3225 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3226 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3227 * for any meaningful values.
3691 */ 3228 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3229 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3230 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3231 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3232 return 1;
3696 op = op->more; 3233 op = op->more;
3697 } 3234 }
3698 return 0; 3235 return 0;
3699} 3236}
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3333 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3334 int i = 0, j = 0;
3798 3335
3799 /* get the appropriate treasurelist */ 3336 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3337 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3338 trlist = treasurelist::find ("dragon_ability_fire");
3802 else if (atnr == ATNR_COLD) 3339 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3340 trlist = treasurelist::find ("dragon_ability_cold");
3804 else if (atnr == ATNR_ELECTRICITY) 3341 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3342 trlist = treasurelist::find ("dragon_ability_elec");
3806 else if (atnr == ATNR_POISON) 3343 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3344 trlist = treasurelist::find ("dragon_ability_poison");
3808 3345
3809 if (trlist == NULL || who->type != PLAYER) 3346 if (trlist == NULL || who->type != PLAYER)
3810 return; 3347 return;
3811 3348
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3349 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3350
3814 if (tr == NULL || tr->item == NULL) 3351 if (!tr || !tr->item)
3815 { 3352 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3354 return;
3818 } 3355 }
3819 3356
3820 /* everything seems okay - now bring on the gift: */ 3357 /* everything seems okay - now bring on the gift: */
3821 item = &(tr->item->clone); 3358 item = tr->item;
3822 3359
3823 if (item->type == SPELL) 3360 if (item->type == SPELL)
3824 { 3361 {
3825 if (check_spell_known (who, item->name)) 3362 if (check_spell_known (who, item->name))
3826 return; 3363 return;
3885 { 3422 {
3886 /* forces in the treasurelist can alter the player's stats */ 3423 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3424 object *skin;
3888 3425
3889 /* first get the dragon skin force */ 3426 /* first get the dragon skin force */
3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3429 ;
3430
3891 if (skin == NULL) 3431 if (!skin)
3892 return; 3432 return;
3893 3433
3894 /* adding new spellpath attunements */ 3434 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3435 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3436 {
3941 * not readied. 3481 * not readied.
3942 */ 3482 */
3943void 3483void
3944player_unready_range_ob (player *pl, object *ob) 3484player_unready_range_ob (player *pl, object *ob)
3945{ 3485{
3946 rangetype i; 3486 if (pl->ob->current_weapon == ob)
3487 pl->ob->current_weapon = 0;
3947 3488
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3489 if (pl->combat_ob == ob)
3949 { 3490 pl->combat_ob = 0;
3491
3950 if (pl->ranges[i] == ob) 3492 if (pl->ranged_ob == ob)
3951 { 3493 pl->ranged_ob = 0;
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 3494}
3495
3496sint8
3497player::visibility_at (maptile *map, int x, int y) const
3498{
3499 if (!ns)
3500 return 0;
3501
3502 int dx, dy;
3503 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3504 return 0;
3505
3506 x += dx - ns->current_x + ns->mapx / 2;
3507 y += dy - ns->current_y + ns->mapy / 2;
3508
3509 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3510 return 0;
3511
3512 return 100 - blocked_los [x][y];
3513}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines