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Comparing deliantra/server/server/player.C (file contents):
Revision 1.25 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.152 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@schmorp.de> 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 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 149}
310 150
311/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
312static void 152static void
313set_first_map (object *op) 153set_first_map (object *op)
314{ 154{
315 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
316 op->x = -1; 156 op->x = -1;
317 op->y = -1; 157 op->y = -1;
318 enter_exit (op, NULL);
319} 158}
320 159
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
321/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
323 * mode. 380 * mode.
324 */ 381 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 382player *
383player::create ()
384{
385 player *pl = new player;
330 386
331 p = get_player (NULL); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 388
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 389 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 390 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 391 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 392
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 393 set_first_map (pl->ob);
343 394
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 395 return pl;
351} 396}
352 397
353/* 398/*
354 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
356 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
357 */ 402 */
358archetype * 403archetype *
359get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
360{ 405{
361 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
362 407
363 for (;;) 408 for (;;)
364 { 409 {
365 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
366 at = first_archetype; 411 i = archetypes.begin ();
367 else 412 else if (*i == at)
368 at = at->next; 413 cleanup ("not a single player archetype found");
414
369 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
370 return at; 416 return *i;
371 if (at == start)
372 {
373 LOG (llevError, "No Player archetypes\n");
374 exit (-1);
375 }
376 } 417 }
377} 418}
378
379 419
380object * 420object *
381get_nearest_player (object *mon) 421get_nearest_player (object *mon)
382{ 422{
383 object *op = NULL; 423 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 424 objectlink *ol;
386 unsigned lastdist; 425 unsigned lastdist;
387 rv_vector rv; 426 rv_vector rv;
388 427
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 429 {
391 /* 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
392 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 437 object *tmp = ol->ob;
399 438
400 /* 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
401 * itself will have been cleared. 440 * itself will have been cleared.
402 */ 441 */
403 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 ());
404 ol = ol->next; 444 ol = ol->next;
405 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
406 if (!ol) 446 if (!ol)
407 return op; 447 return op;
408 } 448 }
421 { 461 {
422 op = ol->ob; 462 op = ol->ob;
423 lastdist = rv.distance; 463 lastdist = rv.distance;
424 } 464 }
425 } 465 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 466
427 { 467 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
432 { 470 {
433 op = pl->ob; 471 op = pl->ob;
434 lastdist = rv.distance; 472 lastdist = rv.distance;
435 } 473 }
436 } 474
437 }
438#if 0 475#if 0
439 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)");
440#endif 477#endif
441 return op; 478 return op;
442} 479}
460 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 498 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 499 * is probably not a good thing.
463 */ 500 */
464#define MAX_SPACES 50 501#define MAX_SPACES 50
465
466 502
467/* 503/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 505 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 506 * player and if path is blocked then see if blockage is close enough to player that
501 x = mon->x; 537 x = mon->x;
502 y = mon->y; 538 y = mon->y;
503 m = mon->map; 539 m = mon->map;
504 dir = rv.direction; 540 dir = rv.direction;
505 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 */
506 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
507 /* 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. */
508 if (diff > max) 545 if (diff > max)
509 return 0; 546 return 0;
547
510 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
511 { 549 {
512 lastx = x; 550 lastx = x;
513 lasty = y; 551 lasty = y;
514 lastmap = m; 552 lastmap = m;
596 max--; 634 max--;
597 lastdir = dir; 635 lastdir = dir;
598 if (!firstdir) 636 if (!firstdir)
599 firstdir = dir; 637 firstdir = dir;
600 } 638 }
639
601 if (diff <= 1) 640 if (diff <= 1)
602 { 641 {
603 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 643 * headed toward player for entire distance.
605 */ 644 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 647 }
648
609 if (diff > max) 649 if (diff > max)
610 return 0; 650 return 0;
611 } 651 }
652
612 /* 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 */
613 if (!max) 654 if (!max)
614 return 0; 655 return 0;
615 656
616 return firstdir; 657 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 684 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 685 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 686 op->type == SHIELD || op->type == GLOVES ||
646 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))
647 { 688 {
648 remove_ob (op); 689 op->destroy ();
649 free_object (op);
650 continue; 690 continue;
651 } 691 }
652 } 692 }
653 693
654 /* This really needs to be better - we should really give 694 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 705 if (tmp->type == op->type && tmp->name == op->name)
666 break; 706 break;
667 707
668 if (tmp) 708 if (tmp)
669 { 709 {
670 remove_ob (op); 710 op->destroy ();
671 free_object (op);
672 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);
673 continue; 712 continue;
674 } 713 }
714
675 if (op->nrof > 1) 715 if (op->nrof > 1)
676 op->nrof = 1; 716 op->nrof = 1;
677 } 717 }
678 718
679 if (op->type == SPELLBOOK && op->inv) 719 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 731 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 732 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 733 }
694 if (op->type == SPELL) 734 if (op->type == SPELL)
695 { 735 {
696 remove_ob (op); 736 op->destroy ();
697 free_object (op);
698 continue; 737 continue;
699 } 738 }
700 else if (op->type == SKILL) 739 else if (op->type == SKILL)
701 { 740 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 741 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
712 link_player_skills (pl); 751 link_player_skills (pl);
713} 752}
714 753
715void 754void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
800{ 756{
801 if (party == NULL) 757 if (party == NULL)
802 { 758 {
803 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);
804 return; 760 return;
805 } 761 }
762
806 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
809 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:");
810} 767}
811
812 768
813/* 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. */
814int 770static int
815roll_stat (void) 771roll_stat (void)
816{ 772{
817 int a[4], i, j, k; 773 int a[4], i, j, k;
818 774
819 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
821 777
822 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 779 if (a[i] < k)
824 k = a[i], j = i; 780 k = a[i], j = i;
825 781
826 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 783 if (i != j)
829 k += a[i]; 784 k += a[i];
830 } 785
831 return k; 786 return k;
832} 787}
833 788
834void 789void
835roll_stats (object *op) 790object::roll_stats ()
836{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
837 int sum = 0; 796 int sum = 0;
838 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
840 799
841 do 800 if (sum >= 82 && sum <= 116)
801 break;
842 { 802 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 803
854 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 806
863 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
864 do 808 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 809
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 810 stats.exp = 0;
899 op->stats.ac = 0; 811 stats.ac = 0;
900 812
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 813 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
910} 825}
911 826
912void 827void
913Roll_Again (object *op) 828object::swap_stats (int a, int b)
914{ 829{
915 esrv_new_player (op->contr, 0); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 831
920void 832 for (int i = 0; i < NUM_STATS; ++i)
921Swap_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)
922{ 859{
923 signed char tmp;
924 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
925 861
926 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 866}
1041 867
1042/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1046 * not the class. 872 * not the class.
1047 */ 873 */
1048 874void
1049int 875player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 876{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 879
880 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
883
1068 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1070 886
1071 op->contr->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1072 888
1073 if (op->msg) 889 if (ob->msg)
1074 op->msg = NULL; 890 ob->msg = 0;
1075 891
1076 /* 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
1077 * to save here. 893 * to save here.
1078 */ 894 */
895 {
896 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1081 900
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 901 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 904 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1090 fix_player (op); 906 ob->update_stats ();
1091 907
1092 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1093 * is one for this race 909 * is one for this race
1094 */ 910 */
1095 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1096 { 912 {
1097 object *tmp; 913 object *tmp;
1098 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1099 915
1100 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);
1101 tmp = get_object (); 917 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1105 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;
1106 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1107 * default initial map */ 923 * default initial map */
1108 free_object (tmp); 924 tmp->destroy ();
1109 } 925 }
1110 else 926 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 928}
1114 return 0;
1115 }
1116 929
930void
931player::chargen_race_next ()
932{
1117 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1119 */ 935 */
1120 936
1121 tmp_loop = 0; 937 do
1122 while (!tmp_loop)
1123 { 938 {
1124 shstr name = op->name; 939 shstr name = ob->name;
1125 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1126 941
1127 remove_statbonus (op); 942 ob->remove_statbonus ();
1128 remove_ob (op); 943 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 945 ob->arch->copy_to (ob);
1131 op->instantiate (); 946 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1134 op->x = x; 949 ob->x = x;
1135 op->y = y; 950 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
1139 add_statbonus (op); 954 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 955 }
956 while (!allowed_class (ob));
1142 957
1143 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 960 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 963 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 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 int stop = 0; 1028 int stop = 0;
1270 int j, k, wvratio; 1029 int wvratio;
1271 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1272 1031
1273 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1275 return 1; 1034 return 1;
1276 1035
1344 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1106 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1111 }
1112
1381 /* philosophy: 1113 /* philosophy:
1382 * 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
1383 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1385 * 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
1386 * example. 1118 * example.
1387 * 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
1388 * 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
1389 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1423 /* question: don't pick up known-poisonous stuff? */ 1155 /* question: don't pick up known-poisonous stuff? */
1424 if (op->contr->mode & PU_FOOD) 1156 if (op->contr->mode & PU_FOOD)
1425 if (tmp->type == FOOD) 1157 if (tmp->type == FOOD)
1426 { 1158 {
1427 pick_up (op, tmp); 1159 pick_up (op, tmp);
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue; 1160 continue;
1431 } 1161 }
1162
1432 if (op->contr->mode & PU_DRINK) 1163 if (op->contr->mode & PU_DRINK)
1433 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)))
1434 { 1165 {
1435 pick_up (op, tmp); 1166 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue; 1167 continue;
1439 } 1168 }
1440 1169
1441 if (op->contr->mode & PU_POTION) 1170 if (op->contr->mode & PU_POTION)
1442 if (tmp->type == POTION) 1171 if (tmp->type == POTION)
1443 { 1172 {
1444 pick_up (op, tmp); 1173 pick_up (op, tmp);
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue; 1174 continue;
1448 } 1175 }
1449 1176
1450 /* spellbooks, skillscrolls and normal books/scrolls */ 1177 /* spellbooks, skillscrolls and normal books/scrolls */
1451 if (op->contr->mode & PU_SPELLBOOK) 1178 if (op->contr->mode & PU_SPELLBOOK)
1452 if (tmp->type == SPELLBOOK) 1179 if (tmp->type == SPELLBOOK)
1453 { 1180 {
1454 pick_up (op, tmp); 1181 pick_up (op, tmp);
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue; 1182 continue;
1458 } 1183 }
1184
1459 if (op->contr->mode & PU_SKILLSCROLL) 1185 if (op->contr->mode & PU_SKILLSCROLL)
1460 if (tmp->type == SKILLSCROLL) 1186 if (tmp->type == SKILLSCROLL)
1461 { 1187 {
1462 pick_up (op, tmp); 1188 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue; 1189 continue;
1466 } 1190 }
1191
1467 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1468 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1469 { 1194 {
1470 pick_up (op, tmp); 1195 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue; 1196 continue;
1474 } 1197 }
1475 1198
1476 /* wands/staves/rods/horns */ 1199 /* wands/staves/rods/horns */
1477 if (op->contr->mode & PU_MAGIC_DEVICE) 1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1479 { 1202 {
1480 pick_up (op, tmp); 1203 pick_up (op, tmp);
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue; 1204 continue;
1484 } 1205 }
1485 1206
1486 /* pick up all magical items */ 1207 /* pick up all magical items */
1487 if (op->contr->mode & PU_MAGICAL) 1208 if (op->contr->mode & PU_MAGICAL)
1488 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))
1489 { 1210 {
1490 pick_up (op, tmp); 1211 pick_up (op, tmp);
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue; 1212 continue;
1494 } 1213 }
1495 1214
1496 if (op->contr->mode & PU_VALUABLES) 1215 if (op->contr->mode & PU_VALUABLES)
1497 { 1216 {
1498 if (tmp->type == MONEY || tmp->type == GEM) 1217 if (tmp->type == MONEY || tmp->type == GEM)
1499 { 1218 {
1500 pick_up (op, tmp); 1219 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue; 1220 continue;
1504 } 1221 }
1505 } 1222 }
1506 1223
1507 /* rings & amulets - talismans seems to be typed AMULET */ 1224 /* rings & amulets - talismans seems to be typed AMULET */
1508 if (op->contr->mode & PU_JEWELS) 1225 if (op->contr->mode & PU_JEWELS)
1509 if (tmp->type == RING || tmp->type == AMULET) 1226 if (tmp->type == RING || tmp->type == AMULET)
1510 { 1227 {
1511 pick_up (op, tmp); 1228 pick_up (op, tmp);
1229 continue;
1512 if (0) 1230 }
1513 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);
1514 continue; 1237 continue;
1515 } 1238 }
1516 1239
1517 /* bows and arrows. Bows are good for selling! */ 1240 /* bows and arrows. Bows are good for selling! */
1518 if (op->contr->mode & PU_BOW) 1241 if (op->contr->mode & PU_BOW)
1519 if (tmp->type == BOW) 1242 if (tmp->type == BOW)
1520 { 1243 {
1521 pick_up (op, tmp); 1244 pick_up (op, tmp);
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue; 1245 continue;
1525 } 1246 }
1247
1526 if (op->contr->mode & PU_ARROW) 1248 if (op->contr->mode & PU_ARROW)
1527 if (tmp->type == ARROW) 1249 if (tmp->type == ARROW)
1528 { 1250 {
1529 pick_up (op, tmp); 1251 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue; 1252 continue;
1533 } 1253 }
1534 1254
1535 /* all kinds of armor etc. */ 1255 /* all kinds of armor etc. */
1536 if (op->contr->mode & PU_ARMOUR) 1256 if (op->contr->mode & PU_ARMOUR)
1537 if (tmp->type == ARMOUR) 1257 if (tmp->type == ARMOUR)
1538 { 1258 {
1539 pick_up (op, tmp); 1259 pick_up (op, tmp);
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue; 1260 continue;
1543 } 1261 }
1262
1544 if (op->contr->mode & PU_HELMET) 1263 if (op->contr->mode & PU_HELMET)
1545 if (tmp->type == HELMET) 1264 if (tmp->type == HELMET)
1546 { 1265 {
1547 pick_up (op, tmp); 1266 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue; 1267 continue;
1551 } 1268 }
1269
1552 if (op->contr->mode & PU_SHIELD) 1270 if (op->contr->mode & PU_SHIELD)
1553 if (tmp->type == SHIELD) 1271 if (tmp->type == SHIELD)
1554 { 1272 {
1555 pick_up (op, tmp); 1273 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue; 1274 continue;
1559 } 1275 }
1276
1560 if (op->contr->mode & PU_BOOTS) 1277 if (op->contr->mode & PU_BOOTS)
1561 if (tmp->type == BOOTS) 1278 if (tmp->type == BOOTS)
1562 { 1279 {
1563 pick_up (op, tmp); 1280 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue; 1281 continue;
1567 } 1282 }
1283
1568 if (op->contr->mode & PU_GLOVES) 1284 if (op->contr->mode & PU_GLOVES)
1569 if (tmp->type == GLOVES) 1285 if (tmp->type == GLOVES)
1570 { 1286 {
1571 pick_up (op, tmp); 1287 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue; 1288 continue;
1575 } 1289 }
1290
1576 if (op->contr->mode & PU_CLOAK) 1291 if (op->contr->mode & PU_CLOAK)
1577 if (tmp->type == CLOAK) 1292 if (tmp->type == CLOAK)
1578 { 1293 {
1579 pick_up (op, tmp); 1294 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1295 continue;
1583 } 1296 }
1584 1297
1585 /* hoping to catch throwing daggers here */ 1298 /* hoping to catch throwing daggers here */
1586 if (op->contr->mode & PU_MISSILEWEAPON) 1299 if (op->contr->mode & PU_MISSILEWEAPON)
1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1588 { 1301 {
1589 pick_up (op, tmp); 1302 pick_up (op, tmp);
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue; 1303 continue;
1593 } 1304 }
1594 1305
1595 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1596 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1597 { 1308 {
1598 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1599 { 1310 {
1600 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 &&
1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1602 { 1313 {
1603 pick_up (op, tmp); 1314 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue; 1315 continue;
1607 } 1316 }
1608 } 1317 }
1318
1609 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1610 { 1320 {
1611 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)
1612 { 1322 {
1613 pick_up (op, tmp); 1323 pick_up (op, tmp);
1614 if (0)
1615 fprintf (stderr, "WEAPON\n");
1616 continue; 1324 continue;
1617 } 1325 }
1618 } 1326 }
1619 } 1327 }
1620 1328
1621 /* misc stuff that's useful */ 1329 /* misc stuff that's useful */
1622 if (op->contr->mode & PU_KEY) 1330 if (op->contr->mode & PU_KEY)
1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1624 { 1332 {
1625 pick_up (op, tmp); 1333 pick_up (op, tmp);
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue; 1334 continue;
1629 } 1335 }
1630 1336
1631 /* 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
1632 * pickups */ 1338 * pickups */
1645 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1646 { 1352 {
1647 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1648 } 1354 }
1649 else 1355 else
1650 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1651 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1652 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))));
1653#endif 1359#endif
1654 continue; 1360 continue;
1655 } 1361 }
1656 } 1362 }
1657 } /* the new pickup model */ 1363 } /* the new pickup model */
1658 } 1364 }
1365
1659 return !stop; 1366 return !stop;
1660} 1367}
1661 1368
1662/* 1369/*
1663 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1665 * found object is returned. 1372 * found object is returned.
1666 */ 1373 */
1667object * 1374object *
1668find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1669{ 1376{
1670 object *tmp = NULL; 1377 object *tmp = 0;
1671 1378
1672 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1673 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))
1674 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1675 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1676 return op; 1383 return op;
1384
1677 return tmp; 1385 return tmp;
1678} 1386}
1679 1387
1680/* 1388/*
1681 * 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
1682 * 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
1683 * 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
1684 * 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.
1685 */ 1393 */
1686
1687object * 1394object *
1688find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1689{ 1396{
1690 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1691 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1724 else 1431 else
1725 { 1432 {
1726 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1727 { 1434 {
1728 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1729 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1730 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)
1731 { 1438 {
1732 tmp = arrow; 1439 tmp = arrow;
1733 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;
1734 } 1441 }
1735 } 1442 }
1736 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1737 { 1444 {
1738 tmp = arrow; 1445 tmp = arrow;
1757 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1758 * op = the shooter 1465 * op = the shooter
1759 * type = bow->race 1466 * type = bow->race
1760 * dir = fire direction 1467 * dir = fire direction
1761 */ 1468 */
1762
1763object * 1469object *
1764pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1765{ 1471{
1766 object *tmp = NULL; 1472 object *tmp = NULL;
1767 maptile *m; 1473 maptile *m;
1832 */ 1538 */
1833int 1539int
1834fire_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)
1835{ 1541{
1836 object *left, *bow; 1542 object *left, *bow;
1837 int bowspeed, mflags; 1543 int mflags;
1838 maptile *m; 1544 maptile *m;
1839 1545
1840 if (!dir) 1546 if (!dir)
1841 { 1547 {
1842 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!");
1843 return 0; 1549 return 0;
1844 } 1550 }
1845 if (op->type == PLAYER) 1551
1846 bow = op->contr->ranges[range_bow]; 1552 if (op->contr)
1553 bow = op->current_weapon;
1847 else 1554 else
1848 { 1555 {
1849 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1850 /* 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
1851 * 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.
1856 if (!bow) 1563 if (!bow)
1857 { 1564 {
1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1859 return 0; 1566 return 0;
1860 } 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
1861 } 1576 }
1577
1862 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1863 { 1579 {
1864 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);
1865 return 0; 1581 return 0;
1866 } 1582 }
1867
1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1869
1870 /* penalize ROF for bestarrow */
1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1872 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1873 if (bowspeed < 1)
1874 bowspeed = 1;
1875 1583
1876 if (arrow == NULL) 1584 if (arrow == NULL)
1877 { 1585 {
1878 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1879 { 1587 {
1880 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1881 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);
1882 /* 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 */
1883 else 1591 else
1884 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1885 return 0; 1594 return 0;
1886 } 1595 }
1887 } 1596 }
1597
1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1889 if (mflags & P_OUT_OF_MAP) 1599 if (mflags & P_OUT_OF_MAP)
1890 {
1891 return 0; 1600 return 0;
1892 } 1601
1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 { 1603 {
1895 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.");
1896 return 0; 1605 return 0;
1897 } 1606 }
1898 1607
1899 /* this should not happen, but sometimes does */ 1608 /* this should not happen, but sometimes does */
1900 if (arrow->nrof == 0) 1609 if (arrow->nrof == 0)
1901 { 1610 {
1902 remove_ob (arrow); 1611 arrow->destroy ();
1903 free_object (arrow);
1904 return 0; 1612 return 0;
1905 } 1613 }
1906 1614
1907 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1908 arrow = get_split_ob (arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1909 if (arrow == NULL) 1617 if (!arrow)
1910 { 1618 {
1911 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);
1912 return 0; 1620 return 0;
1913 } 1621 }
1914 set_owner (arrow, op); 1622
1623 arrow->set_owner (op);
1915 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1916
1917 arrow->direction = dir; 1625 arrow->direction = dir;
1918 arrow->x = sx; 1626
1919 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;
1920 1659
1921 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1922 { 1661 {
1923 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1924 fix_player (op);
1925 }
1926
1927 SET_ANIMATION (arrow, arrow->direction);
1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1929 arrow->stats.hp = arrow->stats.dam;
1930 arrow->stats.grace = arrow->attacktype;
1931 if (arrow->slaying != NULL)
1932 arrow->spellarg = strdup_local (arrow->slaying);
1933
1934 /* Note that this was different for monsters - they got their level
1935 * added to the damage. I think the strength bonus is more proper.
1936 */
1937
1938 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1939
1940 /* update the speed */
1941 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1942 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1943
1944 if (arrow->speed < 1.0)
1945 arrow->speed = 1.0;
1946 update_ob_speed (arrow);
1947 arrow->speed_left = 0;
1948
1949 if (op->type == PLAYER)
1950 {
1951 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1952 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1953 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1954
1955 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1956 } 1669 }
1957 else 1670 else
1958 { 1671 {
1959 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1960 arrow->level = op->level; 1672 arrow->level = op->level;
1961 } 1673 arrow->stats.wc -= bow->magic;
1962 1674
1963 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1964 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1965 1680
1966 if (bow->slaying != NULL) 1681 wc -= arrow->level;
1967 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1968 1683
1969 arrow->map = m; 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1970 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1972 1687
1973 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);
1974 insert_ob_in_map (arrow, m, op, 0); 1689 m->insert (arrow, sx, sy, op);
1975 1690
1976 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1977 move_arrow (arrow); 1692 move_arrow (arrow);
1978 1693
1979 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1999{ 1714{
2000 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
2001 1716
2002 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
2003 { 1718 {
2004 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);
2005 } 1720 }
2006 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)
2007 { 1722 {
2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2009 wcmod = -1; 1724 wcmod = -1;
1725
2010 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);
2011 } 1727 }
2012 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
2013 { 1729 {
2014 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);
2018 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
2019 { 1735 {
2020 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);
2021 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);
2022 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);
2023
2024 } 1739 }
2025 else 1740 else
2026 { 1741 {
2027 /* Simple case */ 1742 /* Simple case */
2028 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);
2029 } 1744 }
1745
2030 return ret; 1746 return ret;
2031} 1747}
2032
2033 1748
2034/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
2035 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
2036 */ 1751 */
2037void 1752void
2038fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
2039{ 1754{
2040 object *item; 1755 object *item = op->contr->ranged_ob;
2041 1756
2042 if (!op->contr->ranges[range_misc]) 1757 if (!item)
2043 { 1758 {
2044 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.");
2045 return; 1760 return;
2046 } 1761 }
2047 1762
2048 item = op->contr->ranges[range_misc];
2049 if (!item->inv) 1763 if (!item->inv)
2050 { 1764 {
2051 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2052 return; 1766 return;
2053 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2054 if (item->type == WAND) 1772 if (item->type == WAND)
2055 { 1773 {
2056 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2057 { 1775 {
2058 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2059 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
2060 return; 1779 return;
2061 } 1780 }
2062 } 1781 }
2063 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2064 { 1783 {
2065 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))
2066 { 1785 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1787
2068 if (item->type == ROD) 1788 if (item->type == ROD)
2069 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2070 else 1790 else
2071 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
2072 return; 1793 return;
2073 } 1794 }
2074 } 1795 }
2075 1796
2076 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2083 object *tmp; 1804 object *tmp;
2084 1805
2085 if (item->arch) 1806 if (item->arch)
2086 { 1807 {
2087 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2088 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2089 item->speed = 0; 1810 item->set_speed (0);
2090 update_ob_speed (item);
2091 } 1811 }
1812
2092 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2093 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2094 } 1815 }
2095 } 1816 }
2096 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2097 {
2098 drain_rod_charge (item); 1818 drain_rod_charge (item);
2099 }
2100 } 1819 }
2101} 1820}
2102 1821
2103/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2104 */ 1823 */
2105void 1824bool
2106fire (object *op, int dir) 1825fire (object *op, int dir)
2107{ 1826{
2108 int spellcost = 0; 1827 int spellcost = 0;
2109 1828
2110 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2111 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2112 make_visible (op); 1831 make_visible (op);
2113 1832
2114 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;
2115 { 1839 }
2116 case range_none:
2117 return;
2118 1840
2119 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:
2120 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2121 return; 1858 break;
2122 1859
2123 case range_magic: /* Casting spells */ 1860 case SPELL:
2124 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);
2125 return; 1862 break;
2126 1863
2127 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:
2128 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2129 return; 1874 break;
2130
2131 case range_golem: /* Control summoned monsters from scrolls */
2132 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2133 {
2134 op->contr->ranges[range_golem] = NULL;
2135 op->contr->shoottype = range_none;
2136 op->contr->golem_count = 0;
2137 }
2138 else
2139 control_golem (op->contr->ranges[range_golem], dir);
2140 return;
2141
2142 case range_skill:
2143 if (!op->chosen_skill)
2144 {
2145 if (op->type == PLAYER)
2146 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2147 return;
2148 }
2149 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2150 return;
2151 case range_builder:
2152 apply_map_builder (op, dir);
2153 return;
2154 default:
2155 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2156 return;
2157 } 1875 }
2158}
2159 1876
2160 1877 return true;
1878}
2161 1879
2162/* find_key 1880/* find_key
2163 * 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
2164 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
2165 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2167 * pl is the player, 1885 * pl is the player,
2168 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2169 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2170 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2171 */ 1889 */
2172
2173object * 1890object *
2174find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2175{ 1892{
2176 object *tmp, *key; 1893 object *tmp, *key;
2177 1894
2178 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2179 if (container->inv == NULL) 1896 if (!container->inv)
2180 return NULL; 1897 return 0;
2181 1898
2182 /* 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 */
2183 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2184 { 1901 {
2185 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2186 break; 1903 break;
2187 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2188 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2189 */ 1906 */
2190 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2191 break; 1908 break;
2192 } 1909 }
1910
2193 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2194 /* 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.
2195 * 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
2196 * a key, return 1914 * a key, return
2197 */ 1915 */
2198 if (!tmp) 1916 if (!tmp)
2199 { 1917 {
2200 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2201 { 1919 {
2202 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2203 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2204 { 1922 {
2205 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2206 return key; 1924 return key;
2207 } 1925 }
2208 } 1926 }
1927
2209 if (!tmp) 1928 if (!tmp)
2210 return NULL; 1929 return NULL;
2211 } 1930 }
1931
2212 /* 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,
2213 * see if we actually want to use it 1933 * see if we actually want to use it
2214 */ 1934 */
2215 if (pl != container) 1935 if (pl != container)
2216 { 1936 {
2237 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2238 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2239 return NULL; 1959 return NULL;
2240 } 1960 }
2241 } 1961 }
1962
2242 return tmp; 1963 return tmp;
2243} 1964}
2244 1965
2245/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2246 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2248 * 0 otherwise 1969 * 0 otherwise
2249 */ 1970 */
2250static int 1971static int
2251player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2252{ 1973{
2253
2254 /* 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,
2255 * 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 -
2256 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2257 */ 1977 */
2258 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2259 1979
2260 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2261 if (key) 1981 if (key)
2262 { 1982 {
2263 object *container = key->env; 1983 object *container = key->env;
2264 1984
2265 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
2266 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
2267 make_visible (op); 1988 make_visible (op);
1989
2268 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2269 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1992
2270 if (door->type == DOOR) 1993 if (door->type == DOOR)
2271 {
2272 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 */
2273 }
2274 else if (door->type == LOCKED_DOOR) 1995 else if (door->type == LOCKED_DOOR)
2275 { 1996 {
2276 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));
2277 remove_door2 (door); /* remove door without violence ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
2278 } 1999 }
2000
2279 /* Do this after we print the message */ 2001 /* Do this after we print the message */
2280 decrease_ob (key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
2281 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
2282 if (container != op) 2004 if (container != op)
2283 esrv_update_item (UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
2284 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2285 } 2008 }
2286 else if (door->type == LOCKED_DOOR) 2009 else if (door->type == LOCKED_DOOR)
2287 { 2010 {
2288 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
2289 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2290 return 1; 2013 return 1;
2291 } 2014 }
2015
2292 return 0; 2016 return 0;
2293} 2017}
2294 2018
2295/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2296 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2297 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2298 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2299 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2300 */ 2024 */
2301 2025bool
2302void
2303move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2304{ 2027{
2305 object *tmp, *mon;
2306 sint16 nx, ny;
2307 int on_battleground; 2028 int on_battleground;
2308 maptile *m;
2309 2029
2310 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2311 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2312 2032
2313 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 }
2314 2043
2315 /* 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
2316 * 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
2317 * 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
2318 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2319 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2320 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2321 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2322 * move_ob uses. 2051 * move_ob uses.
2323 */ 2052 */
2324 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);
2325 {
2326 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2327 {
2328 m = get_map_from_coord (op->map, &nx, &ny);
2329 if (!m)
2330 return; /* Don't think this should happen */
2331 }
2332 else
2333 m = op->map;
2334 2054
2335 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2336 {
2337 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2338 return;
2339 }
2340
2341 mon = NULL;
2342 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2343 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2344 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2345 * on the space 2058 * on the space
2346 */ 2059 */
2347 while (tmp != NULL) 2060 object *mon;
2348 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2349 if (tmp == op) 2062 {
2350 { 2063 if ((mon->flag [FLAG_ALIVE]
2351 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2352 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2353 }
2354 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355 {
2356 mon = tmp; 2066 && mon != op)
2357 break; 2067 break;
2358 } 2068 }
2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360 mon = tmp;
2361 tmp = tmp->above;
2362 }
2363 2069
2364 if (mon == NULL) /* This happens anytime the player tries to move */ 2070 if (!mon) /* This happens anytime the player tries to move */
2365 return; /* into a wall */ 2071 return false; /* into a wall */
2366 2072
2367 if (mon->head != NULL)
2368 mon = mon->head; 2073 mon = mon->head_ ();
2369 2074
2370 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)
2371 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2372 return; 2080 return true;
2081 }
2373 2082
2374 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2375 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2376 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2377 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2378 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2379 * and thus will not push them. 2088 * and thus will not push them.
2380 */ 2089 */
2381 2090
2382 /* 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
2383 * peaceful. Our assumption is the creature is a pet if the 2092 * peaceful. Our assumption is the creature is a pet if the
2384 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2385 */ 2094 */
2386 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2387#if COZY_SERVER 2096 && ((mon->owner && mon->owner->contr
2388 &&
2389 ((get_owner (mon) && get_owner (mon)->contr
2390 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2391#else 2098 || mon->owner == op)
2392 && get_owner (mon) == op
2393#endif
2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 { 2100 {
2396 /* 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 */
2397 if (op->contr->braced) 2102 if (op->contr->braced)
2398 return; 2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108
2399 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);
2400 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2401 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2402 make_visible (op); 2113 make_visible (op);
2114
2403 return; 2115 return true;
2404 } 2116 }
2117 else
2118 return false;
2119 }
2405 2120
2406 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2407 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2408 * 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
2409 * attack them either. 2124 * attack them either.
2410 */ 2125 */
2411 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2412 (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))
2413#ifdef PROHIBIT_PLAYERKILL 2128 && ((op->contr->peaceful
2414 (op->contr->peaceful 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2415 || (mon->type == PLAYER 2130 && !on_battleground))
2416 && mon->contr-> 2131 {
2417 peaceful)) && 2132 if (op->speed_left > 0.f)
2418#else
2419 op->contr->peaceful &&
2420#endif
2421 !on_battleground))
2422 { 2133 {
2134 --op->speed_left;
2135
2423 if (!op->contr->braced) 2136 if (!op->contr->braced)
2424 { 2137 {
2425 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);
2426 (void) push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2427 } 2140 }
2428 else 2141 else
2429 {
2430 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2431 } 2143
2432 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2433 make_visible (op); 2145 make_visible (op);
2434 }
2435 2146
2147 return true;
2148 }
2149 }
2436 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2437 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2438 */ 2152 */
2439 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)
2440 { 2156 {
2157 --op->speed_left;
2158
2441 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2442 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2443 make_visible (op); 2161 make_visible (op);
2444 }
2445 2162
2163 return true;
2164 }
2165 }
2446 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2447 * 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
2448 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2449 * 1) Not a player, 2) A player, but of a different party. Note 2169 * 1) Not a player, 2) A player, but of a different party. Note
2450 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2451 */ 2171 */
2452
2453 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2454 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2455 { 2174 {
2456 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2457 /* If the player hasn't hit something this tick, and does
2458 * so, give them speed boost based on weapon speed. Doing
2459 * it here is better than process_players2, which basically
2460 * incurred a 1 tick offset.
2461 */
2462 if (!op->contr->has_hit)
2463 { 2176 {
2464 op->speed_left += op->speed / op->contr->weapon_sp; 2177 --op->contr->weapon_sp_left;
2465 2178
2466 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2467 }
2468
2469 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2470 2180
2471 /* If attacking another player, that player gets automatic
2472 * hitback, and doesn't loose luck either.
2473 * Disable hitback on the battleground or if the target is
2474 * the wiz.
2475 */
2476 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2477 {
2478 short luck = mon->stats.luck;
2479
2480 mon->contr->has_hit = 1;
2481 skill_attack (op, mon, 0, NULL, NULL);
2482 mon->stats.luck = luck;
2483 }
2484 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2485 make_visible (op); 2182 make_visible (op);
2486 }
2487 } /* if player should attack something */
2488}
2489 2183
2490int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2491move_player (object *op, int dir) 2192move_player (object *op, int dir)
2492{ 2193{
2493 int pick; 2194 int pick;
2494 2195
2495 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2496 return 0; 2197 return 0;
2497 2198
2498 /* Sanity check: make sure dir is valid */ 2199 /* Sanity check: make sure dir is valid */
2499 if ((dir < 0) || (dir >= 9)) 2200 if ((dir < 0) || (dir >= 9))
2500 { 2201 {
2501 LOG (llevError, "move_player: invalid direction %d\n", dir); 2202 LOG (llevError, "move_player: invalid direction %d\n", dir);
2502 return 0; 2203 return 0;
2503 } 2204 }
2504 2205
2505 /* peterm: added following line */ 2206 /* peterm: added following line */
2506 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2507 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2208 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2508 2209
2509 op->facing = dir; 2210 op->facing = dir;
2510 2211
2511 if (op->hide) 2212 if (op->hide)
2512 do_hidden_move (op); 2213 do_hidden_move (op);
2513 2214
2215 bool retval;
2216
2514 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2515 /*nop */ ; 2218 retval = RESULT_INT (0);
2516 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2517 fire (op, dir); 2220 retval = fire (op, dir);
2518 else 2221 else
2519 { 2222 {
2520 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2521 pick = check_pick (op); 2224 pick = check_pick (op);
2522 } 2225 }
2523 2226
2524 /* 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
2525 * server can handle repeat firing. 2228 * server can handle repeat firing.
2526 */ 2229 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2230 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir; 2231 op->direction = dir;
2530 }
2531 else 2232 else
2532 {
2533 op->direction = 0; 2233 op->direction = 0;
2534 } 2234
2535 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2537 * for players. 2237 * for players.
2538 */ 2238 */
2539 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2540 return 0; 2240
2241 return retval;
2541} 2242}
2542 2243
2543/* 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
2544 * new client/server stuff. 2245 * new client/server stuff.
2545 * 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
2546 * the new speed values for commands. 2247 * the new speed values for commands.
2547 * 2248 *
2548 * 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.
2549 */ 2252 */
2550int 2253bool
2551handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2552{ 2255{
2553 if (op->contr->hidden)
2554 {
2555 op->invisible = 1000;
2556 /* the socket code flashes the player visible/invisible
2557 * depending on the value of invisible, so we need to
2558 * alternate it here for it to work correctly.
2559 */
2560 if (pticks & 2)
2561 op->invisible--;
2562 }
2563 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2564 {
2565 op->invisible--;
2566 if (!op->invisible)
2567 {
2568 make_visible (op);
2569 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2570 }
2571 }
2572
2573 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2574 { 2257 {
2575 flee_player (op); 2258 if (op->speed_left > 0.f)
2576 /* If player is still scared, that is his action for this tick */
2577 if (QUERY_FLAG (op, FLAG_SCARED))
2578 { 2259 {
2579 op->speed_left--; 2260 --op->speed_left;
2261 flee_player (op);
2262
2580 return 0; 2263 return true;
2581 } 2264 }
2582 } 2265 else
2583 2266 return false;
2584 /* I've been seeing crashes where the golem has been destroyed, but
2585 * the player object still points to the defunct golem. The code that
2586 * destroys the golem looks correct, and it doesn't always happen, so
2587 * put this in a a workaround to clean up the golem pointer.
2588 */
2589 if (op->contr->ranges[range_golem] &&
2590 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2591 {
2592 op->contr->ranges[range_golem] = NULL;
2593 op->contr->golem_count = 0;
2594 } 2267 }
2595 2268
2596 /* 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
2597 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2598 * called, so we recheck it here. 2271 * called, so we recheck it here.
2599 */ 2272 */
2600 HandleClient (&op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2601 if (op->speed_left < 0)
2602 return 0; 2274 return true;
2603 2275
2604 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605 {
2606 /* All move commands take 1 tick, at least for now */
2607 op->speed_left--;
2608
2609 /* Instead of all the stuff below, let move_player take care
2610 * of it. Also, some of the skill stuff is only put in
2611 * there, as well as the confusion stuff.
2612 */
2613 move_player (op, op->direction); 2277 return move_player (op, op->direction);
2614 if (op->speed_left > 0) 2278
2615 return 1;
2616 else
2617 return 0;
2618 }
2619 return 0; 2279 return false;
2620} 2280}
2621 2281
2622int 2282int
2623save_life (object *op) 2283save_life (object *op)
2624{ 2284{
2625 object *tmp;
2626
2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2285 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2628 return 0; 2286 return 0;
2629 2287
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2288 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 { 2290 {
2633 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);
2634 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
2635 if (op->contr) 2294 if (op->contr)
2636 esrv_del_item (op->contr, tmp->count); 2295 esrv_del_item (op->contr, tmp->count);
2637 remove_ob (tmp); 2296
2638 free_object (tmp); 2297 tmp->destroy ();
2639 CLEAR_FLAG (op, FLAG_LIFESAVE); 2298 CLEAR_FLAG (op, FLAG_LIFESAVE);
2299
2640 if (op->stats.hp < 0) 2300 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp; 2301 op->stats.hp = op->stats.maxhp;
2302
2642 if (op->stats.food < 0) 2303 if (op->stats.food < 0)
2643 op->stats.food = 999; 2304 op->stats.food = 999;
2644 fix_player (op); 2305
2306 op->update_stats ();
2645 return 1; 2307 return 1;
2646 } 2308 }
2309
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2310 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */ 2312 enter_player_savebed (op); /* bring him home. */
2650 return 0; 2313 return 0;
2651} 2314}
2656 * from. 2319 * from.
2657 */ 2320 */
2658void 2321void
2659remove_unpaid_objects (object *op, object *env) 2322remove_unpaid_objects (object *op, object *env)
2660{ 2323{
2661 object *next;
2662
2663 while (op) 2324 while (op)
2664 { 2325 {
2665 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' */
2666 * we remove object 'op' 2327
2667 */
2668 if (QUERY_FLAG (op, FLAG_UNPAID)) 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 { 2329 {
2670 remove_ob (op);
2671 op->x = env->x;
2672 op->y = env->y;
2673 if (env->type == PLAYER) 2330 if (env->type == PLAYER)
2674 esrv_del_item (env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2675 insert_ob_in_map (op, env->map, NULL, 0); 2332
2333 op->insert_at (env);
2676 } 2334 }
2677 else if (op->inv) 2335 else if (op->inv)
2678 remove_unpaid_objects (op->inv, env); 2336 remove_unpaid_objects (op->inv, env);
2337
2679 op = next; 2338 op = next;
2680 } 2339 }
2681} 2340}
2682
2683 2341
2684/* 2342/*
2685 * Returns pointer a static string containing gravestone text 2343 * Returns pointer a static string containing gravestone text
2686 * Moved from apply.c to player.c - player.c is what 2344 * Moved from apply.c to player.c - player.c is what
2687 * actually uses this function. player.c may not be quite the 2345 * actually uses this function. player.c may not be quite the
2698 strcpy (buf2, " R.I.P.\n\n"); 2356 strcpy (buf2, " R.I.P.\n\n");
2699 if (op->type == PLAYER) 2357 if (op->type == PLAYER)
2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2701 else 2359 else
2702 sprintf (buf, "%s\n", &op->name); 2360 sprintf (buf, "%s\n", &op->name);
2361
2703 strncat (buf2, " ", 20 - strlen (buf) / 2); 2362 strncat (buf2, " ", 20 - strlen (buf) / 2);
2704 strcat (buf2, buf); 2363 strcat (buf2, buf);
2705 if (op->type == PLAYER) 2364 if (op->type == PLAYER)
2706 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);
2707 else 2366 else
2708 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
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2370 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2371 if (op->type == PLAYER)
2712 { 2372 {
2713 sprintf (buf, "by %s.\n\n", op->contr->killer); 2373 sprintf (buf, "by %s.\n\n", op->contr->killer);
2714 strncat (buf2, " ", 21 - strlen (buf) / 2); 2374 strncat (buf2, " ", 21 - strlen (buf) / 2);
2715 strcat (buf2, buf); 2375 strcat (buf2, buf);
2716 } 2376 }
2377
2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2380 strcat (buf2, buf);
2381
2720 return buf2; 2382 return buf2;
2721} 2383}
2722
2723
2724 2384
2725void 2385void
2726do_some_living (object *op) 2386do_some_living (object *op)
2727{ 2387{
2728 int last_food = op->stats.food; 2388 int last_food = op->stats.food;
2734 int rate_grace = 2000; 2394 int rate_grace = 2000;
2735 const int max_hp = 1; 2395 const int max_hp = 1;
2736 const int max_sp = 1; 2396 const int max_sp = 1;
2737 const int max_grace = 1; 2397 const int max_grace = 1;
2738 2398
2739 if (op->contr->outputs_sync) 2399 if (op->contr->hidden)
2740 {
2741 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2742 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2743 flush_output_element (op, &op->contr->outputs[i]);
2744 } 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 }
2745 2417
2746 if (op->contr->state == ST_PLAYING) 2418 if (op->contr->ns->state == ST_PLAYING)
2747 { 2419 {
2748
2749 /* these next three if clauses make it possible to SLOW DOWN 2420 /* these next three if clauses make it possible to SLOW DOWN
2750 hp/grace/spellpoint regeneration. */ 2421 hp/grace/spellpoint regeneration. */
2751 if (op->contr->gen_hp >= 0) 2422 if (op->contr->gen_hp >= 0)
2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2423 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2753 else 2424 else
2754 { 2425 {
2755 gen_hp = op->stats.maxhp; 2426 gen_hp = op->stats.maxhp;
2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2427 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2757 } 2428 }
2429
2758 if (op->contr->gen_sp >= 0) 2430 if (op->contr->gen_sp >= 0)
2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2431 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2760 else 2432 else
2761 { 2433 {
2762 gen_sp = op->stats.maxsp; 2434 gen_sp = op->stats.maxsp;
2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2435 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2764 } 2436 }
2437
2765 if (op->contr->gen_grace >= 0) 2438 if (op->contr->gen_grace >= 0)
2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2767 else 2440 else
2768 { 2441 {
2769 gen_grace = op->stats.maxgrace; 2442 gen_grace = op->stats.maxgrace;
2770 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2771 } 2444 }
2772 2445
2773 /* Regenerate Spell Points */ 2446 /* Regenerate Spell Points */
2774 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2447 if (!op->contr->golem && --op->last_sp < 0)
2775 { 2448 {
2776 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);
2777 if (op->stats.sp < op->stats.maxsp) 2450 if (op->stats.sp < op->stats.maxsp)
2778 { 2451 {
2779 op->stats.sp++; 2452 op->stats.sp++;
2785 op->stats.food += op->contr->digestion; 2458 op->stats.food += op->contr->digestion;
2786 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))
2787 op->stats.food = last_food; 2460 op->stats.food = last_food;
2788 } 2461 }
2789 } 2462 }
2463
2790 if (max_sp > 1) 2464 if (max_sp > 1)
2791 { 2465 {
2792 over_sp = (gen_sp + 10) / rate_sp; 2466 over_sp = (gen_sp + 10) / rate_sp;
2793 if (over_sp > 0) 2467 if (over_sp > 0)
2794 { 2468 {
2795 if (op->stats.sp < op->stats.maxsp) 2469 if (op->stats.sp < op->stats.maxsp)
2796 { 2470 {
2797 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2471 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2472
2798 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))
2799 op->stats.sp--; 2474 op->stats.sp--;
2475
2800 if (op->stats.sp > op->stats.maxsp) 2476 if (op->stats.sp > op->stats.maxsp)
2801 op->stats.sp = op->stats.maxsp; 2477 op->stats.sp = op->stats.maxsp;
2802 } 2478 }
2803 op->last_sp = 0; 2479 op->last_sp = 0;
2804 } 2480 }
2805 else 2481 else
2806 {
2807 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);
2808 }
2809 } 2483 }
2810 else 2484 else
2811 {
2812 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);
2813 }
2814 } 2486 }
2815 2487
2816 /* Regenerate Grace */ 2488 /* Regenerate Grace */
2817 /* 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. */
2818 if (--op->last_grace < 0) 2490 if (--op->last_grace < 0)
2819 { 2491 {
2820 if (op->stats.grace < op->stats.maxgrace / 2) 2492 if (op->stats.grace < op->stats.maxgrace / 2)
2821 op->stats.grace++; /* no penalty in food for regaining grace */ 2493 op->stats.grace++; /* no penalty in food for regaining grace */
2494
2822 if (max_grace > 1) 2495 if (max_grace > 1)
2823 { 2496 {
2824 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2497 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2825 if (over_grace > 0) 2498 if (over_grace > 0)
2826 { 2499 {
2854 op->stats.food += op->contr->digestion; 2527 op->stats.food += op->contr->digestion;
2855 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))
2856 op->stats.food = last_food; 2529 op->stats.food = last_food;
2857 } 2530 }
2858 } 2531 }
2532
2859 if (max_hp > 1) 2533 if (max_hp > 1)
2860 { 2534 {
2861 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862 if (over_hp > 0) 2536 if (over_hp > 0)
2863 { 2537 {
2876 } 2550 }
2877 2551
2878 /* Digestion */ 2552 /* Digestion */
2879 if (--op->last_eat < 0) 2553 if (--op->last_eat < 0)
2880 { 2554 {
2881#ifdef COZY_SERVER
2882 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2883 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2884#else
2885 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2555 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2886#endif
2887 2556
2888 if (op->contr->gen_hp > 0) 2557 if (op->contr->gen_hp > 0)
2889 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);
2890 else 2559 else
2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561
2892 /* dms do not consume food */ 2562 /* dms do not consume food */
2893 if (!QUERY_FLAG (op, FLAG_WIZ)) 2563 if (!QUERY_FLAG (op, FLAG_WIZ))
2894 op->stats.food--; 2564 op->stats.food--;
2895 } 2565 }
2896 }
2897 2566
2898 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2567 if (op->stats.food < 0 && op->stats.hp >= 0)
2899 { 2568 {
2900 object *tmp, *flesh = NULL; 2569 object *tmp, *flesh = 0;
2901 2570
2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2571 for (tmp = op->inv; tmp; tmp = tmp->below)
2903 {
2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 { 2572 {
2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2573 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2907 { 2574 {
2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2576 {
2908 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.");
2909 manual_apply (op, tmp, 0); 2578 manual_apply (op, tmp, 0);
2910 if (op->stats.food >= 0 || op->stats.hp < 0) 2579 if (op->stats.food >= 0 || op->stats.hp < 0)
2911 break; 2580 break;
2912 } 2581 }
2913 else if (tmp->type == FLESH) 2582 else if (tmp->type == FLESH)
2914 flesh = tmp; 2583 flesh = tmp;
2915 } /* End if paid for object */ 2584 } /* End if paid for object */
2916 } /* end of for loop */ 2585 } /* end of for loop */
2586
2917 /* 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
2918 * eat flesh instead. 2588 * eat flesh instead.
2919 */ 2589 */
2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 { 2591 {
2922 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.");
2923 manual_apply (op, flesh, 0); 2593 manual_apply (op, flesh, 0);
2924 } 2594 }
2925 } /* end if player is starving */ 2595 }
2926 2596
2927 while (op->stats.food < 0 && op->stats.hp > 0) 2597 while (op->stats.food < 0 && op->stats.hp >= 0)
2928 op->stats.food++, op->stats.hp--; 2598 op->stats.food++, op->stats.hp--;
2929 2599
2930 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))
2931 kill_player (op); 2601 kill_player (op);
2602 }
2932} 2603}
2933
2934
2935 2604
2936/* 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.
2937 * 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
2938 * permadeath, no lifesave), this will take care of removing the player 2607 * permadeath, no lifesave), this will take care of removing the player
2939 * file. 2608 * file.
2969 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!");
2970 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...");
2971 2640
2972 /* restore player */ 2641 /* restore player */
2973 at = archetype::find ("poisoning"); 2642 at = archetype::find ("poisoning");
2974 tmp = present_arch_in_ob (at, op); 2643 if (object *tmp = present_arch_in_ob (at, op))
2975 if (tmp)
2976 { 2644 {
2977 remove_ob (tmp); 2645 tmp->destroy ();
2978 free_object (tmp);
2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2646 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2980 } 2647 }
2981 2648
2982 at = archetype::find ("confusion"); 2649 at = archetype::find ("confusion");
2983 tmp = present_arch_in_ob (at, op); 2650 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2651 {
2986 remove_ob (tmp); 2652 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2653 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2989 } 2654 }
2990 2655
2991 cure_disease (op, 0); /* remove any disease */ 2656 cure_disease (op, 0); /* remove any disease */
2992 op->stats.hp = op->stats.maxhp; 2657 op->stats.hp = op->stats.maxhp;
2993 if (op->stats.food <= 0) 2658 if (op->stats.food <= 0)
2994 op->stats.food = 999; 2659 op->stats.food = 999;
2995 2660
2996 /* create a bodypart-trophy to make the winner happy */ 2661 /* create a bodypart-trophy to make the winner happy */
2997 tmp = arch_to_object (archetype::find ("finger")); 2662 if (object *tmp = arch_to_object (archetype::find ("finger")))
2998 if (tmp != NULL)
2999 { 2663 {
3000 sprintf (buf, "%s's finger", &op->name); 2664 sprintf (buf, "%s's finger", &op->name);
3001 tmp->name = buf; 2665 tmp->name = buf;
3002 sprintf (buf, " This finger has been cut off %s\n" 2666 sprintf (buf, " This finger has been cut off %s\n"
3003 " 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",
3004 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3005 tmp->msg = buf; 2669 tmp->msg = buf;
3006 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2670 tmp->value = 0, tmp->type = 0;
3007 tmp->materialname = NULL; 2671 tmp->materialname = "organics";
3008 tmp->x = op->x, tmp->y = op->y; 2672 tmp->insert_at (op, tmp);
3009 insert_ob_in_map (tmp, op->map, op, 0);
3010 } 2673 }
3011 2674
3012 /* teleport defeated player to new destination */ 2675 /* teleport defeated player to new destination */
3013 transfer_ob (op, x, y, 0, NULL); 2676 transfer_ob (op, x, y, 0, NULL);
3014 op->contr->braced = 0; 2677 op->contr->braced = 0;
3019 2682
3020 command_kill_pets (op, 0); 2683 command_kill_pets (op, 0);
3021 2684
3022 if (op->stats.food < 0) 2685 if (op->stats.food < 0)
3023 { 2686 {
3024 if (op->contr->explore)
3025 {
3026 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3027 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3028 op->stats.food = 999;
3029 return;
3030 }
3031 sprintf (buf, "%s starved to death.", &op->name); 2687 sprintf (buf, "%s starved to death.", &op->name);
3032 strcpy (op->contr->killer, "starvation"); 2688 strcpy (op->contr->killer, "starvation");
3033 } 2689 }
3034 else 2690 else
3035 {
3036 if (op->contr->explore)
3037 {
3038 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3039 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3040 op->stats.hp = op->stats.maxhp;
3041 return;
3042 }
3043 sprintf (buf, "%s died.", &op->name); 2691 sprintf (buf, "%s died.", &op->name);
3044 } 2692
3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3046 2694
3047 /* save the map location for corpse, gravestone */ 2695 /* save the map location for corpse, gravestone */
3048 x = op->x; 2696 x = op->x;
3049 y = op->y; 2697 y = op->y;
3050 map = op->map; 2698 map = op->map;
3051 2699
3052
3053 if (settings.not_permadeth == TRUE)
3054 {
3055 /* NOT_PERMADEATH code. This basically brings the character back to 2700 /* NOT_PERMADEATH code. This basically brings the character back to
3056 * 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.
3057 * 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.
3058 */ 2703 */
3059 2704
3060 /* Basically two ways to go - remove a stat permanently, or just 2705 /* Basically two ways to go - remove a stat permanently, or just
3061 * make it depletion. This bunch of code deals with that aspect 2706 * make it depletion. This bunch of code deals with that aspect
3062 * of death. 2707 * of death.
3063 */ 2708 */
3064#ifndef COZY_SERVER 2709#ifndef COZY_SERVER
3065 if (settings.balanced_stat_loss) 2710 if (settings.balanced_stat_loss)
3066 { 2711 {
3067 /* If stat loss is permanent, lose one stat only. */ 2712 /* If stat loss is permanent, lose one stat only. */
3068 /* 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
3069 more if they do. */ 2714 more if they do. */
3070 /* Higher level characters can afford things such as potions of 2715 /* Higher level characters can afford things such as potions of
3071 restoration, or better, stat potions. So we slug them that 2716 restoration, or better, stat potions. So we slug them that
3072 little bit harder. */ 2717 little bit harder. */
3073 /* GD */ 2718 /* GD */
3074 if (settings.stat_loss_on_death) 2719 if (settings.stat_loss_on_death)
3075 num_stats_lose = 1; 2720 num_stats_lose = 1;
3076 else
3077 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3078 }
3079 else 2721 else
3080 { 2722 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2723 }
2724 else
3081 num_stats_lose = 1; 2725 num_stats_lose = 1;
3082 } 2726
3083 lost_a_stat = 0; 2727 lost_a_stat = 0;
3084 2728
3085 for (z = 0; z < num_stats_lose; z++) 2729 for (z = 0; z < num_stats_lose; z++)
3086 { 2730 {
3087 i = RANDOM () % NUM_STATS; 2731 i = RANDOM () % NUM_STATS;
3088 2732
3089 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)
3090 { 2753 {
3091 /* Pick a random stat and take a point off it. Tell the player 2754 dep = arch_to_object (deparch);
3092 * what he lost. 2755 insert_ob_in_ob (dep, op);
3093 */
3094 change_attr_value (&(op->stats), i, -1);
3095 check_stat_bounds (&(op->stats));
3096 change_attr_value (&(op->contr->orig_stats), i, -1);
3097 check_stat_bounds (&(op->contr->orig_stats));
3098 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3099 lost_a_stat = 1;
3100 } 2756 }
3101 else 2757 lose_this_stat = 1;
2758 if (settings.balanced_stat_loss)
3102 { 2759 {
3103 /* deplete a stat */ 2760 /* GD */
3104 archetype *deparch = archetype::find ("depletion"); 2761 /* Get the stat that we're about to deplete. */
3105 object *dep; 2762 this_stat = get_attr_value (&(dep->stats), i);
3106 2763 if (this_stat < 0)
3107 dep = present_arch_in_ob (deparch, op);
3108 if (!dep)
3109 { 2764 {
3110 dep = arch_to_object (deparch); 2765 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3111 insert_ob_in_ob (dep, op); 2766 int keep_chance = this_stat * this_stat;
3112 } 2767
3113 lose_this_stat = 1; 2768 /* Yes, I am paranoid. Sue me. */
3114 if (settings.balanced_stat_loss)
3115 {
3116 /* GD */
3117 /* Get the stat that we're about to deplete. */
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 if (this_stat < 0) 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)
3120 { 2774 {
3121 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3122 int keep_chance = this_stat * this_stat;
3123
3124 /* Yes, I am paranoid. Sue me. */
3125 if (keep_chance < 1)
3126 keep_chance = 1;
3127
3128 /* There is a maximum depletion total per level. */
3129 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3130 {
3131 lose_this_stat = 0; 2775 lose_this_stat = 0;
3132 /* Take loss chance vs keep chance to see if we 2776 /* Take loss chance vs keep chance to see if we
3133 retain the stat. */ 2777 retain the stat. */
3134 }
3135 else
3136 {
3137 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3138 lose_this_stat = 0;
3139 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3140 this_stat, keep_chance, loss_chance,
3141 lose_this_stat?"LOSE":"KEEP"); */
3142 }
3143 } 2778 }
3144 }
3145
3146 if (lose_this_stat)
3147 {
3148 this_stat = get_attr_value (&(dep->stats), i);
3149 /* We could try to do something clever like find another
3150 * stat to reduce if this fails. But chances are, if
3151 * stats have been depleted to -50, all are pretty low
3152 * and should be roughly the same, so it shouldn't make a
3153 * difference.
3154 */ 2779 else
3155 if (this_stat >= -50)
3156 { 2780 {
3157 change_attr_value (&(dep->stats), i, -1); 2781 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3158 SET_FLAG (dep, FLAG_APPLIED);
3159 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3160 fix_player (op);
3161 lost_a_stat = 1; 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"); */
3162 } 2786 }
3163 } 2787 }
3164 } 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 }
3165 } 2807 }
2808 }
2809 }
3166 /* If no stat lost, tell the player. */ 2810 /* If no stat lost, tell the player. */
3167 if (!lost_a_stat) 2811 if (!lost_a_stat)
3168 { 2812 {
3169 /* determine_god() seems to not work sometimes... why is this? 2813 /* determine_god() seems to not work sometimes... why is this?
3170 Should I be using something else? GD */ 2814 Should I be using something else? GD */
3171 const char *god = determine_god (op); 2815 const char *god = determine_god (op);
3172 2816
3173 if (god && (strcmp (god, "none"))) 2817 if (god && (strcmp (god, "none")))
3174 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2818 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3175 else 2819 else
3176 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.");
3177 } 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.");
3178#endif 2824#endif
3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3180 2825
3181 /* Put a gravestone up where the character 'almost' died. List the 2826 /* Put a gravestone up where the character 'almost' died. List the
3182 * exp loss on the stone. 2827 * exp loss on the stone.
3183 */ 2828 */
3184 tmp = arch_to_object (archetype::find ("gravestone")); 2829 tmp = arch_to_object (archetype::find ("gravestone"));
3185 sprintf (buf, "%s's gravestone", &op->name); 2830 sprintf (buf, "%s's gravestone", &op->name);
3186 tmp->name = buf; 2831 tmp->name = buf;
3187 sprintf (buf, "%s's gravestones", &op->name); 2832 sprintf (buf, "%s's gravestones", &op->name);
3188 tmp->name_pl = buf; 2833 tmp->name_pl = buf;
3189 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3190 tmp->msg = buf; 2835 tmp->msg = buf;
3191 tmp->x = op->x, tmp->y = op->y; 2836 tmp->x = op->x, tmp->y = op->y;
3192 insert_ob_in_map (tmp, op->map, NULL, 0); 2837 insert_ob_in_map (tmp, op->map, NULL, 0);
3193 2838
3194 /**************************************/ 2839 /**************************************/
3195 /* */ 2840 /* */
3196 /* Subtract the experience points, */ 2841 /* Subtract the experience points, */
3197 /* if we died cause of food, give us */ 2842 /* if we died cause of food, give us */
3198 /* food, and reset HP's... */ 2843 /* food, and reset HP's... */
3199 /* */ 2844 /* */
3200
3201 /**************************************/ 2845 /**************************************/
3202 2846
3203 /* remove any poisoning and confusion the character may be suffering. */ 2847 /* remove any poisoning and confusion the character may be suffering. */
3204 /* restore player */ 2848 /* restore player */
3205 at = archetype::find ("poisoning"); 2849 at = archetype::find ("poisoning");
3206 tmp = present_arch_in_ob (at, op); 2850 tmp = present_arch_in_ob (at, op);
2851
3207 if (tmp) 2852 if (tmp)
3208 { 2853 {
3209 remove_ob (tmp); 2854 tmp->destroy ();
3210 free_object (tmp);
3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2855 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212 } 2856 }
3213 2857
3214 at = archetype::find ("confusion"); 2858 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op); 2859 tmp = present_arch_in_ob (at, op);
3216 if (tmp) 2860 if (tmp)
3217 { 2861 {
3218 remove_ob (tmp); 2862 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2863 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3221 } 2864 }
2865
3222 cure_disease (op, 0); /* remove any disease */ 2866 cure_disease (op, 0); /* remove any disease */
3223 2867
3224 /*add_exp(op, (op->stats.exp * -0.20)); */ 2868 /*add_exp(op, (op->stats.exp * -0.20)); */
3225 apply_death_exp_penalty (op); 2869 apply_death_exp_penalty (op);
3226 if (op->stats.food < 100) 2870 if (op->stats.food < 100)
3227 op->stats.food = 900; 2871 op->stats.food = 900;
3228 op->stats.hp = op->stats.maxhp; 2872 op->stats.hp = op->stats.maxhp;
3229 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2873 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3230 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2874 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3231 2875
3232 /* 2876 /*
3233 * 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
3234 * the player has any unpaid items. If so, remove them and put them back 2878 * and put them back in the map.
3235 * in the map. 2879 */
3236 */
3237
3238 if (is_in_shop (op))
3239 remove_unpaid_objects (op->inv, op); 2880 remove_unpaid_objects (op->inv, op);
3240 2881
3241 /****************************************/ 2882 /****************************************/
3242 /* */ 2883 /* */
3243 /* Move player to his current respawn- */ 2884 /* Move player to his current respawn- */
3244 /* position (usually last savebed) */ 2885 /* position (usually last savebed) */
3245 /* */ 2886 /* */
3246
3247 /****************************************/ 2887 /****************************************/
3248 2888
3249 enter_player_savebed (op); 2889 enter_player_savebed (op);
3250 2890
3251 /* Save the player before inserting the force to reduce
3252 * chance of abuse.
3253 */
3254 op->contr->braced = 0; 2891 op->contr->braced = 0;
3255 save_player (op, 1);
3256 2892
3257 /* it is possible that the player has blown something up 2893 /* it is possible that the player has blown something up
3258 * at his savebed location, and that can have long lasting 2894 * at his savebed location, and that can have long lasting
3259 * spell effects. So first see if there is a spell effect 2895 * spell effects. So first see if there is a spell effect
3260 * on the space that might harm the player. 2896 * on the space that might harm the player.
3261 */ 2897 */
3262 will_kill_again = 0; 2898 will_kill_again = 0;
3263 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)
3264 {
3265 if (tmp->type == SPELL_EFFECT) 2900 if (tmp->type == SPELL_EFFECT)
3266 will_kill_again |= tmp->attacktype; 2901 will_kill_again |= tmp->attacktype;
3267 } 2902
3268 if (will_kill_again) 2903 if (will_kill_again)
3269 { 2904 {
3270 object *force; 2905 object *force;
3271 int at; 2906 int at;
3272 2907
3273 force = get_archetype (FORCE_NAME); 2908 force = get_archetype (FORCE_NAME);
3274 /* 50 ticks should be enough time for the spell to abate */ 2909 /* 50 ticks should be enough time for the spell to abate */
3275 force->speed = 0.1; 2910 force->speed = 0.1f;
3276 force->speed_left = -5.0; 2911 force->speed_left = -5.f;
3277 SET_FLAG (force, FLAG_APPLIED); 2912 SET_FLAG (force, FLAG_APPLIED);
3278 for (at = 0; at < NROFATTACKS; at++) 2913 for (at = 0; at < NROFATTACKS; at++)
3279 {
3280 if (will_kill_again & (1 << at)) 2914 if (will_kill_again & (1 << at))
3281 force->resist[at] = 100; 2915 force->resist[at] = 100;
3282 } 2916
3283 insert_ob_in_ob (force, op); 2917 insert_ob_in_ob (force, op);
3284 fix_player (op); 2918 op->update_stats ();
3285 2919
3286 } 2920 }
3287 2921
3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2922 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3289 return;
3290 } /* NOT_PERMADETH */
3291 else
3292 {
3293 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3294 * should probably be embedded in an else statement.
3295 */
3296
3297 op->contr->party = NULL;
3298 if (settings.set_title == TRUE)
3299 op->contr->own_title[0] = '\0';
3300 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3301 check_score (op);
3302 if (op->contr->ranges[range_golem] != NULL)
3303 {
3304 remove_friendly_object (op->contr->ranges[range_golem]);
3305 remove_ob (op->contr->ranges[range_golem]);
3306 free_object (op->contr->ranges[range_golem]);
3307 op->contr->ranges[range_golem] = NULL;
3308 op->contr->golem_count = 0;
3309 }
3310 loot_object (op); /* Remove some of the items for good */
3311 remove_ob (op);
3312 op->direction = 0;
3313
3314 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315 {
3316 delete_character (op->name, 0);
3317 if (settings.resurrection == TRUE)
3318 {
3319 /* save playerfile sans equipment when player dies
3320 ** then save it as player.pl.dead so that future resurrection
3321 ** type spells will work on them nicely
3322 */
3323 delete_character (op->name, 0);
3324 op->stats.hp = op->stats.maxhp;
3325 op->stats.food = 999;
3326
3327 /* set the location of where the person will reappear when */
3328 /* maybe resurrection code should fix map also */
3329 strcpy (op->contr->maplevel, settings.emergency_mapname);
3330 if (op->map != NULL)
3331 op->map = NULL;
3332 op->x = settings.emergency_x;
3333 op->y = settings.emergency_y;
3334 save_player (op, 0);
3335 op->map = map;
3336 /* please see resurrection.c: peterm */
3337 dead_player (op);
3338 }
3339 else
3340 delete_character (op->name, 1);
3341 }
3342
3343 play_again (op);
3344
3345 /* peterm: added to create a corpse at deathsite. */
3346 tmp = arch_to_object (archetype::find ("corpse_pl"));
3347 sprintf (buf, "%s", &op->name);
3348 tmp->name = tmp->name_pl = buf;
3349 tmp->level = op->level;
3350 tmp->x = x;
3351 tmp->y = y;
3352 tmp->msg = gravestone_text (op);
3353 SET_FLAG (tmp, FLAG_UNIQUE);
3354 insert_ob_in_map (tmp, map, NULL, 0);
3355 }
3356} 2923}
3357
3358 2924
3359void 2925void
3360loot_object (object *op) 2926loot_object (object *op)
3361{ /* Grab and destroy some treasure */ 2927{ /* Grab and destroy some treasure */
3362 object *tmp, *tmp2, *next; 2928 object *tmp, *tmp2, *next;
3363 2929
3364 if (op->container) 2930 op->close_container (); /* close open sack first */
3365 { /* close open sack first */
3366 esrv_apply_container (op, op->container);
3367 }
3368 2931
3369 for (tmp = op->inv; tmp != NULL; tmp = next) 2932 for (tmp = op->inv; tmp; tmp = next)
3370 { 2933 {
3371 next = tmp->below; 2934 next = tmp->below;
3372 if (tmp->type == EXPERIENCE || tmp->invisible) 2935
2936 if (tmp->invisible)
3373 continue; 2937 continue;
3374 remove_ob (tmp); 2938
2939 tmp->remove ();
3375 tmp->x = op->x, tmp->y = op->y; 2940 tmp->x = op->x, tmp->y = op->y;
2941
3376 if (tmp->type == CONTAINER) 2942 if (tmp->type == CONTAINER)
3377 { /* empty container to ground */ 2943 loot_object (tmp); /* empty container to ground */
3378 loot_object (tmp); 2944
3379 }
3380 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))))
3381 { 2946 {
3382 if (tmp->nrof > 1) 2947 if (tmp->nrof > 1)
3383 { 2948 {
3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3385 free_object (tmp2); 2950 tmp2->destroy ();
3386 insert_ob_in_map (tmp, op->map, NULL, 0); 2951 insert_ob_in_map (tmp, op->map, NULL, 0);
3387 } 2952 }
3388 else 2953 else
3389 free_object (tmp); 2954 tmp->destroy ();
3390 } 2955 }
3391 else 2956 else
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2957 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2958 }
3394} 2959}
3396/* 2961/*
3397 * fix_weight(): Check recursively the weight of all players, and fix 2962 * fix_weight(): Check recursively the weight of all players, and fix
3398 * 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
3399 * was changed. 2964 * was changed.
3400 */ 2965 */
3401
3402void 2966void
3403fix_weight (void) 2967fix_weight (void)
3404{ 2968{
3405 player *pl; 2969 for_all_players (pl)
3406
3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 { 2970 {
3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410 2972
3411 if (old == sum) 2973 if (old == sum)
3412 continue; 2974 continue;
3413 fix_player (pl->ob); 2975 pl->ob->update_stats ();
3414 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);
3415 } 2977 }
3416} 2978}
3417 2979
3418void 2980void
3419fix_luck (void) 2981fix_luck (void)
3420{ 2982{
3421 player *pl; 2983 for_all_players (pl)
3422
3423 for (pl = first_player; pl != NULL; pl = pl->next)
3424 if (!pl->ob->contr->state) 2984 if (!pl->ob->contr->ns->state)
3425 change_luck (pl->ob, 0); 2985 pl->ob->change_luck (0);
3426} 2986}
3427
3428 2987
3429/* cast_dust() - handles op throwing objects of type 'DUST'. 2988/* cast_dust() - handles op throwing objects of type 'DUST'.
3430 * This is much simpler in the new spell code - we basically 2989 * This is much simpler in the new spell code - we basically
3431 * just treat this as any other spell casting object. 2990 * just treat this as any other spell casting object.
3432 */ 2991 */
3433
3434void 2992void
3435cast_dust (object *op, object *throw_ob, int dir) 2993cast_dust (object *op, object *throw_ob, int dir)
3436{ 2994{
3437 object *skop, *spob; 2995 object *skop, *spob;
3438 2996
3459 if (op->type == PLAYER) 3017 if (op->type == PLAYER)
3460 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);
3461 3019
3462 cast_spell (op, throw_ob, dir, spob, NULL); 3020 cast_spell (op, throw_ob, dir, spob, NULL);
3463 3021
3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3022 throw_ob->destroy ();
3465 remove_ob (throw_ob);
3466 free_object (throw_ob);
3467} 3023}
3468 3024
3469void 3025void
3470make_visible (object *op) 3026make_visible (object *op)
3471{ 3027{
3474 if (op->type == PLAYER) 3030 if (op->type == PLAYER)
3475 { 3031 {
3476 op->contr->tmp_invis = 0; 3032 op->contr->tmp_invis = 0;
3477 op->contr->invis_race = 0; 3033 op->contr->invis_race = 0;
3478 } 3034 }
3035
3479 update_object (op, UP_OBJ_FACE); 3036 update_object (op, UP_OBJ_CHANGE);
3480} 3037}
3481 3038
3482int 3039int
3483is_true_undead (object *op) 3040is_true_undead (object *op)
3484{ 3041{
3485 object *tmp = NULL;
3486
3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3042 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3488 return 1; 3043 return 1;
3489 3044
3490 if (op->type == PLAYER)
3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3495 return 0; 3045 return 0;
3496} 3046}
3497 3047
3498/* look at the surrounding terrain to determine 3048/* look at the surrounding terrain to determine
3499 * the hideability of this object. Positive levels 3049 * the hideability of this object. Positive levels
3541/* For Hidden creatures - a chance of becoming 'unhidden' 3091/* For Hidden creatures - a chance of becoming 'unhidden'
3542 * every time they move - as we subtract off 'invisibility' 3092 * every time they move - as we subtract off 'invisibility'
3543 * AND, for players, if they move into a ridiculously unhideable 3093 * AND, for players, if they move into a ridiculously unhideable
3544 * spot (surrounded by clear terrain in broad daylight). -b.t. 3094 * spot (surrounded by clear terrain in broad daylight). -b.t.
3545 */ 3095 */
3546
3547void 3096void
3548do_hidden_move (object *op) 3097do_hidden_move (object *op)
3549{ 3098{
3550 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3551 object *skop; 3100 object *skop;
3555 3104
3556 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3105 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3557 3106
3558 /* 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! */
3559 if (op->type == PLAYER && op->contr->run_on) 3108 if (op->type == PLAYER && op->contr->run_on)
3560 {
3561 if (!skop || num >= skop->level) 3109 if (!skop || num >= skop->level)
3562 { 3110 {
3563 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!");
3564 make_visible (op); 3112 make_visible (op);
3565 return; 3113 return;
3566 } 3114 }
3567 else 3115 else
3568 num += 20; 3116 num += 20;
3569 } 3117
3570 num += op->map->difficulty; 3118 num += op->map->difficulty;
3571 hide = hideability (op); /* modify by terrain hidden level */ 3119 hide = hideability (op); /* modify by terrain hidden level */
3572 num -= hide; 3120 num -= hide;
3121
3573 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3122 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574 { 3123 {
3575 make_visible (op); 3124 make_visible (op);
3576 if (op->type == PLAYER) 3125 if (op->type == PLAYER)
3577 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!");
3578 } 3127 }
3579 else if (op->type == PLAYER && skop) 3128 else if (op->type == PLAYER && skop)
3580 {
3581 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);
3582 }
3583} 3130}
3584 3131
3585/* determine if who is standing near a hostile creature. */ 3132/* determine if who is standing near a hostile creature. */
3586 3133
3587int 3134int
3614 if (mflags & P_OUT_OF_MAP) 3161 if (mflags & P_OUT_OF_MAP)
3615 continue; 3162 continue;
3616 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)))
3617 continue; 3164 continue;
3618 3165
3619 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)
3620 { 3167 {
3621 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))
3622 return 1; 3169 return 1;
3623 else if (tmp->type == PLAYER) 3170 else if (tmp->type == PLAYER)
3624 { 3171 {
3654 if (pl->type != PLAYER) 3201 if (pl->type != PLAYER)
3655 { 3202 {
3656 LOG (llevError, "player_can_view() called for non-player object\n"); 3203 LOG (llevError, "player_can_view() called for non-player object\n");
3657 return -1; 3204 return -1;
3658 } 3205 }
3206
3659 if (!pl || !op) 3207 if (!pl || !op)
3660 return 0; 3208 return 0;
3661 3209
3662 if (op->head)
3663 {
3664 op = op->head; 3210 op = op->head_ ();
3665 } 3211
3666 get_rangevector (pl, op, &rv, 0x1); 3212 get_rangevector (pl, op, &rv, 0x1);
3667 3213
3668 /* starting with the 'head' part, lets loop 3214 /* starting with the 'head' part, lets loop
3669 * through the object and find if it has any 3215 * through the object and find if it has any
3670 * part that is in the los array but isnt on 3216 * part that is in the los array but isnt on
3671 * a blocked los square. 3217 * a blocked los square.
3672 * we use the archetype to figure out offsets. 3218 * we use the archetype to figure out offsets.
3673 */ 3219 */
3674 while (op) 3220 while (op)
3675 { 3221 {
3676 dx = rv.distance_x + op->arch->clone.x; 3222 dx = rv.distance_x + op->arch->x;
3677 dy = rv.distance_y + op->arch->clone.y; 3223 dy = rv.distance_y + op->arch->y;
3678 3224
3679 /* only the viewable area the player sees is updated by LOS 3225 /* only the viewable area the player sees is updated by LOS
3680 * 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
3681 * for any meaningful values. 3227 * for any meaningful values.
3682 */ 3228 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3229 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3230 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3685 !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)])
3686 return 1; 3232 return 1;
3687 op = op->more; 3233 op = op->more;
3688 } 3234 }
3689 return 0; 3235 return 0;
3690} 3236}
3787 char buf[MAX_BUF]; /* tmp. string buffer */ 3333 char buf[MAX_BUF]; /* tmp. string buffer */
3788 int i = 0, j = 0; 3334 int i = 0, j = 0;
3789 3335
3790 /* get the appropriate treasurelist */ 3336 /* get the appropriate treasurelist */
3791 if (atnr == ATNR_FIRE) 3337 if (atnr == ATNR_FIRE)
3792 trlist = find_treasurelist ("dragon_ability_fire"); 3338 trlist = treasurelist::find ("dragon_ability_fire");
3793 else if (atnr == ATNR_COLD) 3339 else if (atnr == ATNR_COLD)
3794 trlist = find_treasurelist ("dragon_ability_cold"); 3340 trlist = treasurelist::find ("dragon_ability_cold");
3795 else if (atnr == ATNR_ELECTRICITY) 3341 else if (atnr == ATNR_ELECTRICITY)
3796 trlist = find_treasurelist ("dragon_ability_elec"); 3342 trlist = treasurelist::find ("dragon_ability_elec");
3797 else if (atnr == ATNR_POISON) 3343 else if (atnr == ATNR_POISON)
3798 trlist = find_treasurelist ("dragon_ability_poison"); 3344 trlist = treasurelist::find ("dragon_ability_poison");
3799 3345
3800 if (trlist == NULL || who->type != PLAYER) 3346 if (trlist == NULL || who->type != PLAYER)
3801 return; 3347 return;
3802 3348
3803 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++);
3804 3350
3805 if (tr == NULL || tr->item == NULL) 3351 if (!tr || !tr->item)
3806 { 3352 {
3807 /* 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]); */
3808 return; 3354 return;
3809 } 3355 }
3810 3356
3811 /* everything seems okay - now bring on the gift: */ 3357 /* everything seems okay - now bring on the gift: */
3812 item = &(tr->item->clone); 3358 item = tr->item;
3813 3359
3814 if (item->type == SPELL) 3360 if (item->type == SPELL)
3815 { 3361 {
3816 if (check_spell_known (who, item->name)) 3362 if (check_spell_known (who, item->name))
3817 return; 3363 return;
3876 { 3422 {
3877 /* forces in the treasurelist can alter the player's stats */ 3423 /* forces in the treasurelist can alter the player's stats */
3878 object *skin; 3424 object *skin;
3879 3425
3880 /* first get the dragon skin force */ 3426 /* first get the dragon skin force */
3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3881 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3429 ;
3430
3882 if (skin == NULL) 3431 if (!skin)
3883 return; 3432 return;
3884 3433
3885 /* adding new spellpath attunements */ 3434 /* adding new spellpath attunements */
3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3435 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 { 3436 {
3932 * not readied. 3481 * not readied.
3933 */ 3482 */
3934void 3483void
3935player_unready_range_ob (player *pl, object *ob) 3484player_unready_range_ob (player *pl, object *ob)
3936{ 3485{
3937 rangetype i; 3486 if (pl->ob->current_weapon == ob)
3487 pl->ob->current_weapon = 0;
3938 3488
3939 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3489 if (pl->combat_ob == ob)
3940 { 3490 pl->combat_ob = 0;
3491
3941 if (pl->ranges[i] == ob) 3492 if (pl->ranged_ob == ob)
3942 { 3493 pl->ranged_ob = 0;
3943 pl->ranges[i] = NULL;
3944 if (pl->shoottype == i)
3945 {
3946 pl->shoottype = range_none;
3947 }
3948 }
3949 }
3950} 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}

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