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Comparing deliantra/server/server/player.C (file contents):
Revision 1.26 by root, Sun Sep 17 18:19:19 2006 UTC vs.
Revision 1.152 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;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 388
335 if (p->socket.faces_sent == NULL) 389 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
337 392
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 393 set_first_map (pl->ob);
345 394
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 395 return pl;
354} 396}
355 397
356/* 398/*
357 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
359 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
360 */ 402 */
361archetype * 403archetype *
362get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
363{ 405{
364 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
365 407
366 for (;;) 408 for (;;)
367 { 409 {
368 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
369 at = first_archetype; 411 i = archetypes.begin ();
370 else 412 else if (*i == at)
371 at = at->next; 413 cleanup ("not a single player archetype found");
414
372 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
373 return at; 416 return *i;
374 if (at == start)
375 {
376 LOG (llevError, "No Player archetypes\n");
377 exit (-1);
378 }
379 } 417 }
380} 418}
381
382 419
383object * 420object *
384get_nearest_player (object *mon) 421get_nearest_player (object *mon)
385{ 422{
386 object *op = NULL; 423 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 424 objectlink *ol;
389 unsigned lastdist; 425 unsigned lastdist;
390 rv_vector rv; 426 rv_vector rv;
391 427
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 429 {
394 /* 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
395 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 437 object *tmp = ol->ob;
402 438
403 /* 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
404 * itself will have been cleared. 440 * itself will have been cleared.
405 */ 441 */
406 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 ());
407 ol = ol->next; 444 ol = ol->next;
408 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
409 if (!ol) 446 if (!ol)
410 return op; 447 return op;
411 } 448 }
424 { 461 {
425 op = ol->ob; 462 op = ol->ob;
426 lastdist = rv.distance; 463 lastdist = rv.distance;
427 } 464 }
428 } 465 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 466
430 { 467 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
435 { 470 {
436 op = pl->ob; 471 op = pl->ob;
437 lastdist = rv.distance; 472 lastdist = rv.distance;
438 } 473 }
439 } 474
440 }
441#if 0 475#if 0
442 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)");
443#endif 477#endif
444 return op; 478 return op;
445} 479}
463 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 498 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 499 * is probably not a good thing.
466 */ 500 */
467#define MAX_SPACES 50 501#define MAX_SPACES 50
468
469 502
470/* 503/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 505 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 506 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 537 x = mon->x;
505 y = mon->y; 538 y = mon->y;
506 m = mon->map; 539 m = mon->map;
507 dir = rv.direction; 540 dir = rv.direction;
508 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 */
509 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
510 /* 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. */
511 if (diff > max) 545 if (diff > max)
512 return 0; 546 return 0;
547
513 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
514 { 549 {
515 lastx = x; 550 lastx = x;
516 lasty = y; 551 lasty = y;
517 lastmap = m; 552 lastmap = m;
599 max--; 634 max--;
600 lastdir = dir; 635 lastdir = dir;
601 if (!firstdir) 636 if (!firstdir)
602 firstdir = dir; 637 firstdir = dir;
603 } 638 }
639
604 if (diff <= 1) 640 if (diff <= 1)
605 { 641 {
606 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 643 * headed toward player for entire distance.
608 */ 644 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 647 }
648
612 if (diff > max) 649 if (diff > max)
613 return 0; 650 return 0;
614 } 651 }
652
615 /* 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 */
616 if (!max) 654 if (!max)
617 return 0; 655 return 0;
618 656
619 return firstdir; 657 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 684 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 685 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 686 op->type == SHIELD || op->type == GLOVES ||
649 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))
650 { 688 {
651 remove_ob (op); 689 op->destroy ();
652 free_object (op);
653 continue; 690 continue;
654 } 691 }
655 } 692 }
656 693
657 /* This really needs to be better - we should really give 694 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 705 if (tmp->type == op->type && tmp->name == op->name)
669 break; 706 break;
670 707
671 if (tmp) 708 if (tmp)
672 { 709 {
673 remove_ob (op); 710 op->destroy ();
674 free_object (op);
675 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);
676 continue; 712 continue;
677 } 713 }
714
678 if (op->nrof > 1) 715 if (op->nrof > 1)
679 op->nrof = 1; 716 op->nrof = 1;
680 } 717 }
681 718
682 if (op->type == SPELLBOOK && op->inv) 719 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 731 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 732 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 733 }
697 if (op->type == SPELL) 734 if (op->type == SPELL)
698 { 735 {
699 remove_ob (op); 736 op->destroy ();
700 free_object (op);
701 continue; 737 continue;
702 } 738 }
703 else if (op->type == SKILL) 739 else if (op->type == SKILL)
704 { 740 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 741 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
715 link_player_skills (pl); 751 link_player_skills (pl);
716} 752}
717 753
718void 754void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->free (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
803{ 756{
804 if (party == NULL) 757 if (party == NULL)
805 { 758 {
806 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);
807 return; 760 return;
808 } 761 }
762
809 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
812 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:");
813} 767}
814
815 768
816/* 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. */
817int 770static int
818roll_stat (void) 771roll_stat (void)
819{ 772{
820 int a[4], i, j, k; 773 int a[4], i, j, k;
821 774
822 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
824 777
825 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 779 if (a[i] < k)
827 k = a[i], j = i; 780 k = a[i], j = i;
828 781
829 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 783 if (i != j)
832 k += a[i]; 784 k += a[i];
833 } 785
834 return k; 786 return k;
835} 787}
836 788
837void 789void
838roll_stats (object *op) 790object::roll_stats ()
839{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
840 int sum = 0; 796 int sum = 0;
841 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
843 799
844 do 800 if (sum >= 82 && sum <= 116)
801 break;
845 { 802 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 803
857 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 806
866 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
867 do 808 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 809
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 810 stats.exp = 0;
902 op->stats.ac = 0; 811 stats.ac = 0;
903 812
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 813 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
911 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
912 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
913} 825}
914 826
915void 827void
916Roll_Again (object *op) 828object::swap_stats (int a, int b)
917{ 829{
918 esrv_new_player (op->contr, 0); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 831
923void 832 for (int i = 0; i < NUM_STATS; ++i)
924Swap_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)
925{ 859{
926 signed char tmp;
927 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
928 861
929 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 866}
1044 867
1045/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1049 * not the class. 872 * not the class.
1050 */ 873 */
1051 874void
1052int 875player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 876{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 879
880 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
883
1071 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1073 886
1074 op->contr->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1075 888
1076 if (op->msg) 889 if (ob->msg)
1077 op->msg = NULL; 890 ob->msg = 0;
1078 891
1079 /* 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
1080 * to save here. 893 * to save here.
1081 */ 894 */
895 {
896 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1084 900
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 901 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 904 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1093 fix_player (op); 906 ob->update_stats ();
1094 907
1095 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1096 * is one for this race 909 * is one for this race
1097 */ 910 */
1098 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1099 { 912 {
1100 object *tmp; 913 object *tmp;
1101 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1102 915
1103 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);
1104 tmp = get_object (); 917 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1108 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;
1109 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1110 * default initial map */ 923 * default initial map */
1111 free_object (tmp); 924 tmp->destroy ();
1112 } 925 }
1113 else 926 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 928}
1117 return 0;
1118 }
1119 929
930void
931player::chargen_race_next ()
932{
1120 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1122 */ 935 */
1123 936
1124 tmp_loop = 0; 937 do
1125 while (!tmp_loop)
1126 { 938 {
1127 shstr name = op->name; 939 shstr name = ob->name;
1128 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1129 941
1130 remove_statbonus (op); 942 ob->remove_statbonus ();
1131 remove_ob (op); 943 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 945 ob->arch->copy_to (ob);
1134 op->instantiate (); 946 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1137 op->x = x; 949 ob->x = x;
1138 op->y = y; 950 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 954 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 955 }
956 while (!allowed_class (ob));
1145 957
1146 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 960 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 963 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 964}
1208 965
1209void 966void
1210flee_player (object *op) 967flee_player (object *op)
1211{ 968{
1241 { 998 {
1242 op->enemy = NULL; 999 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1001 return;
1245 } 1002 }
1003
1246 get_rangevector (op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1247 1005
1248 dir = absdir (4 + rv.direction); 1006 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1007 for (diff = 0; diff < 3; diff++)
1250 { 1008 {
1251 int m = 1 - (RANDOM () & 2); 1009 int m = 1 - (RANDOM () & 2);
1252 1010
1253 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)))
1254 {
1255 return; 1012 return;
1256 }
1257 } 1013 }
1014
1258 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1017 op->enemy = NULL;
1261} 1018}
1262 1019
1263
1264/* 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.
1265 * 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
1266 * stop. 1022 * stop.
1267 */ 1023 */
1268int 1024int
1269check_pick (object *op) 1025check_pick (object *op)
1270{ 1026{
1271 object *tmp, *next; 1027 object *tmp, *next;
1272 int stop = 0; 1028 int stop = 0;
1273 int j, k, wvratio; 1029 int wvratio;
1274 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1275 1031
1276 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1278 return 1; 1034 return 1;
1279 1035
1347 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1106 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1111 }
1112
1384 /* philosophy: 1113 /* philosophy:
1385 * 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
1386 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1388 * 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
1389 * example. 1118 * example.
1390 * 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
1391 * 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
1392 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1155 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1156 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1157 if (tmp->type == FOOD)
1429 { 1158 {
1430 pick_up (op, tmp); 1159 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1160 continue;
1434 } 1161 }
1162
1435 if (op->contr->mode & PU_DRINK) 1163 if (op->contr->mode & PU_DRINK)
1436 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)))
1437 { 1165 {
1438 pick_up (op, tmp); 1166 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1167 continue;
1442 } 1168 }
1443 1169
1444 if (op->contr->mode & PU_POTION) 1170 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1171 if (tmp->type == POTION)
1446 { 1172 {
1447 pick_up (op, tmp); 1173 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1174 continue;
1451 } 1175 }
1452 1176
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1177 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1178 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1179 if (tmp->type == SPELLBOOK)
1456 { 1180 {
1457 pick_up (op, tmp); 1181 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1182 continue;
1461 } 1183 }
1184
1462 if (op->contr->mode & PU_SKILLSCROLL) 1185 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1186 if (tmp->type == SKILLSCROLL)
1464 { 1187 {
1465 pick_up (op, tmp); 1188 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1189 continue;
1469 } 1190 }
1191
1470 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1194 {
1473 pick_up (op, tmp); 1195 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1196 continue;
1477 } 1197 }
1478 1198
1479 /* wands/staves/rods/horns */ 1199 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1202 {
1483 pick_up (op, tmp); 1203 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1204 continue;
1487 } 1205 }
1488 1206
1489 /* pick up all magical items */ 1207 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1208 if (op->contr->mode & PU_MAGICAL)
1491 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))
1492 { 1210 {
1493 pick_up (op, tmp); 1211 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1212 continue;
1497 } 1213 }
1498 1214
1499 if (op->contr->mode & PU_VALUABLES) 1215 if (op->contr->mode & PU_VALUABLES)
1500 { 1216 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1217 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1218 {
1503 pick_up (op, tmp); 1219 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1220 continue;
1507 } 1221 }
1508 } 1222 }
1509 1223
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1224 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1225 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1226 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1227 {
1514 pick_up (op, tmp); 1228 pick_up (op, tmp);
1229 continue;
1515 if (0) 1230 }
1516 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);
1517 continue; 1237 continue;
1518 } 1238 }
1519 1239
1520 /* bows and arrows. Bows are good for selling! */ 1240 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1241 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1242 if (tmp->type == BOW)
1523 { 1243 {
1524 pick_up (op, tmp); 1244 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1245 continue;
1528 } 1246 }
1247
1529 if (op->contr->mode & PU_ARROW) 1248 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1249 if (tmp->type == ARROW)
1531 { 1250 {
1532 pick_up (op, tmp); 1251 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1252 continue;
1536 } 1253 }
1537 1254
1538 /* all kinds of armor etc. */ 1255 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1256 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1257 if (tmp->type == ARMOUR)
1541 { 1258 {
1542 pick_up (op, tmp); 1259 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1260 continue;
1546 } 1261 }
1262
1547 if (op->contr->mode & PU_HELMET) 1263 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1264 if (tmp->type == HELMET)
1549 { 1265 {
1550 pick_up (op, tmp); 1266 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1267 continue;
1554 } 1268 }
1269
1555 if (op->contr->mode & PU_SHIELD) 1270 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1271 if (tmp->type == SHIELD)
1557 { 1272 {
1558 pick_up (op, tmp); 1273 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1274 continue;
1562 } 1275 }
1276
1563 if (op->contr->mode & PU_BOOTS) 1277 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1278 if (tmp->type == BOOTS)
1565 { 1279 {
1566 pick_up (op, tmp); 1280 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1281 continue;
1570 } 1282 }
1283
1571 if (op->contr->mode & PU_GLOVES) 1284 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1285 if (tmp->type == GLOVES)
1573 { 1286 {
1574 pick_up (op, tmp); 1287 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1288 continue;
1578 } 1289 }
1290
1579 if (op->contr->mode & PU_CLOAK) 1291 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1292 if (tmp->type == CLOAK)
1581 { 1293 {
1582 pick_up (op, tmp); 1294 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1295 continue;
1586 } 1296 }
1587 1297
1588 /* hoping to catch throwing daggers here */ 1298 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1299 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1301 {
1592 pick_up (op, tmp); 1302 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1303 continue;
1596 } 1304 }
1597 1305
1598 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1600 { 1308 {
1601 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1602 { 1310 {
1603 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 &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1605 { 1313 {
1606 pick_up (op, tmp); 1314 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1315 continue;
1610 } 1316 }
1611 } 1317 }
1318
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1320 {
1614 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)
1615 { 1322 {
1616 pick_up (op, tmp); 1323 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1324 continue;
1620 } 1325 }
1621 } 1326 }
1622 } 1327 }
1623 1328
1624 /* misc stuff that's useful */ 1329 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1330 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1332 {
1628 pick_up (op, tmp); 1333 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1334 continue;
1632 } 1335 }
1633 1336
1634 /* 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
1635 * pickups */ 1338 * pickups */
1648 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1649 { 1352 {
1650 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1651 } 1354 }
1652 else 1355 else
1653 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1654 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1655 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))));
1656#endif 1359#endif
1657 continue; 1360 continue;
1658 } 1361 }
1659 } 1362 }
1660 } /* the new pickup model */ 1363 } /* the new pickup model */
1661 } 1364 }
1365
1662 return !stop; 1366 return !stop;
1663} 1367}
1664 1368
1665/* 1369/*
1666 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1668 * found object is returned. 1372 * found object is returned.
1669 */ 1373 */
1670object * 1374object *
1671find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1672{ 1376{
1673 object *tmp = NULL; 1377 object *tmp = 0;
1674 1378
1675 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1676 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))
1677 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1679 return op; 1383 return op;
1384
1680 return tmp; 1385 return tmp;
1681} 1386}
1682 1387
1683/* 1388/*
1684 * 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
1685 * 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
1686 * 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
1687 * 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.
1688 */ 1393 */
1689
1690object * 1394object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1396{
1693 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1727 else 1431 else
1728 { 1432 {
1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 { 1434 {
1731 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1732 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1733 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)
1734 { 1438 {
1735 tmp = arrow; 1439 tmp = arrow;
1736 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;
1737 } 1441 }
1738 } 1442 }
1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1740 { 1444 {
1741 tmp = arrow; 1445 tmp = arrow;
1760 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1465 * op = the shooter
1762 * type = bow->race 1466 * type = bow->race
1763 * dir = fire direction 1467 * dir = fire direction
1764 */ 1468 */
1765
1766object * 1469object *
1767pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1768{ 1471{
1769 object *tmp = NULL; 1472 object *tmp = NULL;
1770 maptile *m; 1473 maptile *m;
1835 */ 1538 */
1836int 1539int
1837fire_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)
1838{ 1541{
1839 object *left, *bow; 1542 object *left, *bow;
1840 int bowspeed, mflags; 1543 int mflags;
1841 maptile *m; 1544 maptile *m;
1842 1545
1843 if (!dir) 1546 if (!dir)
1844 { 1547 {
1845 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!");
1846 return 0; 1549 return 0;
1847 } 1550 }
1848 if (op->type == PLAYER) 1551
1849 bow = op->contr->ranges[range_bow]; 1552 if (op->contr)
1553 bow = op->current_weapon;
1850 else 1554 else
1851 { 1555 {
1852 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1853 /* 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
1854 * 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.
1859 if (!bow) 1563 if (!bow)
1860 { 1564 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1566 return 0;
1863 } 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
1864 } 1576 }
1577
1865 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1866 { 1579 {
1867 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);
1868 return 0; 1581 return 0;
1869 } 1582 }
1870
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872
1873 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1876 if (bowspeed < 1)
1877 bowspeed = 1;
1878 1583
1879 if (arrow == NULL) 1584 if (arrow == NULL)
1880 { 1585 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1587 {
1883 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1884 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);
1885 /* 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 */
1886 else 1591 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1888 return 0; 1594 return 0;
1889 } 1595 }
1890 } 1596 }
1597
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1599 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1600 return 0;
1895 } 1601
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1603 {
1898 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.");
1899 return 0; 1605 return 0;
1900 } 1606 }
1901 1607
1902 /* this should not happen, but sometimes does */ 1608 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1609 if (arrow->nrof == 0)
1904 { 1610 {
1905 remove_ob (arrow); 1611 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1612 return 0;
1908 } 1613 }
1909 1614
1910 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1617 if (!arrow)
1913 { 1618 {
1914 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);
1915 return 0; 1620 return 0;
1916 } 1621 }
1917 set_owner (arrow, op); 1622
1623 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1625 arrow->direction = dir;
1921 arrow->x = sx; 1626
1922 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;
1923 1659
1924 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1925 { 1661 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op);
1928 }
1929
1930 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying);
1936
1937 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper.
1939 */
1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942
1943 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946
1947 if (arrow->speed < 1.0)
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0;
1951
1952 if (op->type == PLAYER)
1953 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1956 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1957
1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1959 } 1669 }
1960 else 1670 else
1961 { 1671 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1672 arrow->level = op->level;
1964 } 1673 arrow->stats.wc -= bow->magic;
1965 1674
1966 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1967 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1968 1680
1969 if (bow->slaying != NULL) 1681 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1683
1972 arrow->map = m; 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1687
1976 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);
1977 insert_ob_in_map (arrow, m, op, 0); 1689 m->insert (arrow, sx, sy, op);
1978 1690
1979 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1692 move_arrow (arrow);
1981 1693
1982 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
2002{ 1714{
2003 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
2004 1716
2005 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
2006 { 1718 {
2007 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);
2008 } 1720 }
2009 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)
2010 { 1722 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1724 wcmod = -1;
1725
2013 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);
2014 } 1727 }
2015 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
2016 { 1729 {
2017 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);
2021 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1735 {
2023 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);
2024 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);
2025 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);
2026
2027 } 1739 }
2028 else 1740 else
2029 { 1741 {
2030 /* Simple case */ 1742 /* Simple case */
2031 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);
2032 } 1744 }
1745
2033 return ret; 1746 return ret;
2034} 1747}
2035
2036 1748
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
2039 */ 1751 */
2040void 1752void
2041fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
2042{ 1754{
2043 object *item; 1755 object *item = op->contr->ranged_ob;
2044 1756
2045 if (!op->contr->ranges[range_misc]) 1757 if (!item)
2046 { 1758 {
2047 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.");
2048 return; 1760 return;
2049 } 1761 }
2050 1762
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1763 if (!item->inv)
2053 { 1764 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1766 return;
2056 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2057 if (item->type == WAND) 1772 if (item->type == WAND)
2058 { 1773 {
2059 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2060 { 1775 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
2063 return; 1779 return;
2064 } 1780 }
2065 } 1781 }
2066 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2067 { 1783 {
2068 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))
2069 { 1785 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1787
2071 if (item->type == ROD) 1788 if (item->type == ROD)
2072 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1790 else
2074 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
2075 return; 1793 return;
2076 } 1794 }
2077 } 1795 }
2078 1796
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2086 object *tmp; 1804 object *tmp;
2087 1805
2088 if (item->arch) 1806 if (item->arch)
2089 { 1807 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2092 item->speed = 0; 1810 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1811 }
1812
2095 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1815 }
2098 } 1816 }
2099 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1818 drain_rod_charge (item);
2102 }
2103 } 1819 }
2104} 1820}
2105 1821
2106/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2107 */ 1823 */
2108void 1824bool
2109fire (object *op, int dir) 1825fire (object *op, int dir)
2110{ 1826{
2111 int spellcost = 0; 1827 int spellcost = 0;
2112 1828
2113 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2115 make_visible (op); 1831 make_visible (op);
2116 1832
2117 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;
2118 { 1839 }
2119 case range_none:
2120 return;
2121 1840
2122 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:
2123 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2124 return; 1858 break;
2125 1859
2126 case range_magic: /* Casting spells */ 1860 case SPELL:
2127 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);
2128 return; 1862 break;
2129 1863
2130 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:
2131 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2132 return; 1874 break;
2133
2134 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return;
2151 }
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
2157 default:
2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2159 return;
2160 } 1875 }
2161}
2162 1876
2163 1877 return true;
1878}
2164 1879
2165/* find_key 1880/* find_key
2166 * 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
2167 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1885 * pl is the player,
2171 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2174 */ 1889 */
2175
2176object * 1890object *
2177find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2178{ 1892{
2179 object *tmp, *key; 1893 object *tmp, *key;
2180 1894
2181 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1896 if (!container->inv)
2183 return NULL; 1897 return 0;
2184 1898
2185 /* 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 */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1901 {
2188 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1903 break;
2190 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2192 */ 1906 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1908 break;
2195 } 1909 }
1910
2196 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2197 /* 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.
2198 * 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
2199 * a key, return 1914 * a key, return
2200 */ 1915 */
2201 if (!tmp) 1916 if (!tmp)
2202 { 1917 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1919 {
2205 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1922 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2209 return key; 1924 return key;
2210 } 1925 }
2211 } 1926 }
1927
2212 if (!tmp) 1928 if (!tmp)
2213 return NULL; 1929 return NULL;
2214 } 1930 }
1931
2215 /* 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,
2216 * see if we actually want to use it 1933 * see if we actually want to use it
2217 */ 1934 */
2218 if (pl != container) 1935 if (pl != container)
2219 { 1936 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2241 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1959 return NULL;
2243 } 1960 }
2244 } 1961 }
1962
2245 return tmp; 1963 return tmp;
2246} 1964}
2247 1965
2248/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1969 * 0 otherwise
2252 */ 1970 */
2253static int 1971static int
2254player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2255{ 1973{
2256
2257 /* 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,
2258 * 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 -
2259 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2260 */ 1977 */
2261 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2262 1979
2263 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2264 if (key) 1981 if (key)
2265 { 1982 {
2266 object *container = key->env; 1983 object *container = key->env;
2267 1984
2268 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
2269 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
2270 make_visible (op); 1988 make_visible (op);
1989
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1992
2273 if (door->type == DOOR) 1993 if (door->type == DOOR)
2274 {
2275 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 */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1995 else if (door->type == LOCKED_DOOR)
2278 { 1996 {
2279 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));
2280 remove_door2 (door); /* remove door without violence ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
2281 } 1999 }
2000
2282 /* Do this after we print the message */ 2001 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
2285 if (container != op) 2004 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
2287 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2288 } 2008 }
2289 else if (door->type == LOCKED_DOOR) 2009 else if (door->type == LOCKED_DOOR)
2290 { 2010 {
2291 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293 return 1; 2013 return 1;
2294 } 2014 }
2015
2295 return 0; 2016 return 0;
2296} 2017}
2297 2018
2298/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2303 */ 2024 */
2304 2025bool
2305void
2306move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2307{ 2027{
2308 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 2028 int on_battleground;
2311 maptile *m;
2312 2029
2313 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2315 2032
2316 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 }
2317 2043
2318 /* 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
2319 * 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
2320 * 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
2321 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2322 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2323 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2324 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2325 * move_ob uses. 2051 * move_ob uses.
2326 */ 2052 */
2327 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);
2328 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 {
2331 m = get_map_from_coord (op->map, &nx, &ny);
2332 if (!m)
2333 return; /* Don't think this should happen */
2334 }
2335 else
2336 m = op->map;
2337 2054
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return;
2342 }
2343
2344 mon = NULL;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2346 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2347 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2058 * on the space
2349 */ 2059 */
2350 while (tmp != NULL) 2060 object *mon;
2351 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2352 if (tmp == op) 2062 {
2353 { 2063 if ((mon->flag [FLAG_ALIVE]
2354 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2355 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2356 }
2357 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2358 {
2359 mon = tmp; 2066 && mon != op)
2360 break; 2067 break;
2361 } 2068 }
2362 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2363 mon = tmp;
2364 tmp = tmp->above;
2365 }
2366 2069
2367 if (mon == NULL) /* This happens anytime the player tries to move */ 2070 if (!mon) /* This happens anytime the player tries to move */
2368 return; /* into a wall */ 2071 return false; /* into a wall */
2369 2072
2370 if (mon->head != NULL)
2371 mon = mon->head; 2073 mon = mon->head_ ();
2372 2074
2373 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)
2374 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2375 return; 2080 return true;
2081 }
2376 2082
2377 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2378 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2379 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2380 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2381 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2382 * and thus will not push them. 2088 * and thus will not push them.
2383 */ 2089 */
2384 2090
2385 /* 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
2386 * peaceful. Our assumption is the creature is a pet if the 2092 * peaceful. Our assumption is the creature is a pet if the
2387 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2388 */ 2094 */
2389 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2390#if COZY_SERVER 2096 && ((mon->owner && mon->owner->contr
2391 &&
2392 ((get_owner (mon) && get_owner (mon)->contr
2393 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2394#else 2098 || mon->owner == op)
2395 && get_owner (mon) == op
2396#endif
2397 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2398 { 2100 {
2399 /* 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 */
2400 if (op->contr->braced) 2102 if (op->contr->braced)
2401 return; 2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108
2402 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);
2403 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2404 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2405 make_visible (op); 2113 make_visible (op);
2114
2406 return; 2115 return true;
2407 } 2116 }
2117 else
2118 return false;
2119 }
2408 2120
2409 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2410 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2411 * 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
2412 * attack them either. 2124 * attack them either.
2413 */ 2125 */
2414 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2415 (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))
2416#ifdef PROHIBIT_PLAYERKILL 2128 && ((op->contr->peaceful
2417 (op->contr->peaceful 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2418 || (mon->type == PLAYER 2130 && !on_battleground))
2419 && mon->contr-> 2131 {
2420 peaceful)) && 2132 if (op->speed_left > 0.f)
2421#else
2422 op->contr->peaceful &&
2423#endif
2424 !on_battleground))
2425 { 2133 {
2134 --op->speed_left;
2135
2426 if (!op->contr->braced) 2136 if (!op->contr->braced)
2427 { 2137 {
2428 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);
2429 (void) push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2430 } 2140 }
2431 else 2141 else
2432 {
2433 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2434 } 2143
2435 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2436 make_visible (op); 2145 make_visible (op);
2437 }
2438 2146
2147 return true;
2148 }
2149 }
2439 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2440 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2441 */ 2152 */
2442 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)
2443 { 2156 {
2157 --op->speed_left;
2158
2444 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2445 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2446 make_visible (op); 2161 make_visible (op);
2447 }
2448 2162
2163 return true;
2164 }
2165 }
2449 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2450 * 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
2451 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2452 * 1) Not a player, 2) A player, but of a different party. Note 2169 * 1) Not a player, 2) A player, but of a different party. Note
2453 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2454 */ 2171 */
2455
2456 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2457 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2458 { 2174 {
2459 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2460 /* If the player hasn't hit something this tick, and does
2461 * so, give them speed boost based on weapon speed. Doing
2462 * it here is better than process_players2, which basically
2463 * incurred a 1 tick offset.
2464 */
2465 if (!op->contr->has_hit)
2466 { 2176 {
2467 op->speed_left += op->speed / op->contr->weapon_sp; 2177 --op->contr->weapon_sp_left;
2468 2178
2469 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2470 }
2471
2472 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2473 2180
2474 /* If attacking another player, that player gets automatic
2475 * hitback, and doesn't loose luck either.
2476 * Disable hitback on the battleground or if the target is
2477 * the wiz.
2478 */
2479 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2480 {
2481 short luck = mon->stats.luck;
2482
2483 mon->contr->has_hit = 1;
2484 skill_attack (op, mon, 0, NULL, NULL);
2485 mon->stats.luck = luck;
2486 }
2487 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2488 make_visible (op); 2182 make_visible (op);
2489 }
2490 } /* if player should attack something */
2491}
2492 2183
2493int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2494move_player (object *op, int dir) 2192move_player (object *op, int dir)
2495{ 2193{
2496 int pick; 2194 int pick;
2497 2195
2498 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2499 return 0; 2197 return 0;
2500 2198
2501 /* Sanity check: make sure dir is valid */ 2199 /* Sanity check: make sure dir is valid */
2502 if ((dir < 0) || (dir >= 9)) 2200 if ((dir < 0) || (dir >= 9))
2503 { 2201 {
2504 LOG (llevError, "move_player: invalid direction %d\n", dir); 2202 LOG (llevError, "move_player: invalid direction %d\n", dir);
2505 return 0; 2203 return 0;
2506 } 2204 }
2507 2205
2508 /* peterm: added following line */ 2206 /* peterm: added following line */
2509 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2510 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2208 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2511 2209
2512 op->facing = dir; 2210 op->facing = dir;
2513 2211
2514 if (op->hide) 2212 if (op->hide)
2515 do_hidden_move (op); 2213 do_hidden_move (op);
2516 2214
2215 bool retval;
2216
2517 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2518 /*nop */ ; 2218 retval = RESULT_INT (0);
2519 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2520 fire (op, dir); 2220 retval = fire (op, dir);
2521 else 2221 else
2522 { 2222 {
2523 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2524 pick = check_pick (op); 2224 pick = check_pick (op);
2525 } 2225 }
2526 2226
2527 /* 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
2528 * server can handle repeat firing. 2228 * server can handle repeat firing.
2529 */ 2229 */
2530 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2230 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2531 {
2532 op->direction = dir; 2231 op->direction = dir;
2533 }
2534 else 2232 else
2535 {
2536 op->direction = 0; 2233 op->direction = 0;
2537 } 2234
2538 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2539 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2540 * for players. 2237 * for players.
2541 */ 2238 */
2542 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2543 return 0; 2240
2241 return retval;
2544} 2242}
2545 2243
2546/* 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
2547 * new client/server stuff. 2245 * new client/server stuff.
2548 * 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
2549 * the new speed values for commands. 2247 * the new speed values for commands.
2550 * 2248 *
2551 * 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.
2552 */ 2252 */
2553int 2253bool
2554handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2555{ 2255{
2556 if (op->contr->hidden)
2557 {
2558 op->invisible = 1000;
2559 /* the socket code flashes the player visible/invisible
2560 * depending on the value of invisible, so we need to
2561 * alternate it here for it to work correctly.
2562 */
2563 if (pticks & 2)
2564 op->invisible--;
2565 }
2566 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2567 {
2568 op->invisible--;
2569 if (!op->invisible)
2570 {
2571 make_visible (op);
2572 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2573 }
2574 }
2575
2576 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2577 { 2257 {
2578 flee_player (op); 2258 if (op->speed_left > 0.f)
2579 /* If player is still scared, that is his action for this tick */
2580 if (QUERY_FLAG (op, FLAG_SCARED))
2581 { 2259 {
2582 op->speed_left--; 2260 --op->speed_left;
2261 flee_player (op);
2262
2583 return 0; 2263 return true;
2584 } 2264 }
2585 } 2265 else
2586 2266 return false;
2587 /* I've been seeing crashes where the golem has been destroyed, but
2588 * the player object still points to the defunct golem. The code that
2589 * destroys the golem looks correct, and it doesn't always happen, so
2590 * put this in a a workaround to clean up the golem pointer.
2591 */
2592 if (op->contr->ranges[range_golem] &&
2593 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2594 {
2595 op->contr->ranges[range_golem] = NULL;
2596 op->contr->golem_count = 0;
2597 } 2267 }
2598 2268
2599 /* 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
2600 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2601 * called, so we recheck it here. 2271 * called, so we recheck it here.
2602 */ 2272 */
2603 HandleClient (&op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2604 if (op->speed_left < 0)
2605 return 0; 2274 return true;
2606 2275
2607 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2608 {
2609 /* All move commands take 1 tick, at least for now */
2610 op->speed_left--;
2611
2612 /* Instead of all the stuff below, let move_player take care
2613 * of it. Also, some of the skill stuff is only put in
2614 * there, as well as the confusion stuff.
2615 */
2616 move_player (op, op->direction); 2277 return move_player (op, op->direction);
2617 if (op->speed_left > 0) 2278
2618 return 1;
2619 else
2620 return 0;
2621 }
2622 return 0; 2279 return false;
2623} 2280}
2624 2281
2625int 2282int
2626save_life (object *op) 2283save_life (object *op)
2627{ 2284{
2628 object *tmp;
2629
2630 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2285 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2631 return 0; 2286 return 0;
2632 2287
2633 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2288 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2634 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2635 { 2290 {
2636 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);
2637 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
2638 if (op->contr) 2294 if (op->contr)
2639 esrv_del_item (op->contr, tmp->count); 2295 esrv_del_item (op->contr, tmp->count);
2640 remove_ob (tmp); 2296
2641 free_object (tmp); 2297 tmp->destroy ();
2642 CLEAR_FLAG (op, FLAG_LIFESAVE); 2298 CLEAR_FLAG (op, FLAG_LIFESAVE);
2299
2643 if (op->stats.hp < 0) 2300 if (op->stats.hp < 0)
2644 op->stats.hp = op->stats.maxhp; 2301 op->stats.hp = op->stats.maxhp;
2302
2645 if (op->stats.food < 0) 2303 if (op->stats.food < 0)
2646 op->stats.food = 999; 2304 op->stats.food = 999;
2647 fix_player (op); 2305
2306 op->update_stats ();
2648 return 1; 2307 return 1;
2649 } 2308 }
2309
2650 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2310 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2651 CLEAR_FLAG (op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2652 enter_player_savebed (op); /* bring him home. */ 2312 enter_player_savebed (op); /* bring him home. */
2653 return 0; 2313 return 0;
2654} 2314}
2659 * from. 2319 * from.
2660 */ 2320 */
2661void 2321void
2662remove_unpaid_objects (object *op, object *env) 2322remove_unpaid_objects (object *op, object *env)
2663{ 2323{
2664 object *next;
2665
2666 while (op) 2324 while (op)
2667 { 2325 {
2668 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' */
2669 * we remove object 'op' 2327
2670 */
2671 if (QUERY_FLAG (op, FLAG_UNPAID)) 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2672 { 2329 {
2673 remove_ob (op);
2674 op->x = env->x;
2675 op->y = env->y;
2676 if (env->type == PLAYER) 2330 if (env->type == PLAYER)
2677 esrv_del_item (env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2678 insert_ob_in_map (op, env->map, NULL, 0); 2332
2333 op->insert_at (env);
2679 } 2334 }
2680 else if (op->inv) 2335 else if (op->inv)
2681 remove_unpaid_objects (op->inv, env); 2336 remove_unpaid_objects (op->inv, env);
2337
2682 op = next; 2338 op = next;
2683 } 2339 }
2684} 2340}
2685
2686 2341
2687/* 2342/*
2688 * Returns pointer a static string containing gravestone text 2343 * Returns pointer a static string containing gravestone text
2689 * Moved from apply.c to player.c - player.c is what 2344 * Moved from apply.c to player.c - player.c is what
2690 * actually uses this function. player.c may not be quite the 2345 * actually uses this function. player.c may not be quite the
2701 strcpy (buf2, " R.I.P.\n\n"); 2356 strcpy (buf2, " R.I.P.\n\n");
2702 if (op->type == PLAYER) 2357 if (op->type == PLAYER)
2703 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2704 else 2359 else
2705 sprintf (buf, "%s\n", &op->name); 2360 sprintf (buf, "%s\n", &op->name);
2361
2706 strncat (buf2, " ", 20 - strlen (buf) / 2); 2362 strncat (buf2, " ", 20 - strlen (buf) / 2);
2707 strcat (buf2, buf); 2363 strcat (buf2, buf);
2708 if (op->type == PLAYER) 2364 if (op->type == PLAYER)
2709 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);
2710 else 2366 else
2711 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
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2370 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2371 if (op->type == PLAYER)
2715 { 2372 {
2716 sprintf (buf, "by %s.\n\n", op->contr->killer); 2373 sprintf (buf, "by %s.\n\n", op->contr->killer);
2717 strncat (buf2, " ", 21 - strlen (buf) / 2); 2374 strncat (buf2, " ", 21 - strlen (buf) / 2);
2718 strcat (buf2, buf); 2375 strcat (buf2, buf);
2719 } 2376 }
2377
2720 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2721 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2722 strcat (buf2, buf); 2380 strcat (buf2, buf);
2381
2723 return buf2; 2382 return buf2;
2724} 2383}
2725
2726
2727 2384
2728void 2385void
2729do_some_living (object *op) 2386do_some_living (object *op)
2730{ 2387{
2731 int last_food = op->stats.food; 2388 int last_food = op->stats.food;
2737 int rate_grace = 2000; 2394 int rate_grace = 2000;
2738 const int max_hp = 1; 2395 const int max_hp = 1;
2739 const int max_sp = 1; 2396 const int max_sp = 1;
2740 const int max_grace = 1; 2397 const int max_grace = 1;
2741 2398
2742 if (op->contr->outputs_sync) 2399 if (op->contr->hidden)
2743 {
2744 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2745 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2746 flush_output_element (op, &op->contr->outputs[i]);
2747 } 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 }
2748 2417
2749 if (op->contr->state == ST_PLAYING) 2418 if (op->contr->ns->state == ST_PLAYING)
2750 { 2419 {
2751
2752 /* these next three if clauses make it possible to SLOW DOWN 2420 /* these next three if clauses make it possible to SLOW DOWN
2753 hp/grace/spellpoint regeneration. */ 2421 hp/grace/spellpoint regeneration. */
2754 if (op->contr->gen_hp >= 0) 2422 if (op->contr->gen_hp >= 0)
2755 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2423 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2756 else 2424 else
2757 { 2425 {
2758 gen_hp = op->stats.maxhp; 2426 gen_hp = op->stats.maxhp;
2759 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2427 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2760 } 2428 }
2429
2761 if (op->contr->gen_sp >= 0) 2430 if (op->contr->gen_sp >= 0)
2762 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2431 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2763 else 2432 else
2764 { 2433 {
2765 gen_sp = op->stats.maxsp; 2434 gen_sp = op->stats.maxsp;
2766 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2435 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2767 } 2436 }
2437
2768 if (op->contr->gen_grace >= 0) 2438 if (op->contr->gen_grace >= 0)
2769 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2770 else 2440 else
2771 { 2441 {
2772 gen_grace = op->stats.maxgrace; 2442 gen_grace = op->stats.maxgrace;
2773 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2774 } 2444 }
2775 2445
2776 /* Regenerate Spell Points */ 2446 /* Regenerate Spell Points */
2777 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2447 if (!op->contr->golem && --op->last_sp < 0)
2778 { 2448 {
2779 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);
2780 if (op->stats.sp < op->stats.maxsp) 2450 if (op->stats.sp < op->stats.maxsp)
2781 { 2451 {
2782 op->stats.sp++; 2452 op->stats.sp++;
2788 op->stats.food += op->contr->digestion; 2458 op->stats.food += op->contr->digestion;
2789 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))
2790 op->stats.food = last_food; 2460 op->stats.food = last_food;
2791 } 2461 }
2792 } 2462 }
2463
2793 if (max_sp > 1) 2464 if (max_sp > 1)
2794 { 2465 {
2795 over_sp = (gen_sp + 10) / rate_sp; 2466 over_sp = (gen_sp + 10) / rate_sp;
2796 if (over_sp > 0) 2467 if (over_sp > 0)
2797 { 2468 {
2798 if (op->stats.sp < op->stats.maxsp) 2469 if (op->stats.sp < op->stats.maxsp)
2799 { 2470 {
2800 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2471 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2472
2801 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))
2802 op->stats.sp--; 2474 op->stats.sp--;
2475
2803 if (op->stats.sp > op->stats.maxsp) 2476 if (op->stats.sp > op->stats.maxsp)
2804 op->stats.sp = op->stats.maxsp; 2477 op->stats.sp = op->stats.maxsp;
2805 } 2478 }
2806 op->last_sp = 0; 2479 op->last_sp = 0;
2807 } 2480 }
2808 else 2481 else
2809 {
2810 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);
2811 }
2812 } 2483 }
2813 else 2484 else
2814 {
2815 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);
2816 }
2817 } 2486 }
2818 2487
2819 /* Regenerate Grace */ 2488 /* Regenerate Grace */
2820 /* 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. */
2821 if (--op->last_grace < 0) 2490 if (--op->last_grace < 0)
2822 { 2491 {
2823 if (op->stats.grace < op->stats.maxgrace / 2) 2492 if (op->stats.grace < op->stats.maxgrace / 2)
2824 op->stats.grace++; /* no penalty in food for regaining grace */ 2493 op->stats.grace++; /* no penalty in food for regaining grace */
2494
2825 if (max_grace > 1) 2495 if (max_grace > 1)
2826 { 2496 {
2827 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2497 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2828 if (over_grace > 0) 2498 if (over_grace > 0)
2829 { 2499 {
2857 op->stats.food += op->contr->digestion; 2527 op->stats.food += op->contr->digestion;
2858 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))
2859 op->stats.food = last_food; 2529 op->stats.food = last_food;
2860 } 2530 }
2861 } 2531 }
2532
2862 if (max_hp > 1) 2533 if (max_hp > 1)
2863 { 2534 {
2864 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2865 if (over_hp > 0) 2536 if (over_hp > 0)
2866 { 2537 {
2879 } 2550 }
2880 2551
2881 /* Digestion */ 2552 /* Digestion */
2882 if (--op->last_eat < 0) 2553 if (--op->last_eat < 0)
2883 { 2554 {
2884#ifdef COZY_SERVER
2885 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2886 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2887#else
2888 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2555 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2889#endif
2890 2556
2891 if (op->contr->gen_hp > 0) 2557 if (op->contr->gen_hp > 0)
2892 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);
2893 else 2559 else
2894 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561
2895 /* dms do not consume food */ 2562 /* dms do not consume food */
2896 if (!QUERY_FLAG (op, FLAG_WIZ)) 2563 if (!QUERY_FLAG (op, FLAG_WIZ))
2897 op->stats.food--; 2564 op->stats.food--;
2898 } 2565 }
2899 }
2900 2566
2901 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2567 if (op->stats.food < 0 && op->stats.hp >= 0)
2902 { 2568 {
2903 object *tmp, *flesh = NULL; 2569 object *tmp, *flesh = 0;
2904 2570
2905 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2571 for (tmp = op->inv; tmp; tmp = tmp->below)
2906 {
2907 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2908 { 2572 {
2909 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2573 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2910 { 2574 {
2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2576 {
2911 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.");
2912 manual_apply (op, tmp, 0); 2578 manual_apply (op, tmp, 0);
2913 if (op->stats.food >= 0 || op->stats.hp < 0) 2579 if (op->stats.food >= 0 || op->stats.hp < 0)
2914 break; 2580 break;
2915 } 2581 }
2916 else if (tmp->type == FLESH) 2582 else if (tmp->type == FLESH)
2917 flesh = tmp; 2583 flesh = tmp;
2918 } /* End if paid for object */ 2584 } /* End if paid for object */
2919 } /* end of for loop */ 2585 } /* end of for loop */
2586
2920 /* 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
2921 * eat flesh instead. 2588 * eat flesh instead.
2922 */ 2589 */
2923 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2924 { 2591 {
2925 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.");
2926 manual_apply (op, flesh, 0); 2593 manual_apply (op, flesh, 0);
2927 } 2594 }
2928 } /* end if player is starving */ 2595 }
2929 2596
2930 while (op->stats.food < 0 && op->stats.hp > 0) 2597 while (op->stats.food < 0 && op->stats.hp >= 0)
2931 op->stats.food++, op->stats.hp--; 2598 op->stats.food++, op->stats.hp--;
2932 2599
2933 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))
2934 kill_player (op); 2601 kill_player (op);
2602 }
2935} 2603}
2936
2937
2938 2604
2939/* 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.
2940 * 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
2941 * permadeath, no lifesave), this will take care of removing the player 2607 * permadeath, no lifesave), this will take care of removing the player
2942 * file. 2608 * file.
2972 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!");
2973 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...");
2974 2640
2975 /* restore player */ 2641 /* restore player */
2976 at = archetype::find ("poisoning"); 2642 at = archetype::find ("poisoning");
2977 tmp = present_arch_in_ob (at, op); 2643 if (object *tmp = present_arch_in_ob (at, op))
2978 if (tmp)
2979 { 2644 {
2980 remove_ob (tmp); 2645 tmp->destroy ();
2981 free_object (tmp);
2982 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2646 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2983 } 2647 }
2984 2648
2985 at = archetype::find ("confusion"); 2649 at = archetype::find ("confusion");
2986 tmp = present_arch_in_ob (at, op); 2650 if (object *tmp = present_arch_in_ob (at, op))
2987 if (tmp)
2988 { 2651 {
2989 remove_ob (tmp); 2652 tmp->destroy ();
2990 free_object (tmp);
2991 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2653 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2992 } 2654 }
2993 2655
2994 cure_disease (op, 0); /* remove any disease */ 2656 cure_disease (op, 0); /* remove any disease */
2995 op->stats.hp = op->stats.maxhp; 2657 op->stats.hp = op->stats.maxhp;
2996 if (op->stats.food <= 0) 2658 if (op->stats.food <= 0)
2997 op->stats.food = 999; 2659 op->stats.food = 999;
2998 2660
2999 /* create a bodypart-trophy to make the winner happy */ 2661 /* create a bodypart-trophy to make the winner happy */
3000 tmp = arch_to_object (archetype::find ("finger")); 2662 if (object *tmp = arch_to_object (archetype::find ("finger")))
3001 if (tmp != NULL)
3002 { 2663 {
3003 sprintf (buf, "%s's finger", &op->name); 2664 sprintf (buf, "%s's finger", &op->name);
3004 tmp->name = buf; 2665 tmp->name = buf;
3005 sprintf (buf, " This finger has been cut off %s\n" 2666 sprintf (buf, " This finger has been cut off %s\n"
3006 " 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",
3007 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3008 tmp->msg = buf; 2669 tmp->msg = buf;
3009 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2670 tmp->value = 0, tmp->type = 0;
3010 tmp->materialname = NULL; 2671 tmp->materialname = "organics";
3011 tmp->x = op->x, tmp->y = op->y; 2672 tmp->insert_at (op, tmp);
3012 insert_ob_in_map (tmp, op->map, op, 0);
3013 } 2673 }
3014 2674
3015 /* teleport defeated player to new destination */ 2675 /* teleport defeated player to new destination */
3016 transfer_ob (op, x, y, 0, NULL); 2676 transfer_ob (op, x, y, 0, NULL);
3017 op->contr->braced = 0; 2677 op->contr->braced = 0;
3022 2682
3023 command_kill_pets (op, 0); 2683 command_kill_pets (op, 0);
3024 2684
3025 if (op->stats.food < 0) 2685 if (op->stats.food < 0)
3026 { 2686 {
3027 if (op->contr->explore)
3028 {
3029 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3030 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3031 op->stats.food = 999;
3032 return;
3033 }
3034 sprintf (buf, "%s starved to death.", &op->name); 2687 sprintf (buf, "%s starved to death.", &op->name);
3035 strcpy (op->contr->killer, "starvation"); 2688 strcpy (op->contr->killer, "starvation");
3036 } 2689 }
3037 else 2690 else
3038 {
3039 if (op->contr->explore)
3040 {
3041 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3043 op->stats.hp = op->stats.maxhp;
3044 return;
3045 }
3046 sprintf (buf, "%s died.", &op->name); 2691 sprintf (buf, "%s died.", &op->name);
3047 } 2692
3048 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3049 2694
3050 /* save the map location for corpse, gravestone */ 2695 /* save the map location for corpse, gravestone */
3051 x = op->x; 2696 x = op->x;
3052 y = op->y; 2697 y = op->y;
3053 map = op->map; 2698 map = op->map;
3054 2699
3055
3056 if (settings.not_permadeth == TRUE)
3057 {
3058 /* NOT_PERMADEATH code. This basically brings the character back to 2700 /* NOT_PERMADEATH code. This basically brings the character back to
3059 * 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.
3060 * 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.
3061 */ 2703 */
3062 2704
3063 /* Basically two ways to go - remove a stat permanently, or just 2705 /* Basically two ways to go - remove a stat permanently, or just
3064 * make it depletion. This bunch of code deals with that aspect 2706 * make it depletion. This bunch of code deals with that aspect
3065 * of death. 2707 * of death.
3066 */ 2708 */
3067#ifndef COZY_SERVER 2709#ifndef COZY_SERVER
3068 if (settings.balanced_stat_loss) 2710 if (settings.balanced_stat_loss)
3069 { 2711 {
3070 /* If stat loss is permanent, lose one stat only. */ 2712 /* If stat loss is permanent, lose one stat only. */
3071 /* 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
3072 more if they do. */ 2714 more if they do. */
3073 /* Higher level characters can afford things such as potions of 2715 /* Higher level characters can afford things such as potions of
3074 restoration, or better, stat potions. So we slug them that 2716 restoration, or better, stat potions. So we slug them that
3075 little bit harder. */ 2717 little bit harder. */
3076 /* GD */ 2718 /* GD */
3077 if (settings.stat_loss_on_death) 2719 if (settings.stat_loss_on_death)
3078 num_stats_lose = 1; 2720 num_stats_lose = 1;
3079 else
3080 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3081 }
3082 else 2721 else
3083 { 2722 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2723 }
2724 else
3084 num_stats_lose = 1; 2725 num_stats_lose = 1;
3085 } 2726
3086 lost_a_stat = 0; 2727 lost_a_stat = 0;
3087 2728
3088 for (z = 0; z < num_stats_lose; z++) 2729 for (z = 0; z < num_stats_lose; z++)
3089 { 2730 {
3090 i = RANDOM () % NUM_STATS; 2731 i = RANDOM () % NUM_STATS;
3091 2732
3092 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)
3093 { 2753 {
3094 /* Pick a random stat and take a point off it. Tell the player 2754 dep = arch_to_object (deparch);
3095 * what he lost. 2755 insert_ob_in_ob (dep, op);
3096 */
3097 change_attr_value (&(op->stats), i, -1);
3098 check_stat_bounds (&(op->stats));
3099 change_attr_value (&(op->contr->orig_stats), i, -1);
3100 check_stat_bounds (&(op->contr->orig_stats));
3101 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3102 lost_a_stat = 1;
3103 } 2756 }
3104 else 2757 lose_this_stat = 1;
2758 if (settings.balanced_stat_loss)
3105 { 2759 {
3106 /* deplete a stat */ 2760 /* GD */
3107 archetype *deparch = archetype::find ("depletion"); 2761 /* Get the stat that we're about to deplete. */
3108 object *dep; 2762 this_stat = get_attr_value (&(dep->stats), i);
3109 2763 if (this_stat < 0)
3110 dep = present_arch_in_ob (deparch, op);
3111 if (!dep)
3112 { 2764 {
3113 dep = arch_to_object (deparch); 2765 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3114 insert_ob_in_ob (dep, op); 2766 int keep_chance = this_stat * this_stat;
3115 } 2767
3116 lose_this_stat = 1; 2768 /* Yes, I am paranoid. Sue me. */
3117 if (settings.balanced_stat_loss)
3118 {
3119 /* GD */
3120 /* Get the stat that we're about to deplete. */
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 if (this_stat < 0) 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)
3123 { 2774 {
3124 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 int keep_chance = this_stat * this_stat;
3126
3127 /* Yes, I am paranoid. Sue me. */
3128 if (keep_chance < 1)
3129 keep_chance = 1;
3130
3131 /* There is a maximum depletion total per level. */
3132 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3133 {
3134 lose_this_stat = 0; 2775 lose_this_stat = 0;
3135 /* Take loss chance vs keep chance to see if we 2776 /* Take loss chance vs keep chance to see if we
3136 retain the stat. */ 2777 retain the stat. */
3137 }
3138 else
3139 {
3140 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3141 lose_this_stat = 0;
3142 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3143 this_stat, keep_chance, loss_chance,
3144 lose_this_stat?"LOSE":"KEEP"); */
3145 }
3146 } 2778 }
3147 }
3148
3149 if (lose_this_stat)
3150 {
3151 this_stat = get_attr_value (&(dep->stats), i);
3152 /* We could try to do something clever like find another
3153 * stat to reduce if this fails. But chances are, if
3154 * stats have been depleted to -50, all are pretty low
3155 * and should be roughly the same, so it shouldn't make a
3156 * difference.
3157 */ 2779 else
3158 if (this_stat >= -50)
3159 { 2780 {
3160 change_attr_value (&(dep->stats), i, -1); 2781 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3161 SET_FLAG (dep, FLAG_APPLIED);
3162 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3163 fix_player (op);
3164 lost_a_stat = 1; 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"); */
3165 } 2786 }
3166 } 2787 }
3167 } 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 }
3168 } 2807 }
2808 }
2809 }
3169 /* If no stat lost, tell the player. */ 2810 /* If no stat lost, tell the player. */
3170 if (!lost_a_stat) 2811 if (!lost_a_stat)
3171 { 2812 {
3172 /* determine_god() seems to not work sometimes... why is this? 2813 /* determine_god() seems to not work sometimes... why is this?
3173 Should I be using something else? GD */ 2814 Should I be using something else? GD */
3174 const char *god = determine_god (op); 2815 const char *god = determine_god (op);
3175 2816
3176 if (god && (strcmp (god, "none"))) 2817 if (god && (strcmp (god, "none")))
3177 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2818 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3178 else 2819 else
3179 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.");
3180 } 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.");
3181#endif 2824#endif
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3183 2825
3184 /* Put a gravestone up where the character 'almost' died. List the 2826 /* Put a gravestone up where the character 'almost' died. List the
3185 * exp loss on the stone. 2827 * exp loss on the stone.
3186 */ 2828 */
3187 tmp = arch_to_object (archetype::find ("gravestone")); 2829 tmp = arch_to_object (archetype::find ("gravestone"));
3188 sprintf (buf, "%s's gravestone", &op->name); 2830 sprintf (buf, "%s's gravestone", &op->name);
3189 tmp->name = buf; 2831 tmp->name = buf;
3190 sprintf (buf, "%s's gravestones", &op->name); 2832 sprintf (buf, "%s's gravestones", &op->name);
3191 tmp->name_pl = buf; 2833 tmp->name_pl = buf;
3192 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3193 tmp->msg = buf; 2835 tmp->msg = buf;
3194 tmp->x = op->x, tmp->y = op->y; 2836 tmp->x = op->x, tmp->y = op->y;
3195 insert_ob_in_map (tmp, op->map, NULL, 0); 2837 insert_ob_in_map (tmp, op->map, NULL, 0);
3196 2838
3197 /**************************************/ 2839 /**************************************/
3198 /* */ 2840 /* */
3199 /* Subtract the experience points, */ 2841 /* Subtract the experience points, */
3200 /* if we died cause of food, give us */ 2842 /* if we died cause of food, give us */
3201 /* food, and reset HP's... */ 2843 /* food, and reset HP's... */
3202 /* */ 2844 /* */
3203
3204 /**************************************/ 2845 /**************************************/
3205 2846
3206 /* remove any poisoning and confusion the character may be suffering. */ 2847 /* remove any poisoning and confusion the character may be suffering. */
3207 /* restore player */ 2848 /* restore player */
3208 at = archetype::find ("poisoning"); 2849 at = archetype::find ("poisoning");
3209 tmp = present_arch_in_ob (at, op); 2850 tmp = present_arch_in_ob (at, op);
2851
3210 if (tmp) 2852 if (tmp)
3211 { 2853 {
3212 remove_ob (tmp); 2854 tmp->destroy ();
3213 free_object (tmp);
3214 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2855 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3215 } 2856 }
3216 2857
3217 at = archetype::find ("confusion"); 2858 at = archetype::find ("confusion");
3218 tmp = present_arch_in_ob (at, op); 2859 tmp = present_arch_in_ob (at, op);
3219 if (tmp) 2860 if (tmp)
3220 { 2861 {
3221 remove_ob (tmp); 2862 tmp->destroy ();
3222 free_object (tmp);
3223 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2863 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3224 } 2864 }
2865
3225 cure_disease (op, 0); /* remove any disease */ 2866 cure_disease (op, 0); /* remove any disease */
3226 2867
3227 /*add_exp(op, (op->stats.exp * -0.20)); */ 2868 /*add_exp(op, (op->stats.exp * -0.20)); */
3228 apply_death_exp_penalty (op); 2869 apply_death_exp_penalty (op);
3229 if (op->stats.food < 100) 2870 if (op->stats.food < 100)
3230 op->stats.food = 900; 2871 op->stats.food = 900;
3231 op->stats.hp = op->stats.maxhp; 2872 op->stats.hp = op->stats.maxhp;
3232 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2873 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3233 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2874 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3234 2875
3235 /* 2876 /*
3236 * 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
3237 * the player has any unpaid items. If so, remove them and put them back 2878 * and put them back in the map.
3238 * in the map. 2879 */
3239 */
3240
3241 if (is_in_shop (op))
3242 remove_unpaid_objects (op->inv, op); 2880 remove_unpaid_objects (op->inv, op);
3243 2881
3244 /****************************************/ 2882 /****************************************/
3245 /* */ 2883 /* */
3246 /* Move player to his current respawn- */ 2884 /* Move player to his current respawn- */
3247 /* position (usually last savebed) */ 2885 /* position (usually last savebed) */
3248 /* */ 2886 /* */
3249
3250 /****************************************/ 2887 /****************************************/
3251 2888
3252 enter_player_savebed (op); 2889 enter_player_savebed (op);
3253 2890
3254 /* Save the player before inserting the force to reduce
3255 * chance of abuse.
3256 */
3257 op->contr->braced = 0; 2891 op->contr->braced = 0;
3258 save_player (op, 1);
3259 2892
3260 /* it is possible that the player has blown something up 2893 /* it is possible that the player has blown something up
3261 * at his savebed location, and that can have long lasting 2894 * at his savebed location, and that can have long lasting
3262 * spell effects. So first see if there is a spell effect 2895 * spell effects. So first see if there is a spell effect
3263 * on the space that might harm the player. 2896 * on the space that might harm the player.
3264 */ 2897 */
3265 will_kill_again = 0; 2898 will_kill_again = 0;
3266 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)
3267 {
3268 if (tmp->type == SPELL_EFFECT) 2900 if (tmp->type == SPELL_EFFECT)
3269 will_kill_again |= tmp->attacktype; 2901 will_kill_again |= tmp->attacktype;
3270 } 2902
3271 if (will_kill_again) 2903 if (will_kill_again)
3272 { 2904 {
3273 object *force; 2905 object *force;
3274 int at; 2906 int at;
3275 2907
3276 force = get_archetype (FORCE_NAME); 2908 force = get_archetype (FORCE_NAME);
3277 /* 50 ticks should be enough time for the spell to abate */ 2909 /* 50 ticks should be enough time for the spell to abate */
3278 force->speed = 0.1; 2910 force->speed = 0.1f;
3279 force->speed_left = -5.0; 2911 force->speed_left = -5.f;
3280 SET_FLAG (force, FLAG_APPLIED); 2912 SET_FLAG (force, FLAG_APPLIED);
3281 for (at = 0; at < NROFATTACKS; at++) 2913 for (at = 0; at < NROFATTACKS; at++)
3282 {
3283 if (will_kill_again & (1 << at)) 2914 if (will_kill_again & (1 << at))
3284 force->resist[at] = 100; 2915 force->resist[at] = 100;
3285 } 2916
3286 insert_ob_in_ob (force, op); 2917 insert_ob_in_ob (force, op);
3287 fix_player (op); 2918 op->update_stats ();
3288 2919
3289 } 2920 }
3290 2921
3291 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2922 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3292 return;
3293 } /* NOT_PERMADETH */
3294 else
3295 {
3296 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3297 * should probably be embedded in an else statement.
3298 */
3299
3300 op->contr->party = NULL;
3301 if (settings.set_title == TRUE)
3302 op->contr->own_title[0] = '\0';
3303 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3304 check_score (op);
3305 if (op->contr->ranges[range_golem] != NULL)
3306 {
3307 remove_friendly_object (op->contr->ranges[range_golem]);
3308 remove_ob (op->contr->ranges[range_golem]);
3309 free_object (op->contr->ranges[range_golem]);
3310 op->contr->ranges[range_golem] = NULL;
3311 op->contr->golem_count = 0;
3312 }
3313 loot_object (op); /* Remove some of the items for good */
3314 remove_ob (op);
3315 op->direction = 0;
3316
3317 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3318 {
3319 delete_character (op->name, 0);
3320 if (settings.resurrection == TRUE)
3321 {
3322 /* save playerfile sans equipment when player dies
3323 ** then save it as player.pl.dead so that future resurrection
3324 ** type spells will work on them nicely
3325 */
3326 delete_character (op->name, 0);
3327 op->stats.hp = op->stats.maxhp;
3328 op->stats.food = 999;
3329
3330 /* set the location of where the person will reappear when */
3331 /* maybe resurrection code should fix map also */
3332 strcpy (op->contr->maplevel, settings.emergency_mapname);
3333 if (op->map != NULL)
3334 op->map = NULL;
3335 op->x = settings.emergency_x;
3336 op->y = settings.emergency_y;
3337 save_player (op, 0);
3338 op->map = map;
3339 /* please see resurrection.c: peterm */
3340 dead_player (op);
3341 }
3342 else
3343 delete_character (op->name, 1);
3344 }
3345
3346 play_again (op);
3347
3348 /* peterm: added to create a corpse at deathsite. */
3349 tmp = arch_to_object (archetype::find ("corpse_pl"));
3350 sprintf (buf, "%s", &op->name);
3351 tmp->name = tmp->name_pl = buf;
3352 tmp->level = op->level;
3353 tmp->x = x;
3354 tmp->y = y;
3355 tmp->msg = gravestone_text (op);
3356 SET_FLAG (tmp, FLAG_UNIQUE);
3357 insert_ob_in_map (tmp, map, NULL, 0);
3358 }
3359} 2923}
3360
3361 2924
3362void 2925void
3363loot_object (object *op) 2926loot_object (object *op)
3364{ /* Grab and destroy some treasure */ 2927{ /* Grab and destroy some treasure */
3365 object *tmp, *tmp2, *next; 2928 object *tmp, *tmp2, *next;
3366 2929
3367 if (op->container) 2930 op->close_container (); /* close open sack first */
3368 { /* close open sack first */
3369 esrv_apply_container (op, op->container);
3370 }
3371 2931
3372 for (tmp = op->inv; tmp != NULL; tmp = next) 2932 for (tmp = op->inv; tmp; tmp = next)
3373 { 2933 {
3374 next = tmp->below; 2934 next = tmp->below;
3375 if (tmp->type == EXPERIENCE || tmp->invisible) 2935
2936 if (tmp->invisible)
3376 continue; 2937 continue;
3377 remove_ob (tmp); 2938
2939 tmp->remove ();
3378 tmp->x = op->x, tmp->y = op->y; 2940 tmp->x = op->x, tmp->y = op->y;
2941
3379 if (tmp->type == CONTAINER) 2942 if (tmp->type == CONTAINER)
3380 { /* empty container to ground */ 2943 loot_object (tmp); /* empty container to ground */
3381 loot_object (tmp); 2944
3382 }
3383 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))))
3384 { 2946 {
3385 if (tmp->nrof > 1) 2947 if (tmp->nrof > 1)
3386 { 2948 {
3387 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3388 free_object (tmp2); 2950 tmp2->destroy ();
3389 insert_ob_in_map (tmp, op->map, NULL, 0); 2951 insert_ob_in_map (tmp, op->map, NULL, 0);
3390 } 2952 }
3391 else 2953 else
3392 free_object (tmp); 2954 tmp->destroy ();
3393 } 2955 }
3394 else 2956 else
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2957 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2958 }
3397} 2959}
3399/* 2961/*
3400 * fix_weight(): Check recursively the weight of all players, and fix 2962 * fix_weight(): Check recursively the weight of all players, and fix
3401 * 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
3402 * was changed. 2964 * was changed.
3403 */ 2965 */
3404
3405void 2966void
3406fix_weight (void) 2967fix_weight (void)
3407{ 2968{
3408 player *pl; 2969 for_all_players (pl)
3409
3410 for (pl = first_player; pl != NULL; pl = pl->next)
3411 { 2970 {
3412 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3413 2972
3414 if (old == sum) 2973 if (old == sum)
3415 continue; 2974 continue;
3416 fix_player (pl->ob); 2975 pl->ob->update_stats ();
3417 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);
3418 } 2977 }
3419} 2978}
3420 2979
3421void 2980void
3422fix_luck (void) 2981fix_luck (void)
3423{ 2982{
3424 player *pl; 2983 for_all_players (pl)
3425
3426 for (pl = first_player; pl != NULL; pl = pl->next)
3427 if (!pl->ob->contr->state) 2984 if (!pl->ob->contr->ns->state)
3428 change_luck (pl->ob, 0); 2985 pl->ob->change_luck (0);
3429} 2986}
3430
3431 2987
3432/* cast_dust() - handles op throwing objects of type 'DUST'. 2988/* cast_dust() - handles op throwing objects of type 'DUST'.
3433 * This is much simpler in the new spell code - we basically 2989 * This is much simpler in the new spell code - we basically
3434 * just treat this as any other spell casting object. 2990 * just treat this as any other spell casting object.
3435 */ 2991 */
3436
3437void 2992void
3438cast_dust (object *op, object *throw_ob, int dir) 2993cast_dust (object *op, object *throw_ob, int dir)
3439{ 2994{
3440 object *skop, *spob; 2995 object *skop, *spob;
3441 2996
3462 if (op->type == PLAYER) 3017 if (op->type == PLAYER)
3463 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);
3464 3019
3465 cast_spell (op, throw_ob, dir, spob, NULL); 3020 cast_spell (op, throw_ob, dir, spob, NULL);
3466 3021
3467 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3022 throw_ob->destroy ();
3468 remove_ob (throw_ob);
3469 free_object (throw_ob);
3470} 3023}
3471 3024
3472void 3025void
3473make_visible (object *op) 3026make_visible (object *op)
3474{ 3027{
3477 if (op->type == PLAYER) 3030 if (op->type == PLAYER)
3478 { 3031 {
3479 op->contr->tmp_invis = 0; 3032 op->contr->tmp_invis = 0;
3480 op->contr->invis_race = 0; 3033 op->contr->invis_race = 0;
3481 } 3034 }
3035
3482 update_object (op, UP_OBJ_FACE); 3036 update_object (op, UP_OBJ_CHANGE);
3483} 3037}
3484 3038
3485int 3039int
3486is_true_undead (object *op) 3040is_true_undead (object *op)
3487{ 3041{
3488 object *tmp = NULL;
3489
3490 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3042 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3491 return 1; 3043 return 1;
3492 3044
3493 if (op->type == PLAYER)
3494 for (tmp = op->inv; tmp; tmp = tmp->below)
3495 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3496 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3497 return 1;
3498 return 0; 3045 return 0;
3499} 3046}
3500 3047
3501/* look at the surrounding terrain to determine 3048/* look at the surrounding terrain to determine
3502 * the hideability of this object. Positive levels 3049 * the hideability of this object. Positive levels
3544/* For Hidden creatures - a chance of becoming 'unhidden' 3091/* For Hidden creatures - a chance of becoming 'unhidden'
3545 * every time they move - as we subtract off 'invisibility' 3092 * every time they move - as we subtract off 'invisibility'
3546 * AND, for players, if they move into a ridiculously unhideable 3093 * AND, for players, if they move into a ridiculously unhideable
3547 * spot (surrounded by clear terrain in broad daylight). -b.t. 3094 * spot (surrounded by clear terrain in broad daylight). -b.t.
3548 */ 3095 */
3549
3550void 3096void
3551do_hidden_move (object *op) 3097do_hidden_move (object *op)
3552{ 3098{
3553 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3554 object *skop; 3100 object *skop;
3558 3104
3559 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3105 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3560 3106
3561 /* 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! */
3562 if (op->type == PLAYER && op->contr->run_on) 3108 if (op->type == PLAYER && op->contr->run_on)
3563 {
3564 if (!skop || num >= skop->level) 3109 if (!skop || num >= skop->level)
3565 { 3110 {
3566 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!");
3567 make_visible (op); 3112 make_visible (op);
3568 return; 3113 return;
3569 } 3114 }
3570 else 3115 else
3571 num += 20; 3116 num += 20;
3572 } 3117
3573 num += op->map->difficulty; 3118 num += op->map->difficulty;
3574 hide = hideability (op); /* modify by terrain hidden level */ 3119 hide = hideability (op); /* modify by terrain hidden level */
3575 num -= hide; 3120 num -= hide;
3121
3576 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3122 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3577 { 3123 {
3578 make_visible (op); 3124 make_visible (op);
3579 if (op->type == PLAYER) 3125 if (op->type == PLAYER)
3580 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!");
3581 } 3127 }
3582 else if (op->type == PLAYER && skop) 3128 else if (op->type == PLAYER && skop)
3583 {
3584 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);
3585 }
3586} 3130}
3587 3131
3588/* determine if who is standing near a hostile creature. */ 3132/* determine if who is standing near a hostile creature. */
3589 3133
3590int 3134int
3617 if (mflags & P_OUT_OF_MAP) 3161 if (mflags & P_OUT_OF_MAP)
3618 continue; 3162 continue;
3619 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)))
3620 continue; 3164 continue;
3621 3165
3622 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)
3623 { 3167 {
3624 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))
3625 return 1; 3169 return 1;
3626 else if (tmp->type == PLAYER) 3170 else if (tmp->type == PLAYER)
3627 { 3171 {
3657 if (pl->type != PLAYER) 3201 if (pl->type != PLAYER)
3658 { 3202 {
3659 LOG (llevError, "player_can_view() called for non-player object\n"); 3203 LOG (llevError, "player_can_view() called for non-player object\n");
3660 return -1; 3204 return -1;
3661 } 3205 }
3206
3662 if (!pl || !op) 3207 if (!pl || !op)
3663 return 0; 3208 return 0;
3664 3209
3665 if (op->head)
3666 {
3667 op = op->head; 3210 op = op->head_ ();
3668 } 3211
3669 get_rangevector (pl, op, &rv, 0x1); 3212 get_rangevector (pl, op, &rv, 0x1);
3670 3213
3671 /* starting with the 'head' part, lets loop 3214 /* starting with the 'head' part, lets loop
3672 * through the object and find if it has any 3215 * through the object and find if it has any
3673 * part that is in the los array but isnt on 3216 * part that is in the los array but isnt on
3674 * a blocked los square. 3217 * a blocked los square.
3675 * we use the archetype to figure out offsets. 3218 * we use the archetype to figure out offsets.
3676 */ 3219 */
3677 while (op) 3220 while (op)
3678 { 3221 {
3679 dx = rv.distance_x + op->arch->clone.x; 3222 dx = rv.distance_x + op->arch->x;
3680 dy = rv.distance_y + op->arch->clone.y; 3223 dy = rv.distance_y + op->arch->y;
3681 3224
3682 /* only the viewable area the player sees is updated by LOS 3225 /* only the viewable area the player sees is updated by LOS
3683 * 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
3684 * for any meaningful values. 3227 * for any meaningful values.
3685 */ 3228 */
3686 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3229 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3687 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3230 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3688 !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)])
3689 return 1; 3232 return 1;
3690 op = op->more; 3233 op = op->more;
3691 } 3234 }
3692 return 0; 3235 return 0;
3693} 3236}
3790 char buf[MAX_BUF]; /* tmp. string buffer */ 3333 char buf[MAX_BUF]; /* tmp. string buffer */
3791 int i = 0, j = 0; 3334 int i = 0, j = 0;
3792 3335
3793 /* get the appropriate treasurelist */ 3336 /* get the appropriate treasurelist */
3794 if (atnr == ATNR_FIRE) 3337 if (atnr == ATNR_FIRE)
3795 trlist = find_treasurelist ("dragon_ability_fire"); 3338 trlist = treasurelist::find ("dragon_ability_fire");
3796 else if (atnr == ATNR_COLD) 3339 else if (atnr == ATNR_COLD)
3797 trlist = find_treasurelist ("dragon_ability_cold"); 3340 trlist = treasurelist::find ("dragon_ability_cold");
3798 else if (atnr == ATNR_ELECTRICITY) 3341 else if (atnr == ATNR_ELECTRICITY)
3799 trlist = find_treasurelist ("dragon_ability_elec"); 3342 trlist = treasurelist::find ("dragon_ability_elec");
3800 else if (atnr == ATNR_POISON) 3343 else if (atnr == ATNR_POISON)
3801 trlist = find_treasurelist ("dragon_ability_poison"); 3344 trlist = treasurelist::find ("dragon_ability_poison");
3802 3345
3803 if (trlist == NULL || who->type != PLAYER) 3346 if (trlist == NULL || who->type != PLAYER)
3804 return; 3347 return;
3805 3348
3806 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++);
3807 3350
3808 if (tr == NULL || tr->item == NULL) 3351 if (!tr || !tr->item)
3809 { 3352 {
3810 /* 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]); */
3811 return; 3354 return;
3812 } 3355 }
3813 3356
3814 /* everything seems okay - now bring on the gift: */ 3357 /* everything seems okay - now bring on the gift: */
3815 item = &(tr->item->clone); 3358 item = tr->item;
3816 3359
3817 if (item->type == SPELL) 3360 if (item->type == SPELL)
3818 { 3361 {
3819 if (check_spell_known (who, item->name)) 3362 if (check_spell_known (who, item->name))
3820 return; 3363 return;
3879 { 3422 {
3880 /* forces in the treasurelist can alter the player's stats */ 3423 /* forces in the treasurelist can alter the player's stats */
3881 object *skin; 3424 object *skin;
3882 3425
3883 /* first get the dragon skin force */ 3426 /* first get the dragon skin force */
3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3884 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3429 ;
3430
3885 if (skin == NULL) 3431 if (!skin)
3886 return; 3432 return;
3887 3433
3888 /* adding new spellpath attunements */ 3434 /* adding new spellpath attunements */
3889 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3435 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3890 { 3436 {
3935 * not readied. 3481 * not readied.
3936 */ 3482 */
3937void 3483void
3938player_unready_range_ob (player *pl, object *ob) 3484player_unready_range_ob (player *pl, object *ob)
3939{ 3485{
3940 rangetype i; 3486 if (pl->ob->current_weapon == ob)
3487 pl->ob->current_weapon = 0;
3941 3488
3942 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3489 if (pl->combat_ob == ob)
3943 { 3490 pl->combat_ob = 0;
3491
3944 if (pl->ranges[i] == ob) 3492 if (pl->ranged_ob == ob)
3945 { 3493 pl->ranged_ob = 0;
3946 pl->ranges[i] = NULL;
3947 if (pl->shoottype == i)
3948 {
3949 pl->shoottype = range_none;
3950 }
3951 }
3952 }
3953} 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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