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Comparing deliantra/server/server/player.C (file contents):
Revision 1.20 by root, Tue Sep 12 17:54:41 2006 UTC vs.
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to crossfire-devel@real-time.com 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 25#include <sproto.h>
30#endif
31#include <sounds.h> 26#include <sounds.h>
32#include <living.h> 27#include <living.h>
33#include <object.h> 28#include <object.h>
34#include <spells.h> 29#include <spells.h>
35#include <skills.h> 30#include <skills.h>
36#include <newclient.h>
37 31
38#ifdef COZY_SERVER 32#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 33#include <functional>
40#endif
41 34
42player * 35playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 36
81void 37void
82display_motd (const object *op) 38display_motd (const object *op)
83{ 39{
84 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 int comp; 43 int comp;
88 int size; 44 int size;
89 45
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 48 return;
94 } 49
95 motd[0] = '\0'; 50 motd[0] = '\0';
96 size = 0; 51 size = 0;
52
97 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
98 { 54 {
99 if (*buf == '#') 55 if (*buf == '#')
100 continue; 56 continue;
57
101 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 59 size += strlen (buf);
103 } 60 }
61
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
106} 64}
107 65
108void 66void
114 int comp; 72 int comp;
115 int size; 73 int size;
116 74
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 77 return;
121 } 78
122 rules[0] = '\0'; 79 rules[0] = '\0';
123 size = 0; 80 size = 0;
81
124 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
125 { 83 {
126 if (*buf == '#') 84 if (*buf == '#')
127 continue; 85 continue;
86
128 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
129 { 88 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 90 break;
132 } 91 }
92
133 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 94 size += strlen (buf);
135 } 95 }
96
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
138} 99}
139 100
140void 101void
148 int size; 109 int size;
149 110
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 113 return;
114
153 news[0] = '\0'; 115 news[0] = '\0';
154 subject[0] = '\0'; 116 subject[0] = '\0';
155 size = 0; 117 size = 0;
118
156 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
157 { 120 {
158 if (*buf == '#') 121 if (*buf == '#')
159 continue; 122 continue;
123
160 if (*buf == '%') 124 if (*buf == '%')
161 { /* send one news */ 125 { /* send one news */
162 if (size > 0) 126 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
164 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
165 strip_endline (subject); 130 strip_endline (subject);
166 size = 0; 131 size = 0;
167 news[0] = '\0'; 132 news[0] = '\0';
168 } 133 }
177 size += strlen (buf); 142 size += strlen (buf);
178 } 143 }
179 } 144 }
180 145
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
285 p->title[sizeof (p->title) - 1] = '\0';
286 op->race = op->arch->clone.race;
287
288 CLEAR_FLAG (op, FLAG_READY_SKILL);
289
290 /* we need to clear these to -1 and not zero - otherwise,
291 * if a player quits and starts a new character, we wont
292 * send new values to the client, as things like exp start
293 * at zero.
294 */
295 for (i = 0; i < NUM_SKILLS; i++)
296 {
297 p->last_skill_exp[i] = -1;
298 p->last_skill_ob[i] = NULL;
299 }
300 for (i = 0; i < NROFATTACKS; i++)
301 {
302 p->last_resist[i] = -1;
303 }
304 p->last_stats.exp = -1;
305 p->last_weight = (uint32) - 1;
306
307 p->socket.update_look = 0;
308 p->socket.look_position = 0;
309 return p;
310} 149}
311 150
312/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
313static void 152static void
314set_first_map (object *op) 153set_first_map (object *op)
315{ 154{
316 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
317 op->x = -1; 156 op->x = -1;
318 op->y = -1; 157 op->y = -1;
319 enter_exit (op, NULL);
320} 158}
321 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE)
233 if (tmp->arch->archname == shstr_dragon_ability_force)
234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
305
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
320 ob->direction = 5; /* So player faces south */
321}
322
323void
324player::set_observe (object *op)
325{
326 observe = op ? op : ob;
327 do_los = 1;
328}
329
330player::player ()
331{
332 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point.
334 */
335 outputs_sync = 4;
336 outputs_count = 4;
337 unapply = unapply_nochoice;
338
339 savebed_map = first_map_path; /* Init. respawn position */
340
341 gen_sp_armour = 10;
342 bowtype = bow_normal;
343 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers;
346 peaceful = 1; /* default peaceful */
347 do_los = 1;
348
349 weapon_sp = 1.0f;
350 weapon_sp_left = 0.5f;
351}
352
353void
354player::do_destroy ()
355{
356 disconnect ();
357
358 attachable::do_destroy ();
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365
366 ob = observe = 0;
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
322/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
323 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
324 * mode. 377 * mode.
325 */ 378 */
326
327int
328add_player (NewSocket * ns)
329{
330 player *p; 379player *
380player::create ()
381{
382 player *pl = new player;
331 383
332 p = get_player (NULL); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
333 p->socket = *ns; 385
334 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 386 pl->ob->roll_stats ();
335 if (p->socket.faces_sent == NULL) 387 pl->ob->stats.wc = 2;
336 fatal (OUT_OF_MEMORY); 388 pl->ob->run_away = 25; /* Then we panick... */
337 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 389
338 /* Needed because the socket we just copied over needs to be cleared.
339 * Note that this can result in a client reset if there is partial data
340 * on the uncoming socket.
341 */
342 p->socket.inbuf.len = 0;
343 set_first_map (p->ob); 390 set_first_map (pl->ob);
344 391
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351 return 0; 392 return pl;
352} 393}
353 394
354/* 395/*
355 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
357 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
358 */ 399 */
359archetype * 400archetype *
360get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
361{ 402{
362 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
363 404
364 for (;;) 405 for (;;)
365 { 406 {
366 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
367 at = first_archetype; 408 i = archetypes.begin ();
368 else 409 else if (*i == at)
369 at = at->next; 410 cleanup ("not a single player archetype found");
411
370 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
371 return at; 413 return *i;
372 if (at == start)
373 {
374 LOG (llevError, "No Player archetypes\n");
375 exit (-1);
376 }
377 } 414 }
378} 415}
379
380 416
381object * 417object *
382get_nearest_player (object *mon) 418get_nearest_player (object *mon)
383{ 419{
384 object *op = NULL; 420 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 421 objectlink *ol;
387 unsigned lastdist; 422 unsigned lastdist;
388 rv_vector rv; 423 rv_vector rv;
389 424
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 426 {
392 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 434 object *tmp = ol->ob;
400 435
401 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared. 437 * itself will have been cleared.
403 */ 438 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
405 ol = ol->next; 441 ol = ol->next;
406 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
407 if (!ol) 443 if (!ol)
408 return op; 444 return op;
409 } 445 }
422 { 458 {
423 op = ol->ob; 459 op = ol->ob;
424 lastdist = rv.distance; 460 lastdist = rv.distance;
425 } 461 }
426 } 462 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 463
428 { 464 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
433 { 467 {
434 op = pl->ob; 468 op = pl->ob;
435 lastdist = rv.distance; 469 lastdist = rv.distance;
436 } 470 }
437 } 471
438 }
439#if 0 472#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 474#endif
442 return op; 475 return op;
443} 476}
461 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 496 * is probably not a good thing.
464 */ 497 */
465#define MAX_SPACES 50 498#define MAX_SPACES 50
466
467 499
468/* 500/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
490path_to_player (object *mon, object *pl, unsigned mindiff) 522path_to_player (object *mon, object *pl, unsigned mindiff)
491{ 523{
492 rv_vector rv; 524 rv_vector rv;
493 sint16 x, y; 525 sint16 x, y;
494 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
495 mapstruct *m, *lastmap; 527 maptile *m, *lastmap;
496 528
497 get_rangevector (mon, pl, &rv, 0); 529 get_rangevector (mon, pl, &rv, 0);
498 530
499 if (rv.distance < mindiff) 531 if (rv.distance < mindiff)
500 return 0; 532 return 0;
502 x = mon->x; 534 x = mon->x;
503 y = mon->y; 535 y = mon->y;
504 m = mon->map; 536 m = mon->map;
505 dir = rv.direction; 537 dir = rv.direction;
506 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
507 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
508 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
509 if (diff > max) 542 if (diff > max)
510 return 0; 543 return 0;
544
511 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
512 { 546 {
513 lastx = x; 547 lastx = x;
514 lasty = y; 548 lasty = y;
515 lastmap = m; 549 lastmap = m;
597 max--; 631 max--;
598 lastdir = dir; 632 lastdir = dir;
599 if (!firstdir) 633 if (!firstdir)
600 firstdir = dir; 634 firstdir = dir;
601 } 635 }
636
602 if (diff <= 1) 637 if (diff <= 1)
603 { 638 {
604 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 640 * headed toward player for entire distance.
606 */ 641 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 644 }
645
610 if (diff > max) 646 if (diff > max)
611 return 0; 647 return 0;
612 } 648 }
649
613 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
614 if (!max) 651 if (!max)
615 return 0; 652 return 0;
616 653
617 return firstdir; 654 return firstdir;
644 (op->type == ARMOUR || op->type == BOOTS || 681 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 682 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 683 op->type == SHIELD || op->type == GLOVES ||
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 685 {
649 remove_ob (op); 686 op->destroy ();
650 free_object (op);
651 continue; 687 continue;
652 } 688 }
653 } 689 }
654 690
655 /* This really needs to be better - we should really give 691 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 702 if (tmp->type == op->type && tmp->name == op->name)
667 break; 703 break;
668 704
669 if (tmp) 705 if (tmp)
670 { 706 {
671 remove_ob (op); 707 op->destroy ();
672 free_object (op);
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue; 709 continue;
675 } 710 }
711
676 if (op->nrof > 1) 712 if (op->nrof > 1)
677 op->nrof = 1; 713 op->nrof = 1;
678 } 714 }
679 715
680 if (op->type == SPELLBOOK && op->inv) 716 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 728 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 729 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 730 }
695 if (op->type == SPELL) 731 if (op->type == SPELL)
696 { 732 {
697 remove_ob (op); 733 op->destroy ();
698 free_object (op);
699 continue; 734 continue;
700 } 735 }
701 else if (op->type == SKILL) 736 else if (op->type == SKILL)
702 { 737 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
713 link_player_skills (pl); 748 link_player_skills (pl);
714} 749}
715 750
716void 751void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 remove_ob (op);
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->free (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797}
798
799void
800get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
801{ 753{
802 if (party == NULL) 754 if (party == NULL)
803 { 755 {
804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
805 return; 757 return;
806 } 758 }
759
807 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
811} 764}
812
813 765
814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int 767static int
816roll_stat (void) 768roll_stat (void)
817{ 769{
818 int a[4], i, j, k; 770 int a[4], i, j, k;
819 771
820 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
821 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
822 774
823 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 776 if (a[i] < k)
825 k = a[i], j = i; 777 k = a[i], j = i;
826 778
827 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 780 if (i != j)
830 k += a[i]; 781 k += a[i];
831 } 782
832 return k; 783 return k;
833} 784}
834 785
835void 786void
836roll_stats (object *op) 787object::roll_stats ()
837{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
838 int sum = 0; 793 int sum = 0;
839 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
840 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
841 796
842 do 797 if (sum >= 82 && sum <= 116)
798 break;
843 { 799 }
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 }
853 while (sum < 82 || sum > 116);
854 800
855 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 803
864 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
865 do 805 stats.stat (i) = statsort [i];
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880 806
881 op->stats.Str = statsort[0];
882 op->stats.Dex = statsort[1];
883 op->stats.Con = statsort[2];
884 op->stats.Int = statsort[3];
885 op->stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6];
888
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 807 stats.exp = 0;
900 op->stats.ac = 0; 808 stats.ac = 0;
901 809
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
909 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
910 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
911} 822}
912 823
913void 824void
914Roll_Again (object *op) 825object::swap_stats (int a, int b)
915{ 826{
916 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
919}
920 828
921void 829 for (int i = 0; i < NUM_STATS; ++i)
922Swap_Stat (object *op, int Swap_Second) 830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
923{ 856{
924 signed char tmp;
925 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
926 858
927 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 863}
1042 864
1043/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1047 * not the class. 869 * not the class.
1048 */ 870 */
1049 871void
1050int 872player::chargen_race_done ()
1051key_change_class (object *op, char key)
1052{ 873{
1053 int tmp_loop;
1054
1055 if (key == 'q' || key == 'Q')
1056 {
1057 remove_ob (op);
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D')
1062 {
1063 char buf[MAX_BUF];
1064
1065 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1068 876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
1069 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1071 883
1072 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1073 885
1074 if (op->msg) 886 if (ob->msg)
1075 op->msg = NULL; 887 ob->msg = 0;
1076 888
1077 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
1078 * to save here. 890 * to save here.
1079 */ 891 */
892 {
893 char buf[MAX_BUF];
1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1081 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1082 897
1083#ifdef AUTOSAVE
1084 op->contr->last_save_tick = pticks;
1085#endif
1086 start_info (op); 898 start_info (ob);
1087 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1089 link_player_skills (op); 901 link_player_skills (ob);
1090 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1091 fix_player (op); 903 ob->update_stats ();
1092 904
1093 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1094 * is one for this race 906 * is one for this race
1095 */ 907 */
1096 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1097 { 909 {
1098 object *tmp; 910 object *tmp;
1099 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1100 912
1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1102 tmp = get_object (); 914 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1105 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1106 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1107 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1108 * default initial map */ 920 * default initial map */
1109 free_object (tmp); 921 tmp->destroy ();
1110 } 922 }
1111 else 923 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 925}
1115 return 0;
1116 }
1117 926
927void
928player::chargen_race_next ()
929{
1118 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1120 */ 932 */
1121 933
1122 tmp_loop = 0; 934 do
1123 while (!tmp_loop)
1124 { 935 {
1125 shstr name = op->name; 936 shstr name = ob->name;
1126 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1127 938
1128 remove_statbonus (op); 939 ob->remove_statbonus ();
1129 remove_ob (op); 940 ob->remove ();
1130 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1131 copy_object (&op->arch->clone, op); 942 ob->arch->copy_to (ob);
1132 op->instantiate (); 943 ob->instantiate ();
1133 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1134 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1135 op->x = x; 946 ob->x = x;
1136 op->y = y; 947 ob->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1139 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 950 assign (ob->contr->title, ob->arch->object::name);
1140 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1141 add_statbonus (op); 951 ob->add_statbonus ();
1142 tmp_loop = allowed_class (op);
1143 } 952 }
953 while (!allowed_class (ob));
1144 954
1145 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1146 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1147 fix_player (op); 957 ob->update_stats ();
1148 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1149 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1150 op->stats.grace = 0; 960 ob->stats.grace = 0;
1151 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 961}
1205 962
1206void 963void
1207flee_player (object *op) 964flee_player (object *op)
1208{ 965{
1238 { 995 {
1239 op->enemy = NULL; 996 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 998 return;
1242 } 999 }
1000
1243 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1244 1002
1245 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1247 { 1005 {
1248 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1249 1007
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1009 return;
1253 }
1254 } 1010 }
1011
1255 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1014 op->enemy = NULL;
1258} 1015}
1259 1016
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1262 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 1019 * stop.
1264 */ 1020 */
1265int 1021int
1266check_pick (object *op) 1022check_pick (object *op)
1267{ 1023{
1268 object *tmp, *next; 1024 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1025 int stop = 0;
1271 int j, k, wvratio; 1026 int wvratio;
1272 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1273
1274 1028
1275 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1277 return 1; 1031 return 1;
1278 1032
1279 op_tag = op->count;
1280
1281 next = op->below; 1033 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1034
1285 /* loop while there are items on the floor that are not marked as 1035 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1036 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1037 while (next && !next->destroyed ())
1288 { 1038 {
1289 tmp = next; 1039 tmp = next;
1290 next = tmp->below; 1040 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1041
1294 if (was_destroyed (op, op_tag)) 1042 if (op->destroyed ())
1295 return 0; 1043 return 0;
1296 1044
1297 if (!can_pick (op, tmp)) 1045 if (!can_pick (op, tmp))
1298 continue; 1046 continue;
1299 1047
1352 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1103 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1108 }
1109
1389 /* philosophy: 1110 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1111 * It's easy to grab an item type from a pile, as long as it's
1391 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1114 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1115 * example.
1395 * The drawback: right now it has no frontend, so you need to 1116 * The drawback: right now it has no frontend, so you need to
1396 * stick the bits you want into a calculator in hex mode and then 1117 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1152 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1153 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1154 if (tmp->type == FOOD)
1434 { 1155 {
1435 pick_up (op, tmp); 1156 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1157 continue;
1439 } 1158 }
1159
1440 if (op->contr->mode & PU_DRINK) 1160 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1162 {
1443 pick_up (op, tmp); 1163 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1164 continue;
1447 } 1165 }
1448 1166
1449 if (op->contr->mode & PU_POTION) 1167 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1168 if (tmp->type == POTION)
1451 { 1169 {
1452 pick_up (op, tmp); 1170 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1171 continue;
1456 } 1172 }
1457 1173
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1174 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1175 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1176 if (tmp->type == SPELLBOOK)
1461 { 1177 {
1462 pick_up (op, tmp); 1178 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1179 continue;
1466 } 1180 }
1181
1467 if (op->contr->mode & PU_SKILLSCROLL) 1182 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1183 if (tmp->type == SKILLSCROLL)
1469 { 1184 {
1470 pick_up (op, tmp); 1185 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1186 continue;
1474 } 1187 }
1188
1475 if (op->contr->mode & PU_READABLES) 1189 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1191 {
1478 pick_up (op, tmp); 1192 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1193 continue;
1482 } 1194 }
1483 1195
1484 /* wands/staves/rods/horns */ 1196 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1199 {
1488 pick_up (op, tmp); 1200 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1201 continue;
1492 } 1202 }
1493 1203
1494 /* pick up all magical items */ 1204 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1205 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1207 {
1498 pick_up (op, tmp); 1208 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1209 continue;
1502 } 1210 }
1503 1211
1504 if (op->contr->mode & PU_VALUABLES) 1212 if (op->contr->mode & PU_VALUABLES)
1505 { 1213 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1214 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1215 {
1508 pick_up (op, tmp); 1216 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1217 continue;
1512 } 1218 }
1513 } 1219 }
1514 1220
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1221 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1222 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1223 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1224 {
1519 pick_up (op, tmp); 1225 pick_up (op, tmp);
1226 continue;
1520 if (0) 1227 }
1521 fprintf (stderr, "JEWELS\n"); 1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1522 continue; 1234 continue;
1523 } 1235 }
1524 1236
1525 /* bows and arrows. Bows are good for selling! */ 1237 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1238 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1239 if (tmp->type == BOW)
1528 { 1240 {
1529 pick_up (op, tmp); 1241 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1242 continue;
1533 } 1243 }
1244
1534 if (op->contr->mode & PU_ARROW) 1245 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1246 if (tmp->type == ARROW)
1536 { 1247 {
1537 pick_up (op, tmp); 1248 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1249 continue;
1541 } 1250 }
1542 1251
1543 /* all kinds of armor etc. */ 1252 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1253 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1254 if (tmp->type == ARMOUR)
1546 { 1255 {
1547 pick_up (op, tmp); 1256 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1257 continue;
1551 } 1258 }
1259
1552 if (op->contr->mode & PU_HELMET) 1260 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1261 if (tmp->type == HELMET)
1554 { 1262 {
1555 pick_up (op, tmp); 1263 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1264 continue;
1559 } 1265 }
1266
1560 if (op->contr->mode & PU_SHIELD) 1267 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1268 if (tmp->type == SHIELD)
1562 { 1269 {
1563 pick_up (op, tmp); 1270 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1271 continue;
1567 } 1272 }
1273
1568 if (op->contr->mode & PU_BOOTS) 1274 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1275 if (tmp->type == BOOTS)
1570 { 1276 {
1571 pick_up (op, tmp); 1277 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1278 continue;
1575 } 1279 }
1280
1576 if (op->contr->mode & PU_GLOVES) 1281 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1282 if (tmp->type == GLOVES)
1578 { 1283 {
1579 pick_up (op, tmp); 1284 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1285 continue;
1583 } 1286 }
1287
1584 if (op->contr->mode & PU_CLOAK) 1288 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1289 if (tmp->type == CLOAK)
1586 { 1290 {
1587 pick_up (op, tmp); 1291 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1292 continue;
1591 } 1293 }
1592 1294
1593 /* hoping to catch throwing daggers here */ 1295 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1296 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1298 {
1597 pick_up (op, tmp); 1299 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1300 continue;
1601 } 1301 }
1602 1302
1603 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1605 { 1305 {
1606 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1607 { 1307 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1610 { 1310 {
1611 pick_up (op, tmp); 1311 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1312 continue;
1615 } 1313 }
1616 } 1314 }
1315
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1317 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1620 { 1319 {
1621 pick_up (op, tmp); 1320 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1321 continue;
1625 } 1322 }
1626 } 1323 }
1627 } 1324 }
1628 1325
1629 /* misc stuff that's useful */ 1326 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1327 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1329 {
1633 pick_up (op, tmp); 1330 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1331 continue;
1637 } 1332 }
1638 1333
1639 /* any of the last 4 bits set means we use the ratio for value 1334 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1335 * pickups */
1653 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1654 { 1349 {
1655 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1656 } 1351 }
1657 else 1352 else
1658 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1659 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1660 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1661#endif 1356#endif
1662 continue; 1357 continue;
1663 } 1358 }
1664 } 1359 }
1665 } /* the new pickup model */ 1360 } /* the new pickup model */
1666 } 1361 }
1362
1667 return !stop; 1363 return !stop;
1668} 1364}
1669 1365
1670/* 1366/*
1671 * Find an arrow in the inventory and after that 1367 * Find an arrow in the inventory and after that
1673 * found object is returned. 1369 * found object is returned.
1674 */ 1370 */
1675object * 1371object *
1676find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1677{ 1373{
1678 object *tmp = NULL; 1374 object *tmp = 0;
1679 1375
1680 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1684 return op; 1380 return op;
1381
1685 return tmp; 1382 return tmp;
1686} 1383}
1687 1384
1688/* 1385/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1690 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1691 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1692 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1390 */
1694
1695object * 1391object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1393{
1698 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1732 else 1428 else
1733 { 1429 {
1734 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1735 { 1431 {
1736 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1737 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1738 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1739 { 1435 {
1740 tmp = arrow; 1436 tmp = arrow;
1741 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1742 } 1438 }
1743 } 1439 }
1744 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1745 { 1441 {
1746 tmp = arrow; 1442 tmp = arrow;
1765 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1462 * op = the shooter
1767 * type = bow->race 1463 * type = bow->race
1768 * dir = fire direction 1464 * dir = fire direction
1769 */ 1465 */
1770
1771object * 1466object *
1772pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1773{ 1468{
1774 object *tmp = NULL; 1469 object *tmp = NULL;
1775 mapstruct *m; 1470 maptile *m;
1776 int i, mflags, found, number; 1471 int i, mflags, found, number;
1777 sint16 x, y; 1472 sint16 x, y;
1778 1473
1779 if (op->map == NULL) 1474 if (op->map == NULL)
1780 return find_arrow (op, type); 1475 return find_arrow (op, type);
1840 */ 1535 */
1841int 1536int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1538{
1844 object *left, *bow; 1539 object *left, *bow;
1845 tag_t left_tag, tag; 1540 int mflags;
1846 int bowspeed, mflags; 1541 maptile *m;
1847 mapstruct *m;
1848 1542
1849 if (!dir) 1543 if (!dir)
1850 { 1544 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1546 return 0;
1853 } 1547 }
1854 if (op->type == PLAYER) 1548
1855 bow = op->contr->ranges[range_bow]; 1549 if (op->contr)
1550 bow = op->current_weapon;
1856 else 1551 else
1857 { 1552 {
1858 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1859 /* Don't check for applied - monsters don't apply bows - in that way, they 1554 /* Don't check for applied - monsters don't apply bows - in that way, they
1860 * don't need to switch back and forth between bows and weapons. 1555 * don't need to switch back and forth between bows and weapons.
1865 if (!bow) 1560 if (!bow)
1866 { 1561 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1563 return 0;
1869 } 1564 }
1565
1566 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below)
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1870 } 1573 }
1574
1871 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1872 { 1576 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1578 return 0;
1875 } 1579 }
1876
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878
1879 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1882 if (bowspeed < 1)
1883 bowspeed = 1;
1884 1580
1885 if (arrow == NULL) 1581 if (arrow == NULL)
1886 { 1582 {
1887 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 { 1584 {
1889 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1891 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1587 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1892 else 1588 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1894 return 0; 1591 return 0;
1895 } 1592 }
1896 } 1593 }
1594
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1596 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1597 return 0;
1901 } 1598
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1599 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1600 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1601 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1602 return 0;
1906 } 1603 }
1907 1604
1908 /* this should not happen, but sometimes does */ 1605 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1606 if (arrow->nrof == 0)
1910 { 1607 {
1911 remove_ob (arrow); 1608 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1609 return 0;
1914 } 1610 }
1915 1611
1916 left = arrow; /* these are arrows left to the player */ 1612 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1613 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1614 if (!arrow)
1920 { 1615 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1617 return 0;
1923 } 1618 }
1924 set_owner (arrow, op); 1619
1620 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1622 arrow->direction = dir;
1928 arrow->x = sx; 1623
1929 arrow->y = sy; 1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype;
1627
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630
1631#if 0
1632 if (player *pl = op->contr)
1633 {
1634 float speed = pl->weapon_sp;
1635
1636 /* penalize ROF for bestarrow */
1637 if (pl->bowtype == bow_bestarrow)
1638 speed *= .9f;
1639 else
1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641
1642 op->speed_left += speed - op->speed;
1643 }
1644#endif
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 /* update the speed */
1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1650 + bow->stats.dam / 7.f;
1651
1652 arrow->set_speed (max (arrow->speed, 2.f));
1653 arrow->speed_left = 0;
1654
1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1930 1656
1931 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1932 { 1658 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op);
1935 }
1936
1937 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying);
1943
1944 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper.
1946 */
1947
1948 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1949
1950 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953
1954 if (arrow->speed < 1.0)
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0;
1958
1959 if (op->type == PLAYER)
1960 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1963 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1964
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1966 } 1666 }
1967 else 1667 else
1968 { 1668 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1669 arrow->level = op->level;
1972 } 1670 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1671
1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1974 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1676 }
1976 arrow->slaying = bow->slaying;
1977 1677
1978 arrow->map = m; 1678 wc -= arrow->level;
1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1979 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1684
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1686 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1687
1986 if (!was_destroyed (arrow, tag)) 1688 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1689 move_arrow (arrow);
1988 1690
1989 if (op->type == PLAYER) 1691 if (op->type == PLAYER)
1990 { 1692 {
1991 if (was_destroyed (left, left_tag)) 1693 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1694 esrv_del_item (op->contr, left->count);
1993 else 1695 else
1994 esrv_send_item (op, left); 1696 esrv_send_item (op, left);
1995 } 1697 }
1698
1996 return 1; 1699 return 1;
1997} 1700}
1998 1701
1999/* Special fire code for players - this takes into 1702/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1703 * account the special fire modes players can have
2008{ 1711{
2009 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
2010 1713
2011 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
2012 { 1715 {
2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2014 } 1717 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1719 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1721 wcmod = -1;
1722
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1723 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1724 }
2021 else if (op->contr->bowtype == bow_threewide) 1725 else if (op->contr->bowtype == bow_threewide)
2022 { 1726 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2027 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1732 {
2029 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2030 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2031 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2032
2033 } 1736 }
2034 else 1737 else
2035 { 1738 {
2036 /* Simple case */ 1739 /* Simple case */
2037 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2038 } 1741 }
1742
2039 return ret; 1743 return ret;
2040} 1744}
2041
2042 1745
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
2045 */ 1748 */
2046void 1749void
2047fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
2048{ 1751{
2049 object *item; 1752 object *item = op->contr->ranged_ob;
2050 1753
2051 if (!op->contr->ranges[range_misc]) 1754 if (!item)
2052 { 1755 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2054 return; 1757 return;
2055 } 1758 }
2056 1759
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1760 if (!item->inv)
2059 { 1761 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1763 return;
2062 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
2063 if (item->type == WAND) 1769 if (item->type == WAND)
2064 { 1770 {
2065 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
2066 { 1772 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2068 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
2069 return; 1776 return;
2070 } 1777 }
2071 } 1778 }
2072 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
2073 { 1780 {
2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2075 { 1782 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
2077 if (item->type == ROD) 1785 if (item->type == ROD)
2078 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079 else 1787 else
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1789
2081 return; 1790 return;
2082 } 1791 }
2083 } 1792 }
2084 1793
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
2092 object *tmp; 1801 object *tmp;
2093 1802
2094 if (item->arch) 1803 if (item->arch)
2095 { 1804 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
2098 item->speed = 0; 1807 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1808 }
1809
2101 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1812 }
2104 } 1813 }
2105 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1815 drain_rod_charge (item);
2108 }
2109 } 1816 }
2110} 1817}
2111 1818
2112/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2113 */ 1820 */
2114void 1821bool
2115fire (object *op, int dir) 1822fire (object *op, int dir)
2116{ 1823{
2117 int spellcost = 0; 1824 int spellcost = 0;
2118 1825
2119 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
2121 make_visible (op); 1828 make_visible (op);
2122 1829
2123 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1835 return false;
2124 { 1836 }
2125 case range_none:
2126 return;
2127 1837
2128 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1850
1851 switch (ob->type)
1852 {
1853 case BOW:
2129 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
2130 return; 1855 break;
2131 1856
2132 case range_magic: /* Casting spells */ 1857 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2134 return; 1859 break;
2135 1860
2136 case range_misc: 1861 case BUILDER:
1862 apply_map_builder (op, dir);
1863 break;
1864
1865 case SKILL:
1866 do_skill (op, op, ob, dir, 0);
1867 break;
1868
1869 default:
2137 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
2138 return; 1871 break;
2139
2140 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2142 {
2143 op->contr->ranges[range_golem] = NULL;
2144 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 }
2147 else
2148 control_golem (op->contr->ranges[range_golem], dir);
2149 return;
2150
2151 case range_skill:
2152 if (!op->chosen_skill)
2153 {
2154 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return;
2157 }
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return;
2160 case range_builder:
2161 apply_map_builder (op, dir);
2162 return;
2163 default:
2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2165 return;
2166 } 1872 }
2167}
2168 1873
2169 1874 return true;
1875}
2170 1876
2171/* find_key 1877/* find_key
2172 * We try to find a key for the door as passed. If we find a key 1878 * We try to find a key for the door as passed. If we find a key
2173 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1882 * pl is the player,
2177 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
2180 */ 1886 */
2181
2182object * 1887object *
2183find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
2184{ 1889{
2185 object *tmp, *key; 1890 object *tmp, *key;
2186 1891
2187 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1893 if (!container->inv)
2189 return NULL; 1894 return 0;
2190 1895
2191 /* First, lets try to find a key in the top level inventory */ 1896 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1898 {
2194 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1900 break;
2196 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
2198 */ 1903 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1905 break;
2201 } 1906 }
1907
2202 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1909 /* If we find and use a key in an inventory, return at that time.
2204 * otherwise, if we search all the inventories and still don't find 1910 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1911 * a key, return
2206 */ 1912 */
2207 if (!tmp) 1913 if (!tmp)
2208 { 1914 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1916 {
2211 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1919 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
2215 return key; 1921 return key;
2216 } 1922 }
2217 } 1923 }
1924
2218 if (!tmp) 1925 if (!tmp)
2219 return NULL; 1926 return NULL;
2220 } 1927 }
1928
2221 /* We get down here if we have found a key. Now if its in a container, 1929 /* We get down here if we have found a key. Now if its in a container,
2222 * see if we actually want to use it 1930 * see if we actually want to use it
2223 */ 1931 */
2224 if (pl != container) 1932 if (pl != container)
2225 { 1933 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2247 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1956 return NULL;
2249 } 1957 }
2250 } 1958 }
1959
2251 return tmp; 1960 return tmp;
2252} 1961}
2253 1962
2254/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1966 * 0 otherwise
2258 */ 1967 */
2259static int 1968static int
2260player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2261{ 1970{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* If its a door, try to find a key. If we do destroy the door,
2264 * might as well return immediately as there is nothing more to do - 1972 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2266 */ 1974 */
2267 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2268 1976
2269 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
2270 if (key) 1978 if (key)
2271 { 1979 {
2272 object *container = key->env; 1980 object *container = key->env;
2273 1981
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
2275 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2276 make_visible (op); 1985 make_visible (op);
1986
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
2279 if (door->type == DOOR) 1990 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2284 { 1993 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2286 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
2287 } 1996 }
1997
2288 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2291 if (container != op) 2001 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2293 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2294 } 2005 }
2295 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2296 { 2007 {
2297 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 2010 return 1;
2300 } 2011 }
2012
2301 return 0; 2013 return 0;
2302} 2014}
2303 2015
2304/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2309 */ 2021 */
2310 2022bool
2311void
2312move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2313{ 2024{
2314 object *tmp, *mon;
2315 sint16 nx, ny;
2316 int on_battleground; 2025 int on_battleground;
2317 mapstruct *m;
2318 2026
2319 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2321 2029
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2323 2040
2324 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2325 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2326 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2327 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2328 * move to some space, it then means that if we are braced, we should 2045 * move to some space, it then means that if we are braced, we should
2329 * do nothing at all. As it is, if we are braced, we go through 2046 * do nothing at all. As it is, if we are braced, we go through
2330 * quite a bit of processing. However, it probably is less than what 2047 * quite a bit of processing. However, it probably is less than what
2331 * move_ob uses. 2048 * move_ob uses.
2332 */ 2049 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2050 maptile *m = op->map->xy_find (nx, ny);
2334 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 {
2337 m = get_map_from_coord (op->map, &nx, &ny);
2338 if (!m)
2339 return; /* Don't think this should happen */
2340 }
2341 else
2342 m = op->map;
2343 2051
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return;
2348 }
2349
2350 mon = NULL;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2352 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2353 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2055 * on the space
2355 */ 2056 */
2356 while (tmp != NULL) 2057 object *mon;
2357 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2358 if (tmp == op) 2059 {
2359 { 2060 if ((mon->flag [FLAG_ALIVE]
2360 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2361 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2362 }
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 {
2365 mon = tmp; 2063 && mon != op)
2366 break; 2064 break;
2367 } 2065 }
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp;
2370 tmp = tmp->above;
2371 }
2372 2066
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2068 return false; /* into a wall */
2375 2069
2376 if (mon->head != NULL)
2377 mon = mon->head; 2070 mon = mon->head_ ();
2378 2071
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2380 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2381 return; 2077 return true;
2078 }
2382 2079
2383 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2384 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2385 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2386 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2387 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2388 * and thus will not push them. 2085 * and thus will not push them.
2389 */ 2086 */
2390 2087
2391 /* If the creature is a pet, push it even if the player is not 2088 /* If the creature is a pet, push it even if the player is not
2392 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2393 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2394 */ 2091 */
2395 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2396#if COZY_SERVER 2093 && ((mon->owner && mon->owner->contr
2397 &&
2398 ((get_owner (mon) && get_owner (mon)->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2400#else 2095 || mon->owner == op)
2401 && get_owner (mon) == op
2402#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2097 {
2405 /* If we're braced, we don't want to switch places with it */ 2098 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2099 if (op->contr->braced)
2407 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2410 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2110 make_visible (op);
2111
2412 return; 2112 return true;
2413 } 2113 }
2114 else
2115 return false;
2116 }
2414 2117
2415 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2417 * someone, but put it inside this loop so that you won't 2120 * someone, but put it inside this loop so that you won't
2418 * attack them either. 2121 * attack them either.
2419 */ 2122 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2422#ifdef PROHIBIT_PLAYERKILL 2125 && ((op->contr->peaceful
2423 (op->contr->peaceful 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2424 || (mon->type == PLAYER 2127 && !on_battleground))
2425 && mon->contr-> 2128 {
2426 peaceful)) && 2129 if (op->speed_left > 0.f)
2427#else
2428 op->contr->peaceful &&
2429#endif
2430 !on_battleground))
2431 { 2130 {
2131 --op->speed_left;
2132
2432 if (!op->contr->braced) 2133 if (!op->contr->braced)
2433 { 2134 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2436 } 2137 }
2437 else 2138 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2140
2441 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2142 make_visible (op);
2443 }
2444 2143
2144 return true;
2145 }
2146 }
2445 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2446 * roll it if not braced. You can't roll it if you are braced. 2148 * roll it if not braced. You can't roll it if you are braced.
2447 */ 2149 */
2448 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2449 { 2153 {
2154 --op->speed_left;
2155
2450 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2451 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2452 make_visible (op); 2158 make_visible (op);
2453 }
2454 2159
2160 return true;
2161 }
2162 }
2455 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2456 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2457 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2458 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2459 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2168 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2171 {
2465 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2466 /* If the player hasn't hit something this tick, and does
2467 * so, give them speed boost based on weapon speed. Doing
2468 * it here is better than process_players2, which basically
2469 * incurred a 1 tick offset.
2470 */
2471 if (!op->contr->has_hit)
2472 { 2173 {
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2474 2175
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 }
2477
2478 skill_attack (mon, op, 0, NULL, NULL); 2176 skill_attack (mon, op, 0, 0, 0);
2479 2177
2480 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is
2483 * the wiz.
2484 */
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 {
2487 short luck = mon->stats.luck;
2488
2489 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL);
2491 mon->stats.luck = luck;
2492 }
2493 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2494 make_visible (op); 2179 make_visible (op);
2495 }
2496 } /* if player should attack something */
2497}
2498 2180
2499int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2500move_player (object *op, int dir) 2189move_player (object *op, int dir)
2501{ 2190{
2502 int pick; 2191 int pick;
2503 2192
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2194 return 0;
2506 2195
2507 /* Sanity check: make sure dir is valid */ 2196 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2197 if ((dir < 0) || (dir >= 9))
2509 { 2198 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2200 return 0;
2512 } 2201 }
2513 2202
2514 /* peterm: added following line */ 2203 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2206
2518 op->facing = dir; 2207 op->facing = dir;
2519 2208
2520 if (op->hide) 2209 if (op->hide)
2521 do_hidden_move (op); 2210 do_hidden_move (op);
2522 2211
2212 bool retval;
2213
2523 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2524 /*nop */ ; 2215 retval = RESULT_INT (0);
2525 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2526 fire (op, dir); 2217 retval = fire (op, dir);
2527 else 2218 else
2528 { 2219 {
2529 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2530 pick = check_pick (op); 2221 pick = check_pick (op);
2531 } 2222 }
2532 2223
2533 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2225 * server can handle repeat firing.
2535 */ 2226 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2228 op->direction = dir;
2539 }
2540 else 2229 else
2541 {
2542 op->direction = 0; 2230 op->direction = 0;
2543 } 2231
2544 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2234 * for players.
2547 */ 2235 */
2548 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2549 return 0; 2237
2238 return retval;
2550} 2239}
2551 2240
2552/* This is similar to handle_player, below, but is only used by the 2241/* This is similar to handle_player, below, but is only used by the
2553 * new client/server stuff. 2242 * new client/server stuff.
2554 * This is sort of special, in that the new client/server actually uses 2243 * This is sort of special, in that the new client/server actually uses
2555 * the new speed values for commands. 2244 * the new speed values for commands.
2556 * 2245 *
2557 * Returns true if there are more actions we can do. 2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2558 */ 2249 */
2559int 2250bool
2560handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2561{ 2252{
2562 if (op->contr->hidden)
2563 {
2564 op->invisible = 1000;
2565 /* the socket code flashes the player visible/invisible
2566 * depending on the value of invisible, so we need to
2567 * alternate it here for it to work correctly.
2568 */
2569 if (pticks & 2)
2570 op->invisible--;
2571 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2574 op->invisible--;
2575 if (!op->invisible)
2576 {
2577 make_visible (op);
2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2579 }
2580 }
2581
2582 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2254 {
2584 flee_player (op); 2255 if (op->speed_left > 0.f)
2585 /* If player is still scared, that is his action for this tick */
2586 if (QUERY_FLAG (op, FLAG_SCARED))
2587 { 2256 {
2588 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2589 return 0; 2260 return true;
2590 } 2261 }
2591 } 2262 else
2592 2263 return false;
2593 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer.
2597 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2600 {
2601 op->contr->ranges[range_golem] = NULL;
2602 op->contr->golem_count = 0;
2603 } 2264 }
2604 2265
2605 /* call this here - we also will call this in do_ericserver, but 2266 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2268 * called, so we recheck it here.
2608 */ 2269 */
2609 HandleClient (&op->contr->socket, op->contr); 2270 if (op->contr->ns->handle_command ())
2610 if (op->speed_left < 0)
2611 return 0; 2271 return true;
2612 2272
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 {
2615 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--;
2617
2618 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff.
2621 */
2622 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2623 if (op->speed_left > 0) 2275
2624 return 1;
2625 else
2626 return 0;
2627 }
2628 return 0; 2276 return false;
2629} 2277}
2630 2278
2631int 2279int
2632save_life (object *op) 2280save_life (object *op)
2633{ 2281{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2282 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2283 return 0;
2638 2284
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2287 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2289 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290
2644 if (op->contr) 2291 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2292 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2293
2647 free_object (tmp); 2294 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2295 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296
2649 if (op->stats.hp < 0) 2297 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2298 op->stats.hp = op->stats.maxhp;
2299
2651 if (op->stats.food < 0) 2300 if (op->stats.food < 0)
2652 op->stats.food = 999; 2301 op->stats.food = 999;
2653 fix_player (op); 2302
2303 op->update_stats ();
2654 return 1; 2304 return 1;
2655 } 2305 }
2306
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2307 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2309 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2310 return 0;
2660} 2311}
2665 * from. 2316 * from.
2666 */ 2317 */
2667void 2318void
2668remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2669{ 2320{
2670 object *next;
2671
2672 while (op) 2321 while (op)
2673 { 2322 {
2674 next = op->below; /* Make sure we have a good value, in case 2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2324
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2326 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2329
2330 op->insert_at (env);
2685 } 2331 }
2686 else if (op->inv) 2332 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2334
2688 op = next; 2335 op = next;
2689 } 2336 }
2690} 2337}
2691
2692 2338
2693/* 2339/*
2694 * Returns pointer a static string containing gravestone text 2340 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2341 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2342 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2353 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2354 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2356 else
2711 sprintf (buf, "%s\n", &op->name); 2357 sprintf (buf, "%s\n", &op->name);
2358
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2360 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2361 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2362 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2363 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2367 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2368 if (op->type == PLAYER)
2721 { 2369 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2372 strcat (buf2, buf);
2725 } 2373 }
2374
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2377 strcat (buf2, buf);
2378
2729 return buf2; 2379 return buf2;
2730} 2380}
2731
2732
2733 2381
2734void 2382void
2735do_some_living (object *op) 2383do_some_living (object *op)
2736{ 2384{
2737 int last_food = op->stats.food; 2385 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2391 int rate_grace = 2000;
2744 const int max_hp = 1; 2392 const int max_hp = 1;
2745 const int max_sp = 1; 2393 const int max_sp = 1;
2746 const int max_grace = 1; 2394 const int max_grace = 1;
2747 2395
2748 if (op->contr->outputs_sync) 2396 if (op->contr->hidden)
2749 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2397 {
2398 op->invisible = 1000;
2399 /* the socket code flashes the player visible/invisible
2400 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly.
2402 */
2403 if (pticks & 2)
2404 op->invisible--;
2405 }
2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2407 {
2408 if (!op->invisible--)
2409 {
2410 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412 }
2413 }
2754 2414
2755 if (op->contr->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2756 { 2416 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2418 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2419 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2420 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2421 else
2763 { 2422 {
2764 gen_hp = op->stats.maxhp; 2423 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2424 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2425 }
2426
2767 if (op->contr->gen_sp >= 0) 2427 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2428 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2429 else
2770 { 2430 {
2771 gen_sp = op->stats.maxsp; 2431 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2432 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2433 }
2434
2774 if (op->contr->gen_grace >= 0) 2435 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2437 else
2777 { 2438 {
2778 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2441 }
2781 2442
2782 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2784 { 2445 {
2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2786 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2787 { 2448 {
2788 op->stats.sp++; 2449 op->stats.sp++;
2794 op->stats.food += op->contr->digestion; 2455 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2457 op->stats.food = last_food;
2797 } 2458 }
2798 } 2459 }
2460
2799 if (max_sp > 1) 2461 if (max_sp > 1)
2800 { 2462 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2463 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2464 if (over_sp > 0)
2803 { 2465 {
2804 if (op->stats.sp < op->stats.maxsp) 2466 if (op->stats.sp < op->stats.maxsp)
2805 { 2467 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2471 op->stats.sp--;
2472
2809 if (op->stats.sp > op->stats.maxsp) 2473 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2474 op->stats.sp = op->stats.maxsp;
2811 } 2475 }
2812 op->last_sp = 0; 2476 op->last_sp = 0;
2813 } 2477 }
2814 else 2478 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2480 }
2819 else 2481 else
2820 {
2821 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);
2822 }
2823 } 2483 }
2824 2484
2825 /* Regenerate Grace */ 2485 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2487 if (--op->last_grace < 0)
2828 { 2488 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2489 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2490 op->stats.grace++; /* no penalty in food for regaining grace */
2491
2831 if (max_grace > 1) 2492 if (max_grace > 1)
2832 { 2493 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2494 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2495 if (over_grace > 0)
2835 { 2496 {
2863 op->stats.food += op->contr->digestion; 2524 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2526 op->stats.food = last_food;
2866 } 2527 }
2867 } 2528 }
2529
2868 if (max_hp > 1) 2530 if (max_hp > 1)
2869 { 2531 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2533 if (over_hp > 0)
2872 { 2534 {
2885 } 2547 }
2886 2548
2887 /* Digestion */ 2549 /* Digestion */
2888 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2889 { 2551 {
2890#ifdef COZY_SERVER
2891 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2892 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2893#else
2894 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2895#endif
2896 2553
2897 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2556 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558
2901 /* dms do not consume food */ 2559 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2560 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2561 op->stats.food--;
2904 } 2562 }
2905 }
2906 2563
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2564 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2565 {
2909 object *tmp, *flesh = NULL; 2566 object *tmp, *flesh = 0;
2910 2567
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2568 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 { 2569 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2916 { 2571 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2575 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2576 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2577 break;
2921 } 2578 }
2922 else if (tmp->type == FLESH) 2579 else if (tmp->type == FLESH)
2923 flesh = tmp; 2580 flesh = tmp;
2924 } /* End if paid for object */ 2581 } /* End if paid for object */
2925 } /* end of for loop */ 2582 } /* end of for loop */
2583
2926 /* If player is still starving, it means they don't have any food, so 2584 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2585 * eat flesh instead.
2928 */ 2586 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2588 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2590 manual_apply (op, flesh, 0);
2933 } 2591 }
2934 } /* end if player is starving */ 2592 }
2935 2593
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2594 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2595 op->stats.food++, op->stats.hp--;
2938 2596
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2598 kill_player (op);
2599 }
2941} 2600}
2942
2943
2944 2601
2945/* If the player should die (lack of hp, food, etc), we call this. 2602/* If the player should die (lack of hp, food, etc), we call this.
2946 * op is the player in jeopardy. If the player can not be saved (not 2603 * op is the player in jeopardy. If the player can not be saved (not
2947 * permadeath, no lifesave), this will take care of removing the player 2604 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2605 * file.
2952{ 2609{
2953 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2954 int x, y; 2611 int x, y;
2955 2612
2956 //int i; 2613 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2614 maptile *map; /* this is for resurrection */
2958 2615
2959 /* int z; 2616 /* int z;
2960 int num_stats_lose; 2617 int num_stats_lose;
2961 int lost_a_stat; 2618 int lost_a_stat;
2962 int lose_this_stat; 2619 int lose_this_stat;
2977 { 2634 {
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2636 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2637
2981 /* restore player */ 2638 /* restore player */
2982 at = find_archetype ("poisoning"); 2639 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2641 {
2986 remove_ob (tmp); 2642 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2644 }
2990 2645
2991 at = find_archetype ("confusion"); 2646 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2648 {
2995 remove_ob (tmp); 2649 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2651 }
2999 2652
3000 cure_disease (op, 0); /* remove any disease */ 2653 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2655 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2656 op->stats.food = 999;
3004 2657
3005 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (find_archetype ("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2660 {
3009 sprintf (buf, "%s's finger", &op->name); 2661 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2662 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2664 " the %s, when he was defeated at\n level %d by %s.\n",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2666 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2670 }
3020 2671
3021 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2674 op->contr->braced = 0;
3028 2679
3029 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
3030 2681
3031 if (op->stats.food < 0) 2682 if (op->stats.food < 0)
3032 { 2683 {
3033 if (op->contr->explore)
3034 {
3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3037 op->stats.food = 999;
3038 return;
3039 }
3040 sprintf (buf, "%s starved to death.", &op->name); 2684 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2685 strcpy (op->contr->killer, "starvation");
3042 } 2686 }
3043 else 2687 else
3044 {
3045 if (op->contr->explore)
3046 {
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3049 op->stats.hp = op->stats.maxhp;
3050 return;
3051 }
3052 sprintf (buf, "%s died.", &op->name); 2688 sprintf (buf, "%s died.", &op->name);
3053 } 2689
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2691
3056 /* save the map location for corpse, gravestone */ 2692 /* save the map location for corpse, gravestone */
3057 x = op->x; 2693 x = op->x;
3058 y = op->y; 2694 y = op->y;
3059 map = op->map; 2695 map = op->map;
3060 2696
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2698 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this. 2699 * See the config.h file for a little more in depth detail about this.
3067 */ 2700 */
3068 2701
3069 /* Basically two ways to go - remove a stat permanently, or just 2702 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2703 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2704 * of death.
3072 */ 2705 */
3073#ifndef COZY_SERVER 2706#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2707 if (settings.balanced_stat_loss)
3075 { 2708 {
3076 /* If stat loss is permanent, lose one stat only. */ 2709 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2710 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2711 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2712 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2713 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2714 little bit harder. */
3082 /* GD */ 2715 /* GD */
3083 if (settings.stat_loss_on_death) 2716 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2717 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2718 else
3089 { 2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2720 }
2721 else
3090 num_stats_lose = 1; 2722 num_stats_lose = 1;
3091 } 2723
3092 lost_a_stat = 0; 2724 lost_a_stat = 0;
3093 2725
3094 for (z = 0; z < num_stats_lose; z++) 2726 for (z = 0; z < num_stats_lose; z++)
3095 { 2727 {
3096 i = RANDOM () % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
3097 2729
3098 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
2731 {
2732 /* Pick a random stat and take a point off it. Tell the player
2733 * what he lost.
2734 */
2735 change_attr_value (&(op->stats), i, -1);
2736 check_stat_bounds (&(op->stats));
2737 change_attr_value (&(op->contr->orig_stats), i, -1);
2738 check_stat_bounds (&(op->contr->orig_stats));
2739 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2740 lost_a_stat = 1;
2741 }
2742 else
2743 {
2744 /* deplete a stat */
2745 archetype *deparch = archetype::find ("depletion");
2746 object *dep;
2747
2748 dep = present_arch_in_ob (deparch, op);
2749 if (!dep)
3099 { 2750 {
3100 /* Pick a random stat and take a point off it. Tell the player 2751 dep = arch_to_object (deparch);
3101 * what he lost. 2752 insert_ob_in_ob (dep, op);
3102 */
3103 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1;
3109 } 2753 }
3110 else 2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss)
3111 { 2756 {
3112 /* deplete a stat */ 2757 /* GD */
3113 archetype *deparch = find_archetype ("depletion"); 2758 /* Get the stat that we're about to deplete. */
3114 object *dep; 2759 this_stat = get_attr_value (&(dep->stats), i);
3115 2760 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2761 {
3119 dep = arch_to_object (deparch); 2762 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2763 int keep_chance = this_stat * this_stat;
3121 } 2764
3122 lose_this_stat = 1; 2765 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0) 2766 if (keep_chance < 1)
2767 keep_chance = 1;
2768
2769 /* There is a maximum depletion total per level. */
2770 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2771 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2772 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2773 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2774 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2775 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2776 else
3164 if (this_stat >= -50)
3165 { 2777 {
3166 change_attr_value (&(dep->stats), i, -1); 2778 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 lost_a_stat = 1; 2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2783 }
3172 } 2784 }
3173 } 2785 }
2786
2787 if (lose_this_stat)
2788 {
2789 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a
2794 * difference.
2795 */
2796 if (this_stat >= -50)
2797 {
2798 change_attr_value (&(dep->stats), i, -1);
2799 SET_FLAG (dep, FLAG_APPLIED);
2800 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2801 op->update_stats ();
2802 lost_a_stat = 1;
2803 }
3174 } 2804 }
2805 }
2806 }
3175 /* If no stat lost, tell the player. */ 2807 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2808 if (!lost_a_stat)
3177 { 2809 {
3178 /* determine_god() seems to not work sometimes... why is this? 2810 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2811 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2812 const char *god = determine_god (op);
3181 2813
3182 if (god && (strcmp (god, "none"))) 2814 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2816 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2818 }
2819#else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2821#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2822
3190 /* Put a gravestone up where the character 'almost' died. List the 2823 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2824 * exp loss on the stone.
3192 */ 2825 */
3193 tmp = arch_to_object (find_archetype ("gravestone")); 2826 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2827 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2828 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2829 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2830 tmp->name_pl = buf;
3198 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2831 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3199 tmp->msg = buf; 2832 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2833 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2835
3203 /**************************************/ 2836 /**************************************/
3204 /* */ 2837 /* */
3205 /* Subtract the experience points, */ 2838 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2839 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2840 /* food, and reset HP's... */
3208 /* */ 2841 /* */
3209
3210 /**************************************/ 2842 /**************************************/
3211 2843
3212 /* remove any poisoning and confusion the character may be suffering. */ 2844 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2845 /* restore player */
3214 at = find_archetype ("poisoning"); 2846 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2847 tmp = present_arch_in_ob (at, op);
2848
3216 if (tmp) 2849 if (tmp)
3217 { 2850 {
3218 remove_ob (tmp); 2851 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2853 }
3222 2854
3223 at = find_archetype ("confusion"); 2855 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2856 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2857 if (tmp)
3226 { 2858 {
3227 remove_ob (tmp); 2859 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2861 }
2862
3231 cure_disease (op, 0); /* remove any disease */ 2863 cure_disease (op, 0); /* remove any disease */
3232 2864
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2865 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2866 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2867 if (op->stats.food < 100)
3236 op->stats.food = 900; 2868 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2872
3241 /* 2873 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2874 * Check to see if the player has any unpaid items. If so, remove them
3243 * the player has any unpaid items. If so, remove them and put them back 2875 * and put them back in the map.
3244 * in the map. 2876 */
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
3249 2878
3250 /****************************************/ 2879 /****************************************/
3251 /* */ 2880 /* */
3252 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
3254 /* */ 2883 /* */
3255
3256 /****************************************/ 2884 /****************************************/
3257 2885
3258 enter_player_savebed (op); 2886 enter_player_savebed (op);
3259 2887
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2888 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2889
3266 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2893 * on the space that might harm the player.
3270 */ 2894 */
3271 will_kill_again = 0; 2895 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2896 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2897 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2898 will_kill_again |= tmp->attacktype;
3276 } 2899
3277 if (will_kill_again) 2900 if (will_kill_again)
3278 { 2901 {
3279 object *force; 2902 object *force;
3280 int at; 2903 int at;
3281 2904
3282 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2907 force->speed = 0.1f;
3285 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
3286 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2912 force->resist[at] = 100;
3291 } 2913
3292 insert_ob_in_ob (force, op); 2914 insert_ob_in_ob (force, op);
3293 fix_player (op); 2915 op->update_stats ();
3294 2916
3295 } 2917 }
3296 2918
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (find_archetype ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 2920}
3366
3367 2921
3368void 2922void
3369loot_object (object *op) 2923loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
3372 2926
3373 if (op->container) 2927 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2928
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
3379 { 2930 {
3380 next = tmp->below; 2931 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2932
2933 if (tmp->invisible)
3382 continue; 2934 continue;
3383 remove_ob (tmp); 2935
2936 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
3385 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2941
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2943 {
3391 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
3392 { 2945 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2947 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2948 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2949 }
3397 else 2950 else
3398 free_object (tmp); 2951 tmp->destroy ();
3399 } 2952 }
3400 else 2953 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2954 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2955 }
3403} 2956}
3405/* 2958/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2960 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2961 * was changed.
3409 */ 2962 */
3410
3411void 2963void
3412fix_weight (void) 2964fix_weight (void)
3413{ 2965{
3414 player *pl; 2966 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2967 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 2969
3420 if (old == sum) 2970 if (old == sum)
3421 continue; 2971 continue;
3422 fix_player (pl->ob); 2972 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 2974 }
3425} 2975}
3426 2976
3427void 2977void
3428fix_luck (void) 2978fix_luck (void)
3429{ 2979{
3430 player *pl; 2980 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 2981 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 2982 pl->ob->change_luck (0);
3435} 2983}
3436
3437 2984
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 2985/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 2986 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 2987 * just treat this as any other spell casting object.
3441 */ 2988 */
3442
3443void 2989void
3444cast_dust (object *op, object *throw_ob, int dir) 2990cast_dust (object *op, object *throw_ob, int dir)
3445{ 2991{
3446 object *skop, *spob; 2992 object *skop, *spob;
3447 2993
3468 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3015 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3016
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3017 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3018
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3019 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3020}
3477 3021
3478void 3022void
3479make_visible (object *op) 3023make_visible (object *op)
3480{ 3024{
3483 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3484 { 3028 {
3485 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3487 } 3031 }
3032
3488 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3489} 3034}
3490 3035
3491int 3036int
3492is_true_undead (object *op) 3037is_true_undead (object *op)
3493{ 3038{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3497 return 1; 3040 return 1;
3498 3041
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3042 return 0;
3505} 3043}
3506 3044
3507/* look at the surrounding terrain to determine 3045/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3046 * the hideability of this object. Positive levels
3550/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3551 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3552 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3553 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3554 */ 3092 */
3555
3556void 3093void
3557do_hidden_move (object *op) 3094do_hidden_move (object *op)
3558{ 3095{
3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3560 object *skop; 3097 object *skop;
3564 3101
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3103
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3104 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3105 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3106 if (!skop || num >= skop->level)
3571 { 3107 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3108 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3109 make_visible (op);
3574 return; 3110 return;
3575 } 3111 }
3576 else 3112 else
3577 num += 20; 3113 num += 20;
3578 } 3114
3579 num += op->map->difficulty; 3115 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3116 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3117 num -= hide;
3118
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3120 {
3584 make_visible (op); 3121 make_visible (op);
3585 if (op->type == PLAYER) 3122 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3124 }
3588 else if (op->type == PLAYER && skop) 3125 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3127}
3593 3128
3594/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3595 3130
3596int 3131int
3597stand_near_hostile (object *who) 3132stand_near_hostile (object *who)
3598{ 3133{
3599 object *tmp = NULL; 3134 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3135 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3136 maptile *m;
3602 sint16 x, y; 3137 sint16 x, y;
3603 3138
3604 if (!who) 3139 if (!who)
3605 return 0; 3140 return 0;
3606 3141
3623 if (mflags & P_OUT_OF_MAP) 3158 if (mflags & P_OUT_OF_MAP)
3624 continue; 3159 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3160 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3161 continue;
3627 3162
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3163 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3164 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3165 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3166 return 1;
3632 else if (tmp->type == PLAYER) 3167 else if (tmp->type == PLAYER)
3633 { 3168 {
3663 if (pl->type != PLAYER) 3198 if (pl->type != PLAYER)
3664 { 3199 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3201 return -1;
3667 } 3202 }
3203
3668 if (!pl || !op) 3204 if (!pl || !op)
3669 return 0; 3205 return 0;
3670 3206
3671 if (op->head)
3672 {
3673 op = op->head; 3207 op = op->head_ ();
3674 } 3208
3675 get_rangevector (pl, op, &rv, 0x1); 3209 get_rangevector (pl, op, &rv, 0x1);
3676 3210
3677 /* starting with the 'head' part, lets loop 3211 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3212 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3213 * part that is in the los array but isnt on
3680 * a blocked los square. 3214 * a blocked los square.
3681 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3682 */ 3216 */
3683 while (op) 3217 while (op)
3684 { 3218 {
3685 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3686 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3687 3221
3688 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3223 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3224 * for any meaningful values.
3691 */ 3225 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3229 return 1;
3696 op = op->more; 3230 op = op->more;
3697 } 3231 }
3698 return 0; 3232 return 0;
3699} 3233}
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3331 int i = 0, j = 0;
3798 3332
3799 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3802 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3804 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3806 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3808 3342
3809 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3810 return; 3344 return;
3811 3345
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3347
3814 if (tr == NULL || tr->item == NULL) 3348 if (!tr || !tr->item)
3815 { 3349 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3351 return;
3818 } 3352 }
3819 3353
3820 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3821 item = &(tr->item->clone); 3355 item = tr->item;
3822 3356
3823 if (item->type == SPELL) 3357 if (item->type == SPELL)
3824 { 3358 {
3825 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3826 return; 3360 return;
3885 { 3419 {
3886 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3421 object *skin;
3888 3422
3889 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ;
3426
3891 if (skin == NULL) 3427 if (!skin)
3892 return; 3428 return;
3893 3429
3894 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3432 {
3941 * not readied. 3477 * not readied.
3942 */ 3478 */
3943void 3479void
3944player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3945{ 3481{
3946 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3947 3484
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3949 { 3486 pl->combat_ob = 0;
3487
3950 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3951 { 3489 pl->ranged_ob = 0;
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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