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Comparing deliantra/server/server/player.C (file contents):
Revision 1.24 by root, Thu Sep 14 23:13:49 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@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 25#include <sproto.h>
30#endif
31#include <sounds.h> 26#include <sounds.h>
32#include <living.h> 27#include <living.h>
33#include <object.h> 28#include <object.h>
34#include <spells.h> 29#include <spells.h>
35#include <skills.h> 30#include <skills.h>
36#include <newclient.h>
37 31
38#ifdef COZY_SERVER 32#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 33#include <functional>
40#endif
41 34
42player * 35playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 36
81void 37void
82display_motd (const object *op) 38display_motd (const object *op)
83{ 39{
84 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 int comp; 43 int comp;
88 int size; 44 int size;
89 45
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 48 return;
94 } 49
95 motd[0] = '\0'; 50 motd[0] = '\0';
96 size = 0; 51 size = 0;
52
97 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
98 { 54 {
99 if (*buf == '#') 55 if (*buf == '#')
100 continue; 56 continue;
57
101 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 59 size += strlen (buf);
103 } 60 }
61
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
106} 64}
107 65
108void 66void
114 int comp; 72 int comp;
115 int size; 73 int size;
116 74
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 77 return;
121 } 78
122 rules[0] = '\0'; 79 rules[0] = '\0';
123 size = 0; 80 size = 0;
81
124 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
125 { 83 {
126 if (*buf == '#') 84 if (*buf == '#')
127 continue; 85 continue;
86
128 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
129 { 88 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 90 break;
132 } 91 }
92
133 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 94 size += strlen (buf);
135 } 95 }
96
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
138} 99}
139 100
140void 101void
148 int size; 109 int size;
149 110
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 113 return;
114
153 news[0] = '\0'; 115 news[0] = '\0';
154 subject[0] = '\0'; 116 subject[0] = '\0';
155 size = 0; 117 size = 0;
118
156 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
157 { 120 {
158 if (*buf == '#') 121 if (*buf == '#')
159 continue; 122 continue;
123
160 if (*buf == '%') 124 if (*buf == '%')
161 { /* send one news */ 125 { /* send one news */
162 if (size > 0) 126 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
164 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
165 strip_endline (subject); 130 strip_endline (subject);
166 size = 0; 131 size = 0;
167 news[0] = '\0'; 132 news[0] = '\0';
168 } 133 }
177 size += strlen (buf); 142 size += strlen (buf);
178 } 143 }
179 } 144 }
180 145
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 149}
310 150
311/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
312static void 152static void
313set_first_map (object *op) 153set_first_map (object *op)
314{ 154{
315 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
316 op->x = -1; 156 op->x = -1;
317 op->y = -1; 157 op->y = -1;
318 enter_exit (op, NULL);
319} 158}
320 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 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
321/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
323 * mode. 377 * mode.
324 */ 378 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 379player *
380player::create ()
381{
382 player *pl = new player;
330 383
331 p = get_player (NULL); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 385
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 386 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 387 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 388 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 389
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 390 set_first_map (pl->ob);
343 391
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 392 return pl;
351} 393}
352 394
353/* 395/*
354 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
356 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
357 */ 399 */
358archetype * 400archetype *
359get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
360{ 402{
361 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
362 404
363 for (;;) 405 for (;;)
364 { 406 {
365 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
366 at = first_archetype; 408 i = archetypes.begin ();
367 else 409 else if (*i == at)
368 at = at->next; 410 cleanup ("not a single player archetype found");
411
369 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
370 return at; 413 return *i;
371 if (at == start)
372 {
373 LOG (llevError, "No Player archetypes\n");
374 exit (-1);
375 }
376 } 414 }
377} 415}
378
379 416
380object * 417object *
381get_nearest_player (object *mon) 418get_nearest_player (object *mon)
382{ 419{
383 object *op = NULL; 420 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 421 objectlink *ol;
386 unsigned lastdist; 422 unsigned lastdist;
387 rv_vector rv; 423 rv_vector rv;
388 424
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 426 {
391 /* 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
392 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 434 object *tmp = ol->ob;
399 435
400 /* 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
401 * itself will have been cleared. 437 * itself will have been cleared.
402 */ 438 */
403 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 ());
404 ol = ol->next; 441 ol = ol->next;
405 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
406 if (!ol) 443 if (!ol)
407 return op; 444 return op;
408 } 445 }
421 { 458 {
422 op = ol->ob; 459 op = ol->ob;
423 lastdist = rv.distance; 460 lastdist = rv.distance;
424 } 461 }
425 } 462 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 463
427 { 464 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
432 { 467 {
433 op = pl->ob; 468 op = pl->ob;
434 lastdist = rv.distance; 469 lastdist = rv.distance;
435 } 470 }
436 } 471
437 }
438#if 0 472#if 0
439 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)");
440#endif 474#endif
441 return op; 475 return op;
442} 476}
460 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 496 * is probably not a good thing.
463 */ 497 */
464#define MAX_SPACES 50 498#define MAX_SPACES 50
465
466 499
467/* 500/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 522path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 523{
491 rv_vector rv; 524 rv_vector rv;
492 sint16 x, y; 525 sint16 x, y;
493 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;
494 mapstruct *m, *lastmap; 527 maptile *m, *lastmap;
495 528
496 get_rangevector (mon, pl, &rv, 0); 529 get_rangevector (mon, pl, &rv, 0);
497 530
498 if (rv.distance < mindiff) 531 if (rv.distance < mindiff)
499 return 0; 532 return 0;
501 x = mon->x; 534 x = mon->x;
502 y = mon->y; 535 y = mon->y;
503 m = mon->map; 536 m = mon->map;
504 dir = rv.direction; 537 dir = rv.direction;
505 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 */
506 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
507 /* 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. */
508 if (diff > max) 542 if (diff > max)
509 return 0; 543 return 0;
544
510 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
511 { 546 {
512 lastx = x; 547 lastx = x;
513 lasty = y; 548 lasty = y;
514 lastmap = m; 549 lastmap = m;
596 max--; 631 max--;
597 lastdir = dir; 632 lastdir = dir;
598 if (!firstdir) 633 if (!firstdir)
599 firstdir = dir; 634 firstdir = dir;
600 } 635 }
636
601 if (diff <= 1) 637 if (diff <= 1)
602 { 638 {
603 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 640 * headed toward player for entire distance.
605 */ 641 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 644 }
645
609 if (diff > max) 646 if (diff > max)
610 return 0; 647 return 0;
611 } 648 }
649
612 /* 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 */
613 if (!max) 651 if (!max)
614 return 0; 652 return 0;
615 653
616 return firstdir; 654 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 681 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 682 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 683 op->type == SHIELD || op->type == GLOVES ||
646 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))
647 { 685 {
648 remove_ob (op); 686 op->destroy ();
649 free_object (op);
650 continue; 687 continue;
651 } 688 }
652 } 689 }
653 690
654 /* This really needs to be better - we should really give 691 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 702 if (tmp->type == op->type && tmp->name == op->name)
666 break; 703 break;
667 704
668 if (tmp) 705 if (tmp)
669 { 706 {
670 remove_ob (op); 707 op->destroy ();
671 free_object (op);
672 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);
673 continue; 709 continue;
674 } 710 }
711
675 if (op->nrof > 1) 712 if (op->nrof > 1)
676 op->nrof = 1; 713 op->nrof = 1;
677 } 714 }
678 715
679 if (op->type == SPELLBOOK && op->inv) 716 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 728 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 729 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 730 }
694 if (op->type == SPELL) 731 if (op->type == SPELL)
695 { 732 {
696 remove_ob (op); 733 op->destroy ();
697 free_object (op);
698 continue; 734 continue;
699 } 735 }
700 else if (op->type == SKILL) 736 else if (op->type == SKILL)
701 { 737 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
712 link_player_skills (pl); 748 link_player_skills (pl);
713} 749}
714 750
715void 751void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
800{ 753{
801 if (party == NULL) 754 if (party == NULL)
802 { 755 {
803 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);
804 return; 757 return;
805 } 758 }
759
806 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
809 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:");
810} 764}
811
812 765
813/* 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. */
814int 767static int
815roll_stat (void) 768roll_stat (void)
816{ 769{
817 int a[4], i, j, k; 770 int a[4], i, j, k;
818 771
819 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
821 774
822 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 776 if (a[i] < k)
824 k = a[i], j = i; 777 k = a[i], j = i;
825 778
826 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 780 if (i != j)
829 k += a[i]; 781 k += a[i];
830 } 782
831 return k; 783 return k;
832} 784}
833 785
834void 786void
835roll_stats (object *op) 787object::roll_stats ()
836{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
837 int sum = 0; 793 int sum = 0;
838 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
840 796
841 do 797 if (sum >= 82 && sum <= 116)
798 break;
842 { 799 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 800
854 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 803
863 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
864 do 805 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 806
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 807 stats.exp = 0;
899 op->stats.ac = 0; 808 stats.ac = 0;
900 809
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
910} 822}
911 823
912void 824void
913Roll_Again (object *op) 825object::swap_stats (int a, int b)
914{ 826{
915 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 828
920void 829 for (int i = 0; i < NUM_STATS; ++i)
921Swap_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)
922{ 856{
923 signed char tmp;
924 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
925 858
926 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 863}
1041 864
1042/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1046 * not the class. 869 * not the class.
1047 */ 870 */
1048 871void
1049int 872player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 873{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
1068 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1070 883
1071 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1072 885
1073 if (op->msg) 886 if (ob->msg)
1074 op->msg = NULL; 887 ob->msg = 0;
1075 888
1076 /* 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
1077 * to save here. 890 * to save here.
1078 */ 891 */
892 {
893 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1081 897
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 898 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 901 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1090 fix_player (op); 903 ob->update_stats ();
1091 904
1092 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1093 * is one for this race 906 * is one for this race
1094 */ 907 */
1095 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1096 { 909 {
1097 object *tmp; 910 object *tmp;
1098 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1099 912
1100 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);
1101 tmp = get_object (); 914 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1105 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;
1106 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1107 * default initial map */ 920 * default initial map */
1108 free_object (tmp); 921 tmp->destroy ();
1109 } 922 }
1110 else 923 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 925}
1114 return 0;
1115 }
1116 926
927void
928player::chargen_race_next ()
929{
1117 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1119 */ 932 */
1120 933
1121 tmp_loop = 0; 934 do
1122 while (!tmp_loop)
1123 { 935 {
1124 shstr name = op->name; 936 shstr name = ob->name;
1125 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1126 938
1127 remove_statbonus (op); 939 ob->remove_statbonus ();
1128 remove_ob (op); 940 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 942 ob->arch->copy_to (ob);
1131 op->instantiate (); 943 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1134 op->x = x; 946 ob->x = x;
1135 op->y = y; 947 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
1139 add_statbonus (op); 951 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 952 }
953 while (!allowed_class (ob));
1142 954
1143 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 957 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 960 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 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 int stop = 0; 1025 int stop = 0;
1270 int j, k, wvratio; 1026 int wvratio;
1271 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1272 1028
1273 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1275 return 1; 1031 return 1;
1276 1032
1344 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1103 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->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
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1108 }
1109
1381 /* philosophy: 1110 /* philosophy:
1382 * 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
1383 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1385 * 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
1386 * example. 1115 * example.
1387 * 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
1388 * 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
1389 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1423 /* question: don't pick up known-poisonous stuff? */ 1152 /* question: don't pick up known-poisonous stuff? */
1424 if (op->contr->mode & PU_FOOD) 1153 if (op->contr->mode & PU_FOOD)
1425 if (tmp->type == FOOD) 1154 if (tmp->type == FOOD)
1426 { 1155 {
1427 pick_up (op, tmp); 1156 pick_up (op, tmp);
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue; 1157 continue;
1431 } 1158 }
1159
1432 if (op->contr->mode & PU_DRINK) 1160 if (op->contr->mode & PU_DRINK)
1433 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)))
1434 { 1162 {
1435 pick_up (op, tmp); 1163 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue; 1164 continue;
1439 } 1165 }
1440 1166
1441 if (op->contr->mode & PU_POTION) 1167 if (op->contr->mode & PU_POTION)
1442 if (tmp->type == POTION) 1168 if (tmp->type == POTION)
1443 { 1169 {
1444 pick_up (op, tmp); 1170 pick_up (op, tmp);
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue; 1171 continue;
1448 } 1172 }
1449 1173
1450 /* spellbooks, skillscrolls and normal books/scrolls */ 1174 /* spellbooks, skillscrolls and normal books/scrolls */
1451 if (op->contr->mode & PU_SPELLBOOK) 1175 if (op->contr->mode & PU_SPELLBOOK)
1452 if (tmp->type == SPELLBOOK) 1176 if (tmp->type == SPELLBOOK)
1453 { 1177 {
1454 pick_up (op, tmp); 1178 pick_up (op, tmp);
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue; 1179 continue;
1458 } 1180 }
1181
1459 if (op->contr->mode & PU_SKILLSCROLL) 1182 if (op->contr->mode & PU_SKILLSCROLL)
1460 if (tmp->type == SKILLSCROLL) 1183 if (tmp->type == SKILLSCROLL)
1461 { 1184 {
1462 pick_up (op, tmp); 1185 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue; 1186 continue;
1466 } 1187 }
1188
1467 if (op->contr->mode & PU_READABLES) 1189 if (op->contr->mode & PU_READABLES)
1468 if (tmp->type == BOOK || tmp->type == SCROLL) 1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1469 { 1191 {
1470 pick_up (op, tmp); 1192 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue; 1193 continue;
1474 } 1194 }
1475 1195
1476 /* wands/staves/rods/horns */ 1196 /* wands/staves/rods/horns */
1477 if (op->contr->mode & PU_MAGIC_DEVICE) 1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1479 { 1199 {
1480 pick_up (op, tmp); 1200 pick_up (op, tmp);
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue; 1201 continue;
1484 } 1202 }
1485 1203
1486 /* pick up all magical items */ 1204 /* pick up all magical items */
1487 if (op->contr->mode & PU_MAGICAL) 1205 if (op->contr->mode & PU_MAGICAL)
1488 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))
1489 { 1207 {
1490 pick_up (op, tmp); 1208 pick_up (op, tmp);
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue; 1209 continue;
1494 } 1210 }
1495 1211
1496 if (op->contr->mode & PU_VALUABLES) 1212 if (op->contr->mode & PU_VALUABLES)
1497 { 1213 {
1498 if (tmp->type == MONEY || tmp->type == GEM) 1214 if (tmp->type == MONEY || tmp->type == GEM)
1499 { 1215 {
1500 pick_up (op, tmp); 1216 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue; 1217 continue;
1504 } 1218 }
1505 } 1219 }
1506 1220
1507 /* rings & amulets - talismans seems to be typed AMULET */ 1221 /* rings & amulets - talismans seems to be typed AMULET */
1508 if (op->contr->mode & PU_JEWELS) 1222 if (op->contr->mode & PU_JEWELS)
1509 if (tmp->type == RING || tmp->type == AMULET) 1223 if (tmp->type == RING || tmp->type == AMULET)
1510 { 1224 {
1511 pick_up (op, tmp); 1225 pick_up (op, tmp);
1226 continue;
1512 if (0) 1227 }
1513 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);
1514 continue; 1234 continue;
1515 } 1235 }
1516 1236
1517 /* bows and arrows. Bows are good for selling! */ 1237 /* bows and arrows. Bows are good for selling! */
1518 if (op->contr->mode & PU_BOW) 1238 if (op->contr->mode & PU_BOW)
1519 if (tmp->type == BOW) 1239 if (tmp->type == BOW)
1520 { 1240 {
1521 pick_up (op, tmp); 1241 pick_up (op, tmp);
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue; 1242 continue;
1525 } 1243 }
1244
1526 if (op->contr->mode & PU_ARROW) 1245 if (op->contr->mode & PU_ARROW)
1527 if (tmp->type == ARROW) 1246 if (tmp->type == ARROW)
1528 { 1247 {
1529 pick_up (op, tmp); 1248 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue; 1249 continue;
1533 } 1250 }
1534 1251
1535 /* all kinds of armor etc. */ 1252 /* all kinds of armor etc. */
1536 if (op->contr->mode & PU_ARMOUR) 1253 if (op->contr->mode & PU_ARMOUR)
1537 if (tmp->type == ARMOUR) 1254 if (tmp->type == ARMOUR)
1538 { 1255 {
1539 pick_up (op, tmp); 1256 pick_up (op, tmp);
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue; 1257 continue;
1543 } 1258 }
1259
1544 if (op->contr->mode & PU_HELMET) 1260 if (op->contr->mode & PU_HELMET)
1545 if (tmp->type == HELMET) 1261 if (tmp->type == HELMET)
1546 { 1262 {
1547 pick_up (op, tmp); 1263 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue; 1264 continue;
1551 } 1265 }
1266
1552 if (op->contr->mode & PU_SHIELD) 1267 if (op->contr->mode & PU_SHIELD)
1553 if (tmp->type == SHIELD) 1268 if (tmp->type == SHIELD)
1554 { 1269 {
1555 pick_up (op, tmp); 1270 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue; 1271 continue;
1559 } 1272 }
1273
1560 if (op->contr->mode & PU_BOOTS) 1274 if (op->contr->mode & PU_BOOTS)
1561 if (tmp->type == BOOTS) 1275 if (tmp->type == BOOTS)
1562 { 1276 {
1563 pick_up (op, tmp); 1277 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue; 1278 continue;
1567 } 1279 }
1280
1568 if (op->contr->mode & PU_GLOVES) 1281 if (op->contr->mode & PU_GLOVES)
1569 if (tmp->type == GLOVES) 1282 if (tmp->type == GLOVES)
1570 { 1283 {
1571 pick_up (op, tmp); 1284 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue; 1285 continue;
1575 } 1286 }
1287
1576 if (op->contr->mode & PU_CLOAK) 1288 if (op->contr->mode & PU_CLOAK)
1577 if (tmp->type == CLOAK) 1289 if (tmp->type == CLOAK)
1578 { 1290 {
1579 pick_up (op, tmp); 1291 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1292 continue;
1583 } 1293 }
1584 1294
1585 /* hoping to catch throwing daggers here */ 1295 /* hoping to catch throwing daggers here */
1586 if (op->contr->mode & PU_MISSILEWEAPON) 1296 if (op->contr->mode & PU_MISSILEWEAPON)
1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1588 { 1298 {
1589 pick_up (op, tmp); 1299 pick_up (op, tmp);
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue; 1300 continue;
1593 } 1301 }
1594 1302
1595 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1596 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1597 { 1305 {
1598 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1599 { 1307 {
1600 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 &&
1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1602 { 1310 {
1603 pick_up (op, tmp); 1311 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue; 1312 continue;
1607 } 1313 }
1608 } 1314 }
1315
1609 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1610 { 1317 {
1611 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)
1612 { 1319 {
1613 pick_up (op, tmp); 1320 pick_up (op, tmp);
1614 if (0)
1615 fprintf (stderr, "WEAPON\n");
1616 continue; 1321 continue;
1617 } 1322 }
1618 } 1323 }
1619 } 1324 }
1620 1325
1621 /* misc stuff that's useful */ 1326 /* misc stuff that's useful */
1622 if (op->contr->mode & PU_KEY) 1327 if (op->contr->mode & PU_KEY)
1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1624 { 1329 {
1625 pick_up (op, tmp); 1330 pick_up (op, tmp);
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue; 1331 continue;
1629 } 1332 }
1630 1333
1631 /* 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
1632 * pickups */ 1335 * pickups */
1645 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1646 { 1349 {
1647 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1648 } 1351 }
1649 else 1352 else
1650 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1651 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1652 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))));
1653#endif 1356#endif
1654 continue; 1357 continue;
1655 } 1358 }
1656 } 1359 }
1657 } /* the new pickup model */ 1360 } /* the new pickup model */
1658 } 1361 }
1362
1659 return !stop; 1363 return !stop;
1660} 1364}
1661 1365
1662/* 1366/*
1663 * Find an arrow in the inventory and after that 1367 * Find an arrow in the inventory and after that
1665 * found object is returned. 1369 * found object is returned.
1666 */ 1370 */
1667object * 1371object *
1668find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1669{ 1373{
1670 object *tmp = NULL; 1374 object *tmp = 0;
1671 1375
1672 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1673 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))
1674 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1675 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1676 return op; 1380 return op;
1381
1677 return tmp; 1382 return tmp;
1678} 1383}
1679 1384
1680/* 1385/*
1681 * 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
1682 * 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
1683 * 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
1684 * 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.
1685 */ 1390 */
1686
1687object * 1391object *
1688find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1689{ 1393{
1690 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1691 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1724 else 1428 else
1725 { 1429 {
1726 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1727 { 1431 {
1728 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1729 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1730 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)
1731 { 1435 {
1732 tmp = arrow; 1436 tmp = arrow;
1733 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;
1734 } 1438 }
1735 } 1439 }
1736 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1737 { 1441 {
1738 tmp = arrow; 1442 tmp = arrow;
1757 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1758 * op = the shooter 1462 * op = the shooter
1759 * type = bow->race 1463 * type = bow->race
1760 * dir = fire direction 1464 * dir = fire direction
1761 */ 1465 */
1762
1763object * 1466object *
1764pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1765{ 1468{
1766 object *tmp = NULL; 1469 object *tmp = NULL;
1767 mapstruct *m; 1470 maptile *m;
1768 int i, mflags, found, number; 1471 int i, mflags, found, number;
1769 sint16 x, y; 1472 sint16 x, y;
1770 1473
1771 if (op->map == NULL) 1474 if (op->map == NULL)
1772 return find_arrow (op, type); 1475 return find_arrow (op, type);
1832 */ 1535 */
1833int 1536int
1834fire_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)
1835{ 1538{
1836 object *left, *bow; 1539 object *left, *bow;
1837 int bowspeed, mflags; 1540 int mflags;
1838 mapstruct *m; 1541 maptile *m;
1839 1542
1840 if (!dir) 1543 if (!dir)
1841 { 1544 {
1842 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!");
1843 return 0; 1546 return 0;
1844 } 1547 }
1845 if (op->type == PLAYER) 1548
1846 bow = op->contr->ranges[range_bow]; 1549 if (op->contr)
1550 bow = op->current_weapon;
1847 else 1551 else
1848 { 1552 {
1849 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1850 /* 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
1851 * 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.
1856 if (!bow) 1560 if (!bow)
1857 { 1561 {
1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1859 return 0; 1563 return 0;
1860 } 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
1861 } 1573 }
1574
1862 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1863 { 1576 {
1864 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);
1865 return 0; 1578 return 0;
1866 } 1579 }
1867
1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1869
1870 /* penalize ROF for bestarrow */
1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1872 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1873 if (bowspeed < 1)
1874 bowspeed = 1;
1875 1580
1876 if (arrow == NULL) 1581 if (arrow == NULL)
1877 { 1582 {
1878 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1879 { 1584 {
1880 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1881 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);
1882 /* 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 */
1883 else 1588 else
1884 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1885 return 0; 1591 return 0;
1886 } 1592 }
1887 } 1593 }
1594
1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1889 if (mflags & P_OUT_OF_MAP) 1596 if (mflags & P_OUT_OF_MAP)
1890 {
1891 return 0; 1597 return 0;
1892 } 1598
1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1599 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 { 1600 {
1895 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.");
1896 return 0; 1602 return 0;
1897 } 1603 }
1898 1604
1899 /* this should not happen, but sometimes does */ 1605 /* this should not happen, but sometimes does */
1900 if (arrow->nrof == 0) 1606 if (arrow->nrof == 0)
1901 { 1607 {
1902 remove_ob (arrow); 1608 arrow->destroy ();
1903 free_object (arrow);
1904 return 0; 1609 return 0;
1905 } 1610 }
1906 1611
1907 left = arrow; /* these are arrows left to the player */ 1612 left = arrow; /* these are arrows left to the player */
1908 arrow = get_split_ob (arrow, 1); 1613 arrow = get_split_ob (arrow, 1);
1909 if (arrow == NULL) 1614 if (!arrow)
1910 { 1615 {
1911 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);
1912 return 0; 1617 return 0;
1913 } 1618 }
1914 set_owner (arrow, op); 1619
1620 arrow->set_owner (op);
1915 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1916
1917 arrow->direction = dir; 1622 arrow->direction = dir;
1918 arrow->x = sx; 1623
1919 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;
1920 1656
1921 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1922 { 1658 {
1923 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1924 fix_player (op);
1925 }
1926
1927 SET_ANIMATION (arrow, arrow->direction);
1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1929 arrow->stats.hp = arrow->stats.dam;
1930 arrow->stats.grace = arrow->attacktype;
1931 if (arrow->slaying != NULL)
1932 arrow->spellarg = strdup_local (arrow->slaying);
1933
1934 /* Note that this was different for monsters - they got their level
1935 * added to the damage. I think the strength bonus is more proper.
1936 */
1937
1938 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1939
1940 /* update the speed */
1941 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1942 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1943
1944 if (arrow->speed < 1.0)
1945 arrow->speed = 1.0;
1946 update_ob_speed (arrow);
1947 arrow->speed_left = 0;
1948
1949 if (op->type == PLAYER)
1950 {
1951 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1952 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1953 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1954
1955 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1956 } 1666 }
1957 else 1667 else
1958 { 1668 {
1959 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1960 arrow->level = op->level; 1669 arrow->level = op->level;
1961 } 1670 arrow->stats.wc -= bow->magic;
1962 1671
1963 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1964 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1965 1677
1966 if (bow->slaying != NULL) 1678 wc -= arrow->level;
1967 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1968 1680
1969 arrow->map = m; 1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1970 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1972 1684
1973 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);
1974 insert_ob_in_map (arrow, m, op, 0); 1686 m->insert (arrow, sx, sy, op);
1975 1687
1976 if (!arrow->destroyed ()) 1688 if (!arrow->destroyed ())
1977 move_arrow (arrow); 1689 move_arrow (arrow);
1978 1690
1979 if (op->type == PLAYER) 1691 if (op->type == PLAYER)
1999{ 1711{
2000 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
2001 1713
2002 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
2003 { 1715 {
2004 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);
2005 } 1717 }
2006 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)
2007 { 1719 {
2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2009 wcmod = -1; 1721 wcmod = -1;
1722
2010 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);
2011 } 1724 }
2012 else if (op->contr->bowtype == bow_threewide) 1725 else if (op->contr->bowtype == bow_threewide)
2013 { 1726 {
2014 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);
2018 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
2019 { 1732 {
2020 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);
2021 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);
2022 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);
2023
2024 } 1736 }
2025 else 1737 else
2026 { 1738 {
2027 /* Simple case */ 1739 /* Simple case */
2028 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);
2029 } 1741 }
1742
2030 return ret; 1743 return ret;
2031} 1744}
2032
2033 1745
2034/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
2035 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
2036 */ 1748 */
2037void 1749void
2038fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
2039{ 1751{
2040 object *item; 1752 object *item = op->contr->ranged_ob;
2041 1753
2042 if (!op->contr->ranges[range_misc]) 1754 if (!item)
2043 { 1755 {
2044 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.");
2045 return; 1757 return;
2046 } 1758 }
2047 1759
2048 item = op->contr->ranges[range_misc];
2049 if (!item->inv) 1760 if (!item->inv)
2050 { 1761 {
2051 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2052 return; 1763 return;
2053 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
2054 if (item->type == WAND) 1769 if (item->type == WAND)
2055 { 1770 {
2056 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
2057 { 1772 {
2058 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2059 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
2060 return; 1776 return;
2061 } 1777 }
2062 } 1778 }
2063 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
2064 { 1780 {
2065 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))
2066 { 1782 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
2068 if (item->type == ROD) 1785 if (item->type == ROD)
2069 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2070 else 1787 else
2071 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
2072 return; 1790 return;
2073 } 1791 }
2074 } 1792 }
2075 1793
2076 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
2083 object *tmp; 1801 object *tmp;
2084 1802
2085 if (item->arch) 1803 if (item->arch)
2086 { 1804 {
2087 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2088 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
2089 item->speed = 0; 1807 item->set_speed (0);
2090 update_ob_speed (item);
2091 } 1808 }
1809
2092 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2093 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2094 } 1812 }
2095 } 1813 }
2096 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2097 {
2098 drain_rod_charge (item); 1815 drain_rod_charge (item);
2099 }
2100 } 1816 }
2101} 1817}
2102 1818
2103/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2104 */ 1820 */
2105void 1821bool
2106fire (object *op, int dir) 1822fire (object *op, int dir)
2107{ 1823{
2108 int spellcost = 0; 1824 int spellcost = 0;
2109 1825
2110 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
2111 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
2112 make_visible (op); 1828 make_visible (op);
2113 1829
2114 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;
2115 { 1836 }
2116 case range_none:
2117 return;
2118 1837
2119 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:
2120 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
2121 return; 1855 break;
2122 1856
2123 case range_magic: /* Casting spells */ 1857 case SPELL:
2124 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);
2125 return; 1859 break;
2126 1860
2127 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:
2128 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
2129 return; 1871 break;
2130
2131 case range_golem: /* Control summoned monsters from scrolls */
2132 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2133 {
2134 op->contr->ranges[range_golem] = NULL;
2135 op->contr->shoottype = range_none;
2136 op->contr->golem_count = 0;
2137 }
2138 else
2139 control_golem (op->contr->ranges[range_golem], dir);
2140 return;
2141
2142 case range_skill:
2143 if (!op->chosen_skill)
2144 {
2145 if (op->type == PLAYER)
2146 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2147 return;
2148 }
2149 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2150 return;
2151 case range_builder:
2152 apply_map_builder (op, dir);
2153 return;
2154 default:
2155 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2156 return;
2157 } 1872 }
2158}
2159 1873
2160 1874 return true;
1875}
2161 1876
2162/* find_key 1877/* find_key
2163 * 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
2164 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
2165 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
2167 * pl is the player, 1882 * pl is the player,
2168 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
2169 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
2170 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
2171 */ 1886 */
2172
2173object * 1887object *
2174find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
2175{ 1889{
2176 object *tmp, *key; 1890 object *tmp, *key;
2177 1891
2178 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
2179 if (container->inv == NULL) 1893 if (!container->inv)
2180 return NULL; 1894 return 0;
2181 1895
2182 /* 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 */
2183 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2184 { 1898 {
2185 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
2186 break; 1900 break;
2187 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
2188 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
2189 */ 1903 */
2190 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2191 break; 1905 break;
2192 } 1906 }
1907
2193 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
2194 /* 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.
2195 * 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
2196 * a key, return 1911 * a key, return
2197 */ 1912 */
2198 if (!tmp) 1913 if (!tmp)
2199 { 1914 {
2200 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
2201 { 1916 {
2202 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
2203 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
2204 { 1919 {
2205 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
2206 return key; 1921 return key;
2207 } 1922 }
2208 } 1923 }
1924
2209 if (!tmp) 1925 if (!tmp)
2210 return NULL; 1926 return NULL;
2211 } 1927 }
1928
2212 /* 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,
2213 * see if we actually want to use it 1930 * see if we actually want to use it
2214 */ 1931 */
2215 if (pl != container) 1932 if (pl != container)
2216 { 1933 {
2237 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2238 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2239 return NULL; 1956 return NULL;
2240 } 1957 }
2241 } 1958 }
1959
2242 return tmp; 1960 return tmp;
2243} 1961}
2244 1962
2245/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
2246 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
2248 * 0 otherwise 1966 * 0 otherwise
2249 */ 1967 */
2250static int 1968static int
2251player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2252{ 1970{
2253
2254 /* 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,
2255 * 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 -
2256 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2257 */ 1974 */
2258 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2259 1976
2260 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
2261 if (key) 1978 if (key)
2262 { 1979 {
2263 object *container = key->env; 1980 object *container = key->env;
2264 1981
2265 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
2266 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2267 make_visible (op); 1985 make_visible (op);
1986
2268 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2269 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
2270 if (door->type == DOOR) 1990 if (door->type == DOOR)
2271 {
2272 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 */
2273 }
2274 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2275 { 1993 {
2276 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));
2277 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
2278 } 1996 }
1997
2279 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2280 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2281 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2282 if (container != op) 2001 if (container != op)
2283 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2284 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2285 } 2005 }
2286 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2287 { 2007 {
2288 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2289 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2290 return 1; 2010 return 1;
2291 } 2011 }
2012
2292 return 0; 2013 return 0;
2293} 2014}
2294 2015
2295/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2296 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2297 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2298 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2299 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2300 */ 2021 */
2301 2022bool
2302void
2303move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2304{ 2024{
2305 object *tmp, *mon;
2306 sint16 nx, ny;
2307 int on_battleground; 2025 int on_battleground;
2308 mapstruct *m;
2309 2026
2310 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2311 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2312 2029
2313 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 }
2314 2040
2315 /* 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
2316 * 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
2317 * 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
2318 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2319 * move to some space, it then means that if we are braced, we should 2045 * move to some space, it then means that if we are braced, we should
2320 * do nothing at all. As it is, if we are braced, we go through 2046 * do nothing at all. As it is, if we are braced, we go through
2321 * quite a bit of processing. However, it probably is less than what 2047 * quite a bit of processing. However, it probably is less than what
2322 * move_ob uses. 2048 * move_ob uses.
2323 */ 2049 */
2324 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);
2325 {
2326 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2327 {
2328 m = get_map_from_coord (op->map, &nx, &ny);
2329 if (!m)
2330 return; /* Don't think this should happen */
2331 }
2332 else
2333 m = op->map;
2334 2051
2335 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2336 {
2337 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2338 return;
2339 }
2340
2341 mon = NULL;
2342 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2343 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2344 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2345 * on the space 2055 * on the space
2346 */ 2056 */
2347 while (tmp != NULL) 2057 object *mon;
2348 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2349 if (tmp == op) 2059 {
2350 { 2060 if ((mon->flag [FLAG_ALIVE]
2351 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2352 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2353 }
2354 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355 {
2356 mon = tmp; 2063 && mon != op)
2357 break; 2064 break;
2358 } 2065 }
2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360 mon = tmp;
2361 tmp = tmp->above;
2362 }
2363 2066
2364 if (mon == NULL) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2365 return; /* into a wall */ 2068 return false; /* into a wall */
2366 2069
2367 if (mon->head != NULL)
2368 mon = mon->head; 2070 mon = mon->head_ ();
2369 2071
2370 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)
2371 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2372 return; 2077 return true;
2078 }
2373 2079
2374 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2375 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2376 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2377 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2378 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2379 * and thus will not push them. 2085 * and thus will not push them.
2380 */ 2086 */
2381 2087
2382 /* 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
2383 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2384 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2385 */ 2091 */
2386 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2387#if COZY_SERVER 2093 && ((mon->owner && mon->owner->contr
2388 &&
2389 ((get_owner (mon) && get_owner (mon)->contr
2390 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2391#else 2095 || mon->owner == op)
2392 && get_owner (mon) == op
2393#endif
2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 { 2097 {
2396 /* 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 */
2397 if (op->contr->braced) 2099 if (op->contr->braced)
2398 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2399 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);
2400 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2401 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2402 make_visible (op); 2110 make_visible (op);
2111
2403 return; 2112 return true;
2404 } 2113 }
2114 else
2115 return false;
2116 }
2405 2117
2406 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2407 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2408 * 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
2409 * attack them either. 2121 * attack them either.
2410 */ 2122 */
2411 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2412 (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))
2413#ifdef PROHIBIT_PLAYERKILL 2125 && ((op->contr->peaceful
2414 (op->contr->peaceful 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2415 || (mon->type == PLAYER 2127 && !on_battleground))
2416 && mon->contr-> 2128 {
2417 peaceful)) && 2129 if (op->speed_left > 0.f)
2418#else
2419 op->contr->peaceful &&
2420#endif
2421 !on_battleground))
2422 { 2130 {
2131 --op->speed_left;
2132
2423 if (!op->contr->braced) 2133 if (!op->contr->braced)
2424 { 2134 {
2425 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);
2426 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2427 } 2137 }
2428 else 2138 else
2429 {
2430 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2431 } 2140
2432 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2433 make_visible (op); 2142 make_visible (op);
2434 }
2435 2143
2144 return true;
2145 }
2146 }
2436 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2437 * roll it if not braced. You can't roll it if you are braced. 2148 * roll it if not braced. You can't roll it if you are braced.
2438 */ 2149 */
2439 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)
2440 { 2153 {
2154 --op->speed_left;
2155
2441 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2442 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2443 make_visible (op); 2158 make_visible (op);
2444 }
2445 2159
2160 return true;
2161 }
2162 }
2446 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2447 * 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
2448 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2449 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2450 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2451 */ 2168 */
2452
2453 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2454 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2455 { 2171 {
2456 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2457 /* If the player hasn't hit something this tick, and does
2458 * so, give them speed boost based on weapon speed. Doing
2459 * it here is better than process_players2, which basically
2460 * incurred a 1 tick offset.
2461 */
2462 if (!op->contr->has_hit)
2463 { 2173 {
2464 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2465 2175
2466 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2467 }
2468
2469 skill_attack (mon, op, 0, NULL, NULL); 2176 skill_attack (mon, op, 0, 0, 0);
2470 2177
2471 /* If attacking another player, that player gets automatic
2472 * hitback, and doesn't loose luck either.
2473 * Disable hitback on the battleground or if the target is
2474 * the wiz.
2475 */
2476 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2477 {
2478 short luck = mon->stats.luck;
2479
2480 mon->contr->has_hit = 1;
2481 skill_attack (op, mon, 0, NULL, NULL);
2482 mon->stats.luck = luck;
2483 }
2484 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2485 make_visible (op); 2179 make_visible (op);
2486 }
2487 } /* if player should attack something */
2488}
2489 2180
2490int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2491move_player (object *op, int dir) 2189move_player (object *op, int dir)
2492{ 2190{
2493 int pick; 2191 int pick;
2494 2192
2495 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2496 return 0; 2194 return 0;
2497 2195
2498 /* Sanity check: make sure dir is valid */ 2196 /* Sanity check: make sure dir is valid */
2499 if ((dir < 0) || (dir >= 9)) 2197 if ((dir < 0) || (dir >= 9))
2500 { 2198 {
2501 LOG (llevError, "move_player: invalid direction %d\n", dir); 2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2502 return 0; 2200 return 0;
2503 } 2201 }
2504 2202
2505 /* peterm: added following line */ 2203 /* peterm: added following line */
2506 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2507 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2508 2206
2509 op->facing = dir; 2207 op->facing = dir;
2510 2208
2511 if (op->hide) 2209 if (op->hide)
2512 do_hidden_move (op); 2210 do_hidden_move (op);
2513 2211
2212 bool retval;
2213
2514 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2515 /*nop */ ; 2215 retval = RESULT_INT (0);
2516 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2517 fire (op, dir); 2217 retval = fire (op, dir);
2518 else 2218 else
2519 { 2219 {
2520 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2521 pick = check_pick (op); 2221 pick = check_pick (op);
2522 } 2222 }
2523 2223
2524 /* 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
2525 * server can handle repeat firing. 2225 * server can handle repeat firing.
2526 */ 2226 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir; 2228 op->direction = dir;
2530 }
2531 else 2229 else
2532 {
2533 op->direction = 0; 2230 op->direction = 0;
2534 } 2231
2535 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2537 * for players. 2234 * for players.
2538 */ 2235 */
2539 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2540 return 0; 2237
2238 return retval;
2541} 2239}
2542 2240
2543/* 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
2544 * new client/server stuff. 2242 * new client/server stuff.
2545 * 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
2546 * the new speed values for commands. 2244 * the new speed values for commands.
2547 * 2245 *
2548 * 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.
2549 */ 2249 */
2550int 2250bool
2551handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2552{ 2252{
2553 if (op->contr->hidden)
2554 {
2555 op->invisible = 1000;
2556 /* the socket code flashes the player visible/invisible
2557 * depending on the value of invisible, so we need to
2558 * alternate it here for it to work correctly.
2559 */
2560 if (pticks & 2)
2561 op->invisible--;
2562 }
2563 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2564 {
2565 op->invisible--;
2566 if (!op->invisible)
2567 {
2568 make_visible (op);
2569 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2570 }
2571 }
2572
2573 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2574 { 2254 {
2575 flee_player (op); 2255 if (op->speed_left > 0.f)
2576 /* If player is still scared, that is his action for this tick */
2577 if (QUERY_FLAG (op, FLAG_SCARED))
2578 { 2256 {
2579 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2580 return 0; 2260 return true;
2581 } 2261 }
2582 } 2262 else
2583 2263 return false;
2584 /* I've been seeing crashes where the golem has been destroyed, but
2585 * the player object still points to the defunct golem. The code that
2586 * destroys the golem looks correct, and it doesn't always happen, so
2587 * put this in a a workaround to clean up the golem pointer.
2588 */
2589 if (op->contr->ranges[range_golem] &&
2590 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2591 {
2592 op->contr->ranges[range_golem] = NULL;
2593 op->contr->golem_count = 0;
2594 } 2264 }
2595 2265
2596 /* 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
2597 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2598 * called, so we recheck it here. 2268 * called, so we recheck it here.
2599 */ 2269 */
2600 HandleClient (&op->contr->socket, op->contr); 2270 if (op->contr->ns->handle_command ())
2601 if (op->speed_left < 0)
2602 return 0; 2271 return true;
2603 2272
2604 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605 {
2606 /* All move commands take 1 tick, at least for now */
2607 op->speed_left--;
2608
2609 /* Instead of all the stuff below, let move_player take care
2610 * of it. Also, some of the skill stuff is only put in
2611 * there, as well as the confusion stuff.
2612 */
2613 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2614 if (op->speed_left > 0) 2275
2615 return 1;
2616 else
2617 return 0;
2618 }
2619 return 0; 2276 return false;
2620} 2277}
2621 2278
2622int 2279int
2623save_life (object *op) 2280save_life (object *op)
2624{ 2281{
2625 object *tmp;
2626
2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2282 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2628 return 0; 2283 return 0;
2629 2284
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 { 2287 {
2633 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);
2634 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
2635 if (op->contr) 2291 if (op->contr)
2636 esrv_del_item (op->contr, tmp->count); 2292 esrv_del_item (op->contr, tmp->count);
2637 remove_ob (tmp); 2293
2638 free_object (tmp); 2294 tmp->destroy ();
2639 CLEAR_FLAG (op, FLAG_LIFESAVE); 2295 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296
2640 if (op->stats.hp < 0) 2297 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp; 2298 op->stats.hp = op->stats.maxhp;
2299
2642 if (op->stats.food < 0) 2300 if (op->stats.food < 0)
2643 op->stats.food = 999; 2301 op->stats.food = 999;
2644 fix_player (op); 2302
2303 op->update_stats ();
2645 return 1; 2304 return 1;
2646 } 2305 }
2306
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2307 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */ 2309 enter_player_savebed (op); /* bring him home. */
2650 return 0; 2310 return 0;
2651} 2311}
2656 * from. 2316 * from.
2657 */ 2317 */
2658void 2318void
2659remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2660{ 2320{
2661 object *next;
2662
2663 while (op) 2321 while (op)
2664 { 2322 {
2665 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' */
2666 * we remove object 'op' 2324
2667 */
2668 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 { 2326 {
2670 remove_ob (op);
2671 op->x = env->x;
2672 op->y = env->y;
2673 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2674 esrv_del_item (env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2675 insert_ob_in_map (op, env->map, NULL, 0); 2329
2330 op->insert_at (env);
2676 } 2331 }
2677 else if (op->inv) 2332 else if (op->inv)
2678 remove_unpaid_objects (op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2334
2679 op = next; 2335 op = next;
2680 } 2336 }
2681} 2337}
2682
2683 2338
2684/* 2339/*
2685 * Returns pointer a static string containing gravestone text 2340 * Returns pointer a static string containing gravestone text
2686 * Moved from apply.c to player.c - player.c is what 2341 * Moved from apply.c to player.c - player.c is what
2687 * actually uses this function. player.c may not be quite the 2342 * actually uses this function. player.c may not be quite the
2698 strcpy (buf2, " R.I.P.\n\n"); 2353 strcpy (buf2, " R.I.P.\n\n");
2699 if (op->type == PLAYER) 2354 if (op->type == PLAYER)
2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2701 else 2356 else
2702 sprintf (buf, "%s\n", &op->name); 2357 sprintf (buf, "%s\n", &op->name);
2358
2703 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2704 strcat (buf2, buf); 2360 strcat (buf2, buf);
2705 if (op->type == PLAYER) 2361 if (op->type == PLAYER)
2706 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);
2707 else 2363 else
2708 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
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2367 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2368 if (op->type == PLAYER)
2712 { 2369 {
2713 sprintf (buf, "by %s.\n\n", op->contr->killer); 2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2714 strncat (buf2, " ", 21 - strlen (buf) / 2); 2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2715 strcat (buf2, buf); 2372 strcat (buf2, buf);
2716 } 2373 }
2374
2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2377 strcat (buf2, buf);
2378
2720 return buf2; 2379 return buf2;
2721} 2380}
2722
2723
2724 2381
2725void 2382void
2726do_some_living (object *op) 2383do_some_living (object *op)
2727{ 2384{
2728 int last_food = op->stats.food; 2385 int last_food = op->stats.food;
2734 int rate_grace = 2000; 2391 int rate_grace = 2000;
2735 const int max_hp = 1; 2392 const int max_hp = 1;
2736 const int max_sp = 1; 2393 const int max_sp = 1;
2737 const int max_grace = 1; 2394 const int max_grace = 1;
2738 2395
2739 if (op->contr->outputs_sync) 2396 if (op->contr->hidden)
2740 {
2741 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2742 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2743 flush_output_element (op, &op->contr->outputs[i]);
2744 } 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 }
2745 2414
2746 if (op->contr->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2747 { 2416 {
2748
2749 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2750 hp/grace/spellpoint regeneration. */ 2418 hp/grace/spellpoint regeneration. */
2751 if (op->contr->gen_hp >= 0) 2419 if (op->contr->gen_hp >= 0)
2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2420 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2753 else 2421 else
2754 { 2422 {
2755 gen_hp = op->stats.maxhp; 2423 gen_hp = op->stats.maxhp;
2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2424 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2757 } 2425 }
2426
2758 if (op->contr->gen_sp >= 0) 2427 if (op->contr->gen_sp >= 0)
2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2428 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2760 else 2429 else
2761 { 2430 {
2762 gen_sp = op->stats.maxsp; 2431 gen_sp = op->stats.maxsp;
2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2432 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2764 } 2433 }
2434
2765 if (op->contr->gen_grace >= 0) 2435 if (op->contr->gen_grace >= 0)
2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2767 else 2437 else
2768 { 2438 {
2769 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2770 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2771 } 2441 }
2772 2442
2773 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2774 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2775 { 2445 {
2776 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);
2777 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2778 { 2448 {
2779 op->stats.sp++; 2449 op->stats.sp++;
2785 op->stats.food += op->contr->digestion; 2455 op->stats.food += op->contr->digestion;
2786 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))
2787 op->stats.food = last_food; 2457 op->stats.food = last_food;
2788 } 2458 }
2789 } 2459 }
2460
2790 if (max_sp > 1) 2461 if (max_sp > 1)
2791 { 2462 {
2792 over_sp = (gen_sp + 10) / rate_sp; 2463 over_sp = (gen_sp + 10) / rate_sp;
2793 if (over_sp > 0) 2464 if (over_sp > 0)
2794 { 2465 {
2795 if (op->stats.sp < op->stats.maxsp) 2466 if (op->stats.sp < op->stats.maxsp)
2796 { 2467 {
2797 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2798 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))
2799 op->stats.sp--; 2471 op->stats.sp--;
2472
2800 if (op->stats.sp > op->stats.maxsp) 2473 if (op->stats.sp > op->stats.maxsp)
2801 op->stats.sp = op->stats.maxsp; 2474 op->stats.sp = op->stats.maxsp;
2802 } 2475 }
2803 op->last_sp = 0; 2476 op->last_sp = 0;
2804 } 2477 }
2805 else 2478 else
2806 {
2807 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);
2808 }
2809 } 2480 }
2810 else 2481 else
2811 {
2812 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);
2813 }
2814 } 2483 }
2815 2484
2816 /* Regenerate Grace */ 2485 /* Regenerate Grace */
2817 /* 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. */
2818 if (--op->last_grace < 0) 2487 if (--op->last_grace < 0)
2819 { 2488 {
2820 if (op->stats.grace < op->stats.maxgrace / 2) 2489 if (op->stats.grace < op->stats.maxgrace / 2)
2821 op->stats.grace++; /* no penalty in food for regaining grace */ 2490 op->stats.grace++; /* no penalty in food for regaining grace */
2491
2822 if (max_grace > 1) 2492 if (max_grace > 1)
2823 { 2493 {
2824 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2494 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2825 if (over_grace > 0) 2495 if (over_grace > 0)
2826 { 2496 {
2854 op->stats.food += op->contr->digestion; 2524 op->stats.food += op->contr->digestion;
2855 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))
2856 op->stats.food = last_food; 2526 op->stats.food = last_food;
2857 } 2527 }
2858 } 2528 }
2529
2859 if (max_hp > 1) 2530 if (max_hp > 1)
2860 { 2531 {
2861 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862 if (over_hp > 0) 2533 if (over_hp > 0)
2863 { 2534 {
2876 } 2547 }
2877 2548
2878 /* Digestion */ 2549 /* Digestion */
2879 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2880 { 2551 {
2881#ifdef COZY_SERVER
2882 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2883 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2884#else
2885 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2886#endif
2887 2553
2888 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2889 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);
2890 else 2556 else
2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558
2892 /* dms do not consume food */ 2559 /* dms do not consume food */
2893 if (!QUERY_FLAG (op, FLAG_WIZ)) 2560 if (!QUERY_FLAG (op, FLAG_WIZ))
2894 op->stats.food--; 2561 op->stats.food--;
2895 } 2562 }
2896 }
2897 2563
2898 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2564 if (op->stats.food < 0 && op->stats.hp >= 0)
2899 { 2565 {
2900 object *tmp, *flesh = NULL; 2566 object *tmp, *flesh = 0;
2901 2567
2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2568 for (tmp = op->inv; tmp; tmp = tmp->below)
2903 {
2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 { 2569 {
2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2907 { 2571 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 {
2908 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.");
2909 manual_apply (op, tmp, 0); 2575 manual_apply (op, tmp, 0);
2910 if (op->stats.food >= 0 || op->stats.hp < 0) 2576 if (op->stats.food >= 0 || op->stats.hp < 0)
2911 break; 2577 break;
2912 } 2578 }
2913 else if (tmp->type == FLESH) 2579 else if (tmp->type == FLESH)
2914 flesh = tmp; 2580 flesh = tmp;
2915 } /* End if paid for object */ 2581 } /* End if paid for object */
2916 } /* end of for loop */ 2582 } /* end of for loop */
2583
2917 /* 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
2918 * eat flesh instead. 2585 * eat flesh instead.
2919 */ 2586 */
2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 { 2588 {
2922 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.");
2923 manual_apply (op, flesh, 0); 2590 manual_apply (op, flesh, 0);
2924 } 2591 }
2925 } /* end if player is starving */ 2592 }
2926 2593
2927 while (op->stats.food < 0 && op->stats.hp > 0) 2594 while (op->stats.food < 0 && op->stats.hp >= 0)
2928 op->stats.food++, op->stats.hp--; 2595 op->stats.food++, op->stats.hp--;
2929 2596
2930 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))
2931 kill_player (op); 2598 kill_player (op);
2599 }
2932} 2600}
2933
2934
2935 2601
2936/* 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.
2937 * 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
2938 * permadeath, no lifesave), this will take care of removing the player 2604 * permadeath, no lifesave), this will take care of removing the player
2939 * file. 2605 * file.
2943{ 2609{
2944 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2945 int x, y; 2611 int x, y;
2946 2612
2947 //int i; 2613 //int i;
2948 mapstruct *map; /* this is for resurrection */ 2614 maptile *map; /* this is for resurrection */
2949 2615
2950 /* int z; 2616 /* int z;
2951 int num_stats_lose; 2617 int num_stats_lose;
2952 int lost_a_stat; 2618 int lost_a_stat;
2953 int lose_this_stat; 2619 int lose_this_stat;
2969 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!");
2970 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...");
2971 2637
2972 /* restore player */ 2638 /* restore player */
2973 at = archetype::find ("poisoning"); 2639 at = archetype::find ("poisoning");
2974 tmp = present_arch_in_ob (at, op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2975 if (tmp)
2976 { 2641 {
2977 remove_ob (tmp); 2642 tmp->destroy ();
2978 free_object (tmp);
2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2980 } 2644 }
2981 2645
2982 at = archetype::find ("confusion"); 2646 at = archetype::find ("confusion");
2983 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2648 {
2986 remove_ob (tmp); 2649 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2989 } 2651 }
2990 2652
2991 cure_disease (op, 0); /* remove any disease */ 2653 cure_disease (op, 0); /* remove any disease */
2992 op->stats.hp = op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
2993 if (op->stats.food <= 0) 2655 if (op->stats.food <= 0)
2994 op->stats.food = 999; 2656 op->stats.food = 999;
2995 2657
2996 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
2997 tmp = arch_to_object (archetype::find ("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
2998 if (tmp != NULL)
2999 { 2660 {
3000 sprintf (buf, "%s's finger", &op->name); 2661 sprintf (buf, "%s's finger", &op->name);
3001 tmp->name = buf; 2662 tmp->name = buf;
3002 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
3003 " 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",
3004 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3005 tmp->msg = buf; 2666 tmp->msg = buf;
3006 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
3007 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
3008 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
3009 insert_ob_in_map (tmp, op->map, op, 0);
3010 } 2670 }
3011 2671
3012 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
3013 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
3014 op->contr->braced = 0; 2674 op->contr->braced = 0;
3019 2679
3020 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
3021 2681
3022 if (op->stats.food < 0) 2682 if (op->stats.food < 0)
3023 { 2683 {
3024 if (op->contr->explore)
3025 {
3026 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3027 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3028 op->stats.food = 999;
3029 return;
3030 }
3031 sprintf (buf, "%s starved to death.", &op->name); 2684 sprintf (buf, "%s starved to death.", &op->name);
3032 strcpy (op->contr->killer, "starvation"); 2685 strcpy (op->contr->killer, "starvation");
3033 } 2686 }
3034 else 2687 else
3035 {
3036 if (op->contr->explore)
3037 {
3038 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3039 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3040 op->stats.hp = op->stats.maxhp;
3041 return;
3042 }
3043 sprintf (buf, "%s died.", &op->name); 2688 sprintf (buf, "%s died.", &op->name);
3044 } 2689
3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3046 2691
3047 /* save the map location for corpse, gravestone */ 2692 /* save the map location for corpse, gravestone */
3048 x = op->x; 2693 x = op->x;
3049 y = op->y; 2694 y = op->y;
3050 map = op->map; 2695 map = op->map;
3051 2696
3052
3053 if (settings.not_permadeth == TRUE)
3054 {
3055 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
3056 * 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.
3057 * 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.
3058 */ 2700 */
3059 2701
3060 /* Basically two ways to go - remove a stat permanently, or just 2702 /* Basically two ways to go - remove a stat permanently, or just
3061 * make it depletion. This bunch of code deals with that aspect 2703 * make it depletion. This bunch of code deals with that aspect
3062 * of death. 2704 * of death.
3063 */ 2705 */
3064#ifndef COZY_SERVER 2706#ifndef COZY_SERVER
3065 if (settings.balanced_stat_loss) 2707 if (settings.balanced_stat_loss)
3066 { 2708 {
3067 /* If stat loss is permanent, lose one stat only. */ 2709 /* If stat loss is permanent, lose one stat only. */
3068 /* 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
3069 more if they do. */ 2711 more if they do. */
3070 /* Higher level characters can afford things such as potions of 2712 /* Higher level characters can afford things such as potions of
3071 restoration, or better, stat potions. So we slug them that 2713 restoration, or better, stat potions. So we slug them that
3072 little bit harder. */ 2714 little bit harder. */
3073 /* GD */ 2715 /* GD */
3074 if (settings.stat_loss_on_death) 2716 if (settings.stat_loss_on_death)
3075 num_stats_lose = 1; 2717 num_stats_lose = 1;
3076 else
3077 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3078 }
3079 else 2718 else
3080 { 2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2720 }
2721 else
3081 num_stats_lose = 1; 2722 num_stats_lose = 1;
3082 } 2723
3083 lost_a_stat = 0; 2724 lost_a_stat = 0;
3084 2725
3085 for (z = 0; z < num_stats_lose; z++) 2726 for (z = 0; z < num_stats_lose; z++)
3086 { 2727 {
3087 i = RANDOM () % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
3088 2729
3089 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)
3090 { 2750 {
3091 /* Pick a random stat and take a point off it. Tell the player 2751 dep = arch_to_object (deparch);
3092 * what he lost. 2752 insert_ob_in_ob (dep, op);
3093 */
3094 change_attr_value (&(op->stats), i, -1);
3095 check_stat_bounds (&(op->stats));
3096 change_attr_value (&(op->contr->orig_stats), i, -1);
3097 check_stat_bounds (&(op->contr->orig_stats));
3098 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3099 lost_a_stat = 1;
3100 } 2753 }
3101 else 2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss)
3102 { 2756 {
3103 /* deplete a stat */ 2757 /* GD */
3104 archetype *deparch = archetype::find ("depletion"); 2758 /* Get the stat that we're about to deplete. */
3105 object *dep; 2759 this_stat = get_attr_value (&(dep->stats), i);
3106 2760 if (this_stat < 0)
3107 dep = present_arch_in_ob (deparch, op);
3108 if (!dep)
3109 { 2761 {
3110 dep = arch_to_object (deparch); 2762 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3111 insert_ob_in_ob (dep, op); 2763 int keep_chance = this_stat * this_stat;
3112 } 2764
3113 lose_this_stat = 1; 2765 /* Yes, I am paranoid. Sue me. */
3114 if (settings.balanced_stat_loss)
3115 {
3116 /* GD */
3117 /* Get the stat that we're about to deplete. */
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 if (this_stat < 0) 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)
3120 { 2771 {
3121 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3122 int keep_chance = this_stat * this_stat;
3123
3124 /* Yes, I am paranoid. Sue me. */
3125 if (keep_chance < 1)
3126 keep_chance = 1;
3127
3128 /* There is a maximum depletion total per level. */
3129 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3130 {
3131 lose_this_stat = 0; 2772 lose_this_stat = 0;
3132 /* Take loss chance vs keep chance to see if we 2773 /* Take loss chance vs keep chance to see if we
3133 retain the stat. */ 2774 retain the stat. */
3134 }
3135 else
3136 {
3137 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3138 lose_this_stat = 0;
3139 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3140 this_stat, keep_chance, loss_chance,
3141 lose_this_stat?"LOSE":"KEEP"); */
3142 }
3143 } 2775 }
3144 }
3145
3146 if (lose_this_stat)
3147 {
3148 this_stat = get_attr_value (&(dep->stats), i);
3149 /* We could try to do something clever like find another
3150 * stat to reduce if this fails. But chances are, if
3151 * stats have been depleted to -50, all are pretty low
3152 * and should be roughly the same, so it shouldn't make a
3153 * difference.
3154 */ 2776 else
3155 if (this_stat >= -50)
3156 { 2777 {
3157 change_attr_value (&(dep->stats), i, -1); 2778 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3158 SET_FLAG (dep, FLAG_APPLIED);
3159 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3160 fix_player (op);
3161 lost_a_stat = 1; 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"); */
3162 } 2783 }
3163 } 2784 }
3164 } 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 }
3165 } 2804 }
2805 }
2806 }
3166 /* If no stat lost, tell the player. */ 2807 /* If no stat lost, tell the player. */
3167 if (!lost_a_stat) 2808 if (!lost_a_stat)
3168 { 2809 {
3169 /* determine_god() seems to not work sometimes... why is this? 2810 /* determine_god() seems to not work sometimes... why is this?
3170 Should I be using something else? GD */ 2811 Should I be using something else? GD */
3171 const char *god = determine_god (op); 2812 const char *god = determine_god (op);
3172 2813
3173 if (god && (strcmp (god, "none"))) 2814 if (god && (strcmp (god, "none")))
3174 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3175 else 2816 else
3176 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.");
3177 } 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.");
3178#endif 2821#endif
3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3180 2822
3181 /* Put a gravestone up where the character 'almost' died. List the 2823 /* Put a gravestone up where the character 'almost' died. List the
3182 * exp loss on the stone. 2824 * exp loss on the stone.
3183 */ 2825 */
3184 tmp = arch_to_object (archetype::find ("gravestone")); 2826 tmp = arch_to_object (archetype::find ("gravestone"));
3185 sprintf (buf, "%s's gravestone", &op->name); 2827 sprintf (buf, "%s's gravestone", &op->name);
3186 tmp->name = buf; 2828 tmp->name = buf;
3187 sprintf (buf, "%s's gravestones", &op->name); 2829 sprintf (buf, "%s's gravestones", &op->name);
3188 tmp->name_pl = buf; 2830 tmp->name_pl = buf;
3189 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3190 tmp->msg = buf; 2832 tmp->msg = buf;
3191 tmp->x = op->x, tmp->y = op->y; 2833 tmp->x = op->x, tmp->y = op->y;
3192 insert_ob_in_map (tmp, op->map, NULL, 0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
3193 2835
3194 /**************************************/ 2836 /**************************************/
3195 /* */ 2837 /* */
3196 /* Subtract the experience points, */ 2838 /* Subtract the experience points, */
3197 /* if we died cause of food, give us */ 2839 /* if we died cause of food, give us */
3198 /* food, and reset HP's... */ 2840 /* food, and reset HP's... */
3199 /* */ 2841 /* */
3200
3201 /**************************************/ 2842 /**************************************/
3202 2843
3203 /* remove any poisoning and confusion the character may be suffering. */ 2844 /* remove any poisoning and confusion the character may be suffering. */
3204 /* restore player */ 2845 /* restore player */
3205 at = archetype::find ("poisoning"); 2846 at = archetype::find ("poisoning");
3206 tmp = present_arch_in_ob (at, op); 2847 tmp = present_arch_in_ob (at, op);
2848
3207 if (tmp) 2849 if (tmp)
3208 { 2850 {
3209 remove_ob (tmp); 2851 tmp->destroy ();
3210 free_object (tmp);
3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212 } 2853 }
3213 2854
3214 at = archetype::find ("confusion"); 2855 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op); 2856 tmp = present_arch_in_ob (at, op);
3216 if (tmp) 2857 if (tmp)
3217 { 2858 {
3218 remove_ob (tmp); 2859 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3221 } 2861 }
2862
3222 cure_disease (op, 0); /* remove any disease */ 2863 cure_disease (op, 0); /* remove any disease */
3223 2864
3224 /*add_exp(op, (op->stats.exp * -0.20)); */ 2865 /*add_exp(op, (op->stats.exp * -0.20)); */
3225 apply_death_exp_penalty (op); 2866 apply_death_exp_penalty (op);
3226 if (op->stats.food < 100) 2867 if (op->stats.food < 100)
3227 op->stats.food = 900; 2868 op->stats.food = 900;
3228 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
3229 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3230 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3231 2872
3232 /* 2873 /*
3233 * 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
3234 * the player has any unpaid items. If so, remove them and put them back 2875 * and put them back in the map.
3235 * in the map. 2876 */
3236 */
3237
3238 if (is_in_shop (op))
3239 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
3240 2878
3241 /****************************************/ 2879 /****************************************/
3242 /* */ 2880 /* */
3243 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
3244 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
3245 /* */ 2883 /* */
3246
3247 /****************************************/ 2884 /****************************************/
3248 2885
3249 enter_player_savebed (op); 2886 enter_player_savebed (op);
3250 2887
3251 /* Save the player before inserting the force to reduce
3252 * chance of abuse.
3253 */
3254 op->contr->braced = 0; 2888 op->contr->braced = 0;
3255 save_player (op, 1);
3256 2889
3257 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
3258 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
3259 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
3260 * on the space that might harm the player. 2893 * on the space that might harm the player.
3261 */ 2894 */
3262 will_kill_again = 0; 2895 will_kill_again = 0;
3263 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)
3264 {
3265 if (tmp->type == SPELL_EFFECT) 2897 if (tmp->type == SPELL_EFFECT)
3266 will_kill_again |= tmp->attacktype; 2898 will_kill_again |= tmp->attacktype;
3267 } 2899
3268 if (will_kill_again) 2900 if (will_kill_again)
3269 { 2901 {
3270 object *force; 2902 object *force;
3271 int at; 2903 int at;
3272 2904
3273 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
3274 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
3275 force->speed = 0.1; 2907 force->speed = 0.1f;
3276 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
3277 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
3278 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
3279 {
3280 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
3281 force->resist[at] = 100; 2912 force->resist[at] = 100;
3282 } 2913
3283 insert_ob_in_ob (force, op); 2914 insert_ob_in_ob (force, op);
3284 fix_player (op); 2915 op->update_stats ();
3285 2916
3286 } 2917 }
3287 2918
3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3289 return;
3290 } /* NOT_PERMADETH */
3291 else
3292 {
3293 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3294 * should probably be embedded in an else statement.
3295 */
3296
3297 op->contr->party = NULL;
3298 if (settings.set_title == TRUE)
3299 op->contr->own_title[0] = '\0';
3300 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3301 check_score (op);
3302 if (op->contr->ranges[range_golem] != NULL)
3303 {
3304 remove_friendly_object (op->contr->ranges[range_golem]);
3305 remove_ob (op->contr->ranges[range_golem]);
3306 free_object (op->contr->ranges[range_golem]);
3307 op->contr->ranges[range_golem] = NULL;
3308 op->contr->golem_count = 0;
3309 }
3310 loot_object (op); /* Remove some of the items for good */
3311 remove_ob (op);
3312 op->direction = 0;
3313
3314 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315 {
3316 delete_character (op->name, 0);
3317 if (settings.resurrection == TRUE)
3318 {
3319 /* save playerfile sans equipment when player dies
3320 ** then save it as player.pl.dead so that future resurrection
3321 ** type spells will work on them nicely
3322 */
3323 delete_character (op->name, 0);
3324 op->stats.hp = op->stats.maxhp;
3325 op->stats.food = 999;
3326
3327 /* set the location of where the person will reappear when */
3328 /* maybe resurrection code should fix map also */
3329 strcpy (op->contr->maplevel, settings.emergency_mapname);
3330 if (op->map != NULL)
3331 op->map = NULL;
3332 op->x = settings.emergency_x;
3333 op->y = settings.emergency_y;
3334 save_player (op, 0);
3335 op->map = map;
3336 /* please see resurrection.c: peterm */
3337 dead_player (op);
3338 }
3339 else
3340 delete_character (op->name, 1);
3341 }
3342
3343 play_again (op);
3344
3345 /* peterm: added to create a corpse at deathsite. */
3346 tmp = arch_to_object (archetype::find ("corpse_pl"));
3347 sprintf (buf, "%s", &op->name);
3348 tmp->name = tmp->name_pl = buf;
3349 tmp->level = op->level;
3350 tmp->x = x;
3351 tmp->y = y;
3352 tmp->msg = gravestone_text (op);
3353 SET_FLAG (tmp, FLAG_UNIQUE);
3354 insert_ob_in_map (tmp, map, NULL, 0);
3355 }
3356} 2920}
3357
3358 2921
3359void 2922void
3360loot_object (object *op) 2923loot_object (object *op)
3361{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
3362 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
3363 2926
3364 if (op->container) 2927 op->close_container (); /* close open sack first */
3365 { /* close open sack first */
3366 esrv_apply_container (op, op->container);
3367 }
3368 2928
3369 for (tmp = op->inv; tmp != NULL; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
3370 { 2930 {
3371 next = tmp->below; 2931 next = tmp->below;
3372 if (tmp->type == EXPERIENCE || tmp->invisible) 2932
2933 if (tmp->invisible)
3373 continue; 2934 continue;
3374 remove_ob (tmp); 2935
2936 tmp->remove ();
3375 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
3376 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
3377 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
3378 loot_object (tmp); 2941
3379 }
3380 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))))
3381 { 2943 {
3382 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
3383 { 2945 {
3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3385 free_object (tmp2); 2947 tmp2->destroy ();
3386 insert_ob_in_map (tmp, op->map, NULL, 0); 2948 insert_ob_in_map (tmp, op->map, NULL, 0);
3387 } 2949 }
3388 else 2950 else
3389 free_object (tmp); 2951 tmp->destroy ();
3390 } 2952 }
3391 else 2953 else
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2954 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2955 }
3394} 2956}
3396/* 2958/*
3397 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3398 * 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
3399 * was changed. 2961 * was changed.
3400 */ 2962 */
3401
3402void 2963void
3403fix_weight (void) 2964fix_weight (void)
3404{ 2965{
3405 player *pl; 2966 for_all_players (pl)
3406
3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 { 2967 {
3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410 2969
3411 if (old == sum) 2970 if (old == sum)
3412 continue; 2971 continue;
3413 fix_player (pl->ob); 2972 pl->ob->update_stats ();
3414 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);
3415 } 2974 }
3416} 2975}
3417 2976
3418void 2977void
3419fix_luck (void) 2978fix_luck (void)
3420{ 2979{
3421 player *pl; 2980 for_all_players (pl)
3422
3423 for (pl = first_player; pl != NULL; pl = pl->next)
3424 if (!pl->ob->contr->state) 2981 if (!pl->ob->contr->ns->state)
3425 change_luck (pl->ob, 0); 2982 pl->ob->change_luck (0);
3426} 2983}
3427
3428 2984
3429/* cast_dust() - handles op throwing objects of type 'DUST'. 2985/* cast_dust() - handles op throwing objects of type 'DUST'.
3430 * This is much simpler in the new spell code - we basically 2986 * This is much simpler in the new spell code - we basically
3431 * just treat this as any other spell casting object. 2987 * just treat this as any other spell casting object.
3432 */ 2988 */
3433
3434void 2989void
3435cast_dust (object *op, object *throw_ob, int dir) 2990cast_dust (object *op, object *throw_ob, int dir)
3436{ 2991{
3437 object *skop, *spob; 2992 object *skop, *spob;
3438 2993
3459 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3460 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);
3461 3016
3462 cast_spell (op, throw_ob, dir, spob, NULL); 3017 cast_spell (op, throw_ob, dir, spob, NULL);
3463 3018
3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3019 throw_ob->destroy ();
3465 remove_ob (throw_ob);
3466 free_object (throw_ob);
3467} 3020}
3468 3021
3469void 3022void
3470make_visible (object *op) 3023make_visible (object *op)
3471{ 3024{
3474 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3475 { 3028 {
3476 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3477 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3478 } 3031 }
3032
3479 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3480} 3034}
3481 3035
3482int 3036int
3483is_true_undead (object *op) 3037is_true_undead (object *op)
3484{ 3038{
3485 object *tmp = NULL;
3486
3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3488 return 1; 3040 return 1;
3489 3041
3490 if (op->type == PLAYER)
3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3495 return 0; 3042 return 0;
3496} 3043}
3497 3044
3498/* look at the surrounding terrain to determine 3045/* look at the surrounding terrain to determine
3499 * the hideability of this object. Positive levels 3046 * the hideability of this object. Positive levels
3541/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3542 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3543 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3544 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3545 */ 3092 */
3546
3547void 3093void
3548do_hidden_move (object *op) 3094do_hidden_move (object *op)
3549{ 3095{
3550 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3551 object *skop; 3097 object *skop;
3555 3101
3556 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3557 3103
3558 /* 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! */
3559 if (op->type == PLAYER && op->contr->run_on) 3105 if (op->type == PLAYER && op->contr->run_on)
3560 {
3561 if (!skop || num >= skop->level) 3106 if (!skop || num >= skop->level)
3562 { 3107 {
3563 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!");
3564 make_visible (op); 3109 make_visible (op);
3565 return; 3110 return;
3566 } 3111 }
3567 else 3112 else
3568 num += 20; 3113 num += 20;
3569 } 3114
3570 num += op->map->difficulty; 3115 num += op->map->difficulty;
3571 hide = hideability (op); /* modify by terrain hidden level */ 3116 hide = hideability (op); /* modify by terrain hidden level */
3572 num -= hide; 3117 num -= hide;
3118
3573 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574 { 3120 {
3575 make_visible (op); 3121 make_visible (op);
3576 if (op->type == PLAYER) 3122 if (op->type == PLAYER)
3577 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!");
3578 } 3124 }
3579 else if (op->type == PLAYER && skop) 3125 else if (op->type == PLAYER && skop)
3580 {
3581 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);
3582 }
3583} 3127}
3584 3128
3585/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3586 3130
3587int 3131int
3588stand_near_hostile (object *who) 3132stand_near_hostile (object *who)
3589{ 3133{
3590 object *tmp = NULL; 3134 object *tmp = NULL;
3591 int i, friendly = 0, player = 0, mflags; 3135 int i, friendly = 0, player = 0, mflags;
3592 mapstruct *m; 3136 maptile *m;
3593 sint16 x, y; 3137 sint16 x, y;
3594 3138
3595 if (!who) 3139 if (!who)
3596 return 0; 3140 return 0;
3597 3141
3614 if (mflags & P_OUT_OF_MAP) 3158 if (mflags & P_OUT_OF_MAP)
3615 continue; 3159 continue;
3616 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)))
3617 continue; 3161 continue;
3618 3162
3619 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)
3620 { 3164 {
3621 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))
3622 return 1; 3166 return 1;
3623 else if (tmp->type == PLAYER) 3167 else if (tmp->type == PLAYER)
3624 { 3168 {
3654 if (pl->type != PLAYER) 3198 if (pl->type != PLAYER)
3655 { 3199 {
3656 LOG (llevError, "player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3657 return -1; 3201 return -1;
3658 } 3202 }
3203
3659 if (!pl || !op) 3204 if (!pl || !op)
3660 return 0; 3205 return 0;
3661 3206
3662 if (op->head)
3663 {
3664 op = op->head; 3207 op = op->head_ ();
3665 } 3208
3666 get_rangevector (pl, op, &rv, 0x1); 3209 get_rangevector (pl, op, &rv, 0x1);
3667 3210
3668 /* starting with the 'head' part, lets loop 3211 /* starting with the 'head' part, lets loop
3669 * through the object and find if it has any 3212 * through the object and find if it has any
3670 * part that is in the los array but isnt on 3213 * part that is in the los array but isnt on
3671 * a blocked los square. 3214 * a blocked los square.
3672 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3673 */ 3216 */
3674 while (op) 3217 while (op)
3675 { 3218 {
3676 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3677 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3678 3221
3679 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3680 * 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
3681 * for any meaningful values. 3224 * for any meaningful values.
3682 */ 3225 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3685 !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)])
3686 return 1; 3229 return 1;
3687 op = op->more; 3230 op = op->more;
3688 } 3231 }
3689 return 0; 3232 return 0;
3690} 3233}
3787 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3788 int i = 0, j = 0; 3331 int i = 0, j = 0;
3789 3332
3790 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3791 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3792 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3793 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3794 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3795 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3796 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3797 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3798 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3799 3342
3800 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3801 return; 3344 return;
3802 3345
3803 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++);
3804 3347
3805 if (tr == NULL || tr->item == NULL) 3348 if (!tr || !tr->item)
3806 { 3349 {
3807 /* 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]); */
3808 return; 3351 return;
3809 } 3352 }
3810 3353
3811 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3812 item = &(tr->item->clone); 3355 item = tr->item;
3813 3356
3814 if (item->type == SPELL) 3357 if (item->type == SPELL)
3815 { 3358 {
3816 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3817 return; 3360 return;
3876 { 3419 {
3877 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3878 object *skin; 3421 object *skin;
3879 3422
3880 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3881 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
3882 if (skin == NULL) 3427 if (!skin)
3883 return; 3428 return;
3884 3429
3885 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 { 3432 {
3932 * not readied. 3477 * not readied.
3933 */ 3478 */
3934void 3479void
3935player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3936{ 3481{
3937 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3938 3484
3939 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3940 { 3486 pl->combat_ob = 0;
3487
3941 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3942 { 3489 pl->ranged_ob = 0;
3943 pl->ranges[i] = NULL;
3944 if (pl->shoottype == i)
3945 {
3946 pl->shoottype = range_none;
3947 }
3948 }
3949 }
3950} 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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