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Comparing deliantra/server/server/player.C (file contents):
Revision 1.26 by root, Sun Sep 17 18:19:19 2006 UTC vs.
Revision 1.153 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;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 385
335 if (p->socket.faces_sent == NULL) 386 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
337 389
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 390 set_first_map (pl->ob);
345 391
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 392 return pl;
354} 393}
355 394
356/* 395/*
357 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
359 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
360 */ 399 */
361archetype * 400archetype *
362get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
363{ 402{
364 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
365 404
366 for (;;) 405 for (;;)
367 { 406 {
368 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
369 at = first_archetype; 408 i = archetypes.begin ();
370 else 409 else if (*i == at)
371 at = at->next; 410 cleanup ("not a single player archetype found");
411
372 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
373 return at; 413 return *i;
374 if (at == start)
375 {
376 LOG (llevError, "No Player archetypes\n");
377 exit (-1);
378 }
379 } 414 }
380} 415}
381
382 416
383object * 417object *
384get_nearest_player (object *mon) 418get_nearest_player (object *mon)
385{ 419{
386 object *op = NULL; 420 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 421 objectlink *ol;
389 unsigned lastdist; 422 unsigned lastdist;
390 rv_vector rv; 423 rv_vector rv;
391 424
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 426 {
394 /* 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
395 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 434 object *tmp = ol->ob;
402 435
403 /* 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
404 * itself will have been cleared. 437 * itself will have been cleared.
405 */ 438 */
406 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 ());
407 ol = ol->next; 441 ol = ol->next;
408 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
409 if (!ol) 443 if (!ol)
410 return op; 444 return op;
411 } 445 }
424 { 458 {
425 op = ol->ob; 459 op = ol->ob;
426 lastdist = rv.distance; 460 lastdist = rv.distance;
427 } 461 }
428 } 462 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 463
430 { 464 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
435 { 467 {
436 op = pl->ob; 468 op = pl->ob;
437 lastdist = rv.distance; 469 lastdist = rv.distance;
438 } 470 }
439 } 471
440 }
441#if 0 472#if 0
442 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)");
443#endif 474#endif
444 return op; 475 return op;
445} 476}
463 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 496 * is probably not a good thing.
466 */ 497 */
467#define MAX_SPACES 50 498#define MAX_SPACES 50
468
469 499
470/* 500/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 534 x = mon->x;
505 y = mon->y; 535 y = mon->y;
506 m = mon->map; 536 m = mon->map;
507 dir = rv.direction; 537 dir = rv.direction;
508 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 */
509 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
510 /* 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. */
511 if (diff > max) 542 if (diff > max)
512 return 0; 543 return 0;
544
513 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
514 { 546 {
515 lastx = x; 547 lastx = x;
516 lasty = y; 548 lasty = y;
517 lastmap = m; 549 lastmap = m;
599 max--; 631 max--;
600 lastdir = dir; 632 lastdir = dir;
601 if (!firstdir) 633 if (!firstdir)
602 firstdir = dir; 634 firstdir = dir;
603 } 635 }
636
604 if (diff <= 1) 637 if (diff <= 1)
605 { 638 {
606 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 640 * headed toward player for entire distance.
608 */ 641 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 644 }
645
612 if (diff > max) 646 if (diff > max)
613 return 0; 647 return 0;
614 } 648 }
649
615 /* 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 */
616 if (!max) 651 if (!max)
617 return 0; 652 return 0;
618 653
619 return firstdir; 654 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 681 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 682 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 683 op->type == SHIELD || op->type == GLOVES ||
649 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))
650 { 685 {
651 remove_ob (op); 686 op->destroy ();
652 free_object (op);
653 continue; 687 continue;
654 } 688 }
655 } 689 }
656 690
657 /* This really needs to be better - we should really give 691 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 702 if (tmp->type == op->type && tmp->name == op->name)
669 break; 703 break;
670 704
671 if (tmp) 705 if (tmp)
672 { 706 {
673 remove_ob (op); 707 op->destroy ();
674 free_object (op);
675 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);
676 continue; 709 continue;
677 } 710 }
711
678 if (op->nrof > 1) 712 if (op->nrof > 1)
679 op->nrof = 1; 713 op->nrof = 1;
680 } 714 }
681 715
682 if (op->type == SPELLBOOK && op->inv) 716 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 728 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 729 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 730 }
697 if (op->type == SPELL) 731 if (op->type == SPELL)
698 { 732 {
699 remove_ob (op); 733 op->destroy ();
700 free_object (op);
701 continue; 734 continue;
702 } 735 }
703 else if (op->type == SKILL) 736 else if (op->type == SKILL)
704 { 737 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
715 link_player_skills (pl); 748 link_player_skills (pl);
716} 749}
717 750
718void 751void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->free (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
803{ 753{
804 if (party == NULL) 754 if (party == NULL)
805 { 755 {
806 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);
807 return; 757 return;
808 } 758 }
759
809 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
812 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:");
813} 764}
814
815 765
816/* 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. */
817int 767static int
818roll_stat (void) 768roll_stat (void)
819{ 769{
820 int a[4], i, j, k; 770 int a[4], i, j, k;
821 771
822 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
824 774
825 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 776 if (a[i] < k)
827 k = a[i], j = i; 777 k = a[i], j = i;
828 778
829 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 780 if (i != j)
832 k += a[i]; 781 k += a[i];
833 } 782
834 return k; 783 return k;
835} 784}
836 785
837void 786void
838roll_stats (object *op) 787object::roll_stats ()
839{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
840 int sum = 0; 793 int sum = 0;
841 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
843 796
844 do 797 if (sum >= 82 && sum <= 116)
798 break;
845 { 799 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 800
857 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 803
866 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
867 do 805 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 806
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 807 stats.exp = 0;
902 op->stats.ac = 0; 808 stats.ac = 0;
903 809
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
911 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
912 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
913} 822}
914 823
915void 824void
916Roll_Again (object *op) 825object::swap_stats (int a, int b)
917{ 826{
918 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 828
923void 829 for (int i = 0; i < NUM_STATS; ++i)
924Swap_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)
925{ 856{
926 signed char tmp;
927 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
928 858
929 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 863}
1044 864
1045/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1049 * not the class. 869 * not the class.
1050 */ 870 */
1051 871void
1052int 872player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 873{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
1071 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1073 883
1074 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1075 885
1076 if (op->msg) 886 if (ob->msg)
1077 op->msg = NULL; 887 ob->msg = 0;
1078 888
1079 /* 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
1080 * to save here. 890 * to save here.
1081 */ 891 */
892 {
893 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1084 897
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 898 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 901 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1093 fix_player (op); 903 ob->update_stats ();
1094 904
1095 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1096 * is one for this race 906 * is one for this race
1097 */ 907 */
1098 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1099 { 909 {
1100 object *tmp; 910 object *tmp;
1101 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1102 912
1103 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);
1104 tmp = get_object (); 914 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1108 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;
1109 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1110 * default initial map */ 920 * default initial map */
1111 free_object (tmp); 921 tmp->destroy ();
1112 } 922 }
1113 else 923 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 925}
1117 return 0;
1118 }
1119 926
927void
928player::chargen_race_next ()
929{
1120 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1122 */ 932 */
1123 933
1124 tmp_loop = 0; 934 do
1125 while (!tmp_loop)
1126 { 935 {
1127 shstr name = op->name; 936 shstr name = ob->name;
1128 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1129 938
1130 remove_statbonus (op); 939 ob->remove_statbonus ();
1131 remove_ob (op); 940 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 942 ob->arch->copy_to (ob);
1134 op->instantiate (); 943 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1137 op->x = x; 946 ob->x = x;
1138 op->y = y; 947 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 951 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 952 }
953 while (!allowed_class (ob));
1145 954
1146 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 957 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 960 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 961}
1208 962
1209void 963void
1210flee_player (object *op) 964flee_player (object *op)
1211{ 965{
1241 { 995 {
1242 op->enemy = NULL; 996 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 998 return;
1245 } 999 }
1000
1246 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1247 1002
1248 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1250 { 1005 {
1251 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1252 1007
1253 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)))
1254 {
1255 return; 1009 return;
1256 }
1257 } 1010 }
1011
1258 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1014 op->enemy = NULL;
1261} 1015}
1262 1016
1263
1264/* 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.
1265 * 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
1266 * stop. 1019 * stop.
1267 */ 1020 */
1268int 1021int
1269check_pick (object *op) 1022check_pick (object *op)
1270{ 1023{
1271 object *tmp, *next; 1024 object *tmp, *next;
1272 int stop = 0; 1025 int stop = 0;
1273 int j, k, wvratio; 1026 int wvratio;
1274 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1275 1028
1276 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1278 return 1; 1031 return 1;
1279 1032
1347 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1103 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1108 }
1109
1384 /* philosophy: 1110 /* philosophy:
1385 * 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
1386 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1388 * 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
1389 * example. 1115 * example.
1390 * 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
1391 * 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
1392 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1152 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1153 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1154 if (tmp->type == FOOD)
1429 { 1155 {
1430 pick_up (op, tmp); 1156 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1157 continue;
1434 } 1158 }
1159
1435 if (op->contr->mode & PU_DRINK) 1160 if (op->contr->mode & PU_DRINK)
1436 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)))
1437 { 1162 {
1438 pick_up (op, tmp); 1163 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1164 continue;
1442 } 1165 }
1443 1166
1444 if (op->contr->mode & PU_POTION) 1167 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1168 if (tmp->type == POTION)
1446 { 1169 {
1447 pick_up (op, tmp); 1170 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1171 continue;
1451 } 1172 }
1452 1173
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1174 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1175 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1176 if (tmp->type == SPELLBOOK)
1456 { 1177 {
1457 pick_up (op, tmp); 1178 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1179 continue;
1461 } 1180 }
1181
1462 if (op->contr->mode & PU_SKILLSCROLL) 1182 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1183 if (tmp->type == SKILLSCROLL)
1464 { 1184 {
1465 pick_up (op, tmp); 1185 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1186 continue;
1469 } 1187 }
1188
1470 if (op->contr->mode & PU_READABLES) 1189 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1191 {
1473 pick_up (op, tmp); 1192 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1193 continue;
1477 } 1194 }
1478 1195
1479 /* wands/staves/rods/horns */ 1196 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1199 {
1483 pick_up (op, tmp); 1200 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1201 continue;
1487 } 1202 }
1488 1203
1489 /* pick up all magical items */ 1204 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1205 if (op->contr->mode & PU_MAGICAL)
1491 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))
1492 { 1207 {
1493 pick_up (op, tmp); 1208 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1209 continue;
1497 } 1210 }
1498 1211
1499 if (op->contr->mode & PU_VALUABLES) 1212 if (op->contr->mode & PU_VALUABLES)
1500 { 1213 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1214 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1215 {
1503 pick_up (op, tmp); 1216 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1217 continue;
1507 } 1218 }
1508 } 1219 }
1509 1220
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1221 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1222 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1223 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1224 {
1514 pick_up (op, tmp); 1225 pick_up (op, tmp);
1226 continue;
1515 if (0) 1227 }
1516 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);
1517 continue; 1234 continue;
1518 } 1235 }
1519 1236
1520 /* bows and arrows. Bows are good for selling! */ 1237 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1238 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1239 if (tmp->type == BOW)
1523 { 1240 {
1524 pick_up (op, tmp); 1241 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1242 continue;
1528 } 1243 }
1244
1529 if (op->contr->mode & PU_ARROW) 1245 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1246 if (tmp->type == ARROW)
1531 { 1247 {
1532 pick_up (op, tmp); 1248 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1249 continue;
1536 } 1250 }
1537 1251
1538 /* all kinds of armor etc. */ 1252 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1253 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1254 if (tmp->type == ARMOUR)
1541 { 1255 {
1542 pick_up (op, tmp); 1256 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1257 continue;
1546 } 1258 }
1259
1547 if (op->contr->mode & PU_HELMET) 1260 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1261 if (tmp->type == HELMET)
1549 { 1262 {
1550 pick_up (op, tmp); 1263 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1264 continue;
1554 } 1265 }
1266
1555 if (op->contr->mode & PU_SHIELD) 1267 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1268 if (tmp->type == SHIELD)
1557 { 1269 {
1558 pick_up (op, tmp); 1270 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1271 continue;
1562 } 1272 }
1273
1563 if (op->contr->mode & PU_BOOTS) 1274 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1275 if (tmp->type == BOOTS)
1565 { 1276 {
1566 pick_up (op, tmp); 1277 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1278 continue;
1570 } 1279 }
1280
1571 if (op->contr->mode & PU_GLOVES) 1281 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1282 if (tmp->type == GLOVES)
1573 { 1283 {
1574 pick_up (op, tmp); 1284 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1285 continue;
1578 } 1286 }
1287
1579 if (op->contr->mode & PU_CLOAK) 1288 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1289 if (tmp->type == CLOAK)
1581 { 1290 {
1582 pick_up (op, tmp); 1291 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1292 continue;
1586 } 1293 }
1587 1294
1588 /* hoping to catch throwing daggers here */ 1295 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1296 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1298 {
1592 pick_up (op, tmp); 1299 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1300 continue;
1596 } 1301 }
1597 1302
1598 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1600 { 1305 {
1601 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1602 { 1307 {
1603 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 &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1605 { 1310 {
1606 pick_up (op, tmp); 1311 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1312 continue;
1610 } 1313 }
1611 } 1314 }
1315
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1317 {
1614 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)
1615 { 1319 {
1616 pick_up (op, tmp); 1320 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1321 continue;
1620 } 1322 }
1621 } 1323 }
1622 } 1324 }
1623 1325
1624 /* misc stuff that's useful */ 1326 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1327 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1329 {
1628 pick_up (op, tmp); 1330 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1331 continue;
1632 } 1332 }
1633 1333
1634 /* 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
1635 * pickups */ 1335 * pickups */
1648 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1649 { 1349 {
1650 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1651 } 1351 }
1652 else 1352 else
1653 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1654 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1655 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))));
1656#endif 1356#endif
1657 continue; 1357 continue;
1658 } 1358 }
1659 } 1359 }
1660 } /* the new pickup model */ 1360 } /* the new pickup model */
1661 } 1361 }
1362
1662 return !stop; 1363 return !stop;
1663} 1364}
1664 1365
1665/* 1366/*
1666 * Find an arrow in the inventory and after that 1367 * Find an arrow in the inventory and after that
1668 * found object is returned. 1369 * found object is returned.
1669 */ 1370 */
1670object * 1371object *
1671find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1672{ 1373{
1673 object *tmp = NULL; 1374 object *tmp = 0;
1674 1375
1675 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1676 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))
1677 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1679 return op; 1380 return op;
1381
1680 return tmp; 1382 return tmp;
1681} 1383}
1682 1384
1683/* 1385/*
1684 * 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
1685 * 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
1686 * 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
1687 * 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.
1688 */ 1390 */
1689
1690object * 1391object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1393{
1693 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1727 else 1428 else
1728 { 1429 {
1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 { 1431 {
1731 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1732 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1733 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)
1734 { 1435 {
1735 tmp = arrow; 1436 tmp = arrow;
1736 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;
1737 } 1438 }
1738 } 1439 }
1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1740 { 1441 {
1741 tmp = arrow; 1442 tmp = arrow;
1760 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1462 * op = the shooter
1762 * type = bow->race 1463 * type = bow->race
1763 * dir = fire direction 1464 * dir = fire direction
1764 */ 1465 */
1765
1766object * 1466object *
1767pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1768{ 1468{
1769 object *tmp = NULL; 1469 object *tmp = NULL;
1770 maptile *m; 1470 maptile *m;
1835 */ 1535 */
1836int 1536int
1837fire_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)
1838{ 1538{
1839 object *left, *bow; 1539 object *left, *bow;
1840 int bowspeed, mflags; 1540 int mflags;
1841 maptile *m; 1541 maptile *m;
1842 1542
1843 if (!dir) 1543 if (!dir)
1844 { 1544 {
1845 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!");
1846 return 0; 1546 return 0;
1847 } 1547 }
1848 if (op->type == PLAYER) 1548
1849 bow = op->contr->ranges[range_bow]; 1549 if (op->contr)
1550 bow = op->current_weapon;
1850 else 1551 else
1851 { 1552 {
1852 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1853 /* 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
1854 * 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.
1859 if (!bow) 1560 if (!bow)
1860 { 1561 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1563 return 0;
1863 } 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
1864 } 1573 }
1574
1865 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1866 { 1576 {
1867 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);
1868 return 0; 1578 return 0;
1869 } 1579 }
1870
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872
1873 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1876 if (bowspeed < 1)
1877 bowspeed = 1;
1878 1580
1879 if (arrow == NULL) 1581 if (arrow == NULL)
1880 { 1582 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1584 {
1883 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1884 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);
1885 /* 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 */
1886 else 1588 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1888 return 0; 1591 return 0;
1889 } 1592 }
1890 } 1593 }
1594
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1596 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1597 return 0;
1895 } 1598
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1599 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1600 {
1898 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.");
1899 return 0; 1602 return 0;
1900 } 1603 }
1901 1604
1902 /* this should not happen, but sometimes does */ 1605 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1606 if (arrow->nrof == 0)
1904 { 1607 {
1905 remove_ob (arrow); 1608 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1609 return 0;
1908 } 1610 }
1909 1611
1910 left = arrow; /* these are arrows left to the player */ 1612 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1613 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1614 if (!arrow)
1913 { 1615 {
1914 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);
1915 return 0; 1617 return 0;
1916 } 1618 }
1917 set_owner (arrow, op); 1619
1620 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1622 arrow->direction = dir;
1921 arrow->x = sx; 1623
1922 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;
1923 1656
1924 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1925 { 1658 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op);
1928 }
1929
1930 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying);
1936
1937 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper.
1939 */
1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942
1943 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946
1947 if (arrow->speed < 1.0)
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0;
1951
1952 if (op->type == PLAYER)
1953 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1956 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1957
1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1959 } 1666 }
1960 else 1667 else
1961 { 1668 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1669 arrow->level = op->level;
1964 } 1670 arrow->stats.wc -= bow->magic;
1965 1671
1966 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1967 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1968 1677
1969 if (bow->slaying != NULL) 1678 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1680
1972 arrow->map = m; 1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1684
1976 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);
1977 insert_ob_in_map (arrow, m, op, 0); 1686 m->insert (arrow, sx, sy, op);
1978 1687
1979 if (!arrow->destroyed ()) 1688 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1689 move_arrow (arrow);
1981 1690
1982 if (op->type == PLAYER) 1691 if (op->type == PLAYER)
2002{ 1711{
2003 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
2004 1713
2005 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
2006 { 1715 {
2007 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);
2008 } 1717 }
2009 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)
2010 { 1719 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1721 wcmod = -1;
1722
2013 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);
2014 } 1724 }
2015 else if (op->contr->bowtype == bow_threewide) 1725 else if (op->contr->bowtype == bow_threewide)
2016 { 1726 {
2017 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);
2021 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1732 {
2023 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);
2024 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);
2025 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);
2026
2027 } 1736 }
2028 else 1737 else
2029 { 1738 {
2030 /* Simple case */ 1739 /* Simple case */
2031 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);
2032 } 1741 }
1742
2033 return ret; 1743 return ret;
2034} 1744}
2035
2036 1745
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
2039 */ 1748 */
2040void 1749void
2041fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
2042{ 1751{
2043 object *item; 1752 object *item = op->contr->ranged_ob;
2044 1753
2045 if (!op->contr->ranges[range_misc]) 1754 if (!item)
2046 { 1755 {
2047 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.");
2048 return; 1757 return;
2049 } 1758 }
2050 1759
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1760 if (!item->inv)
2053 { 1761 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1763 return;
2056 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
2057 if (item->type == WAND) 1769 if (item->type == WAND)
2058 { 1770 {
2059 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
2060 { 1772 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
2063 return; 1776 return;
2064 } 1777 }
2065 } 1778 }
2066 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
2067 { 1780 {
2068 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))
2069 { 1782 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
2071 if (item->type == ROD) 1785 if (item->type == ROD)
2072 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1787 else
2074 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
2075 return; 1790 return;
2076 } 1791 }
2077 } 1792 }
2078 1793
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
2086 object *tmp; 1801 object *tmp;
2087 1802
2088 if (item->arch) 1803 if (item->arch)
2089 { 1804 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
2092 item->speed = 0; 1807 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1808 }
1809
2095 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1812 }
2098 } 1813 }
2099 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1815 drain_rod_charge (item);
2102 }
2103 } 1816 }
2104} 1817}
2105 1818
2106/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2107 */ 1820 */
2108void 1821bool
2109fire (object *op, int dir) 1822fire (object *op, int dir)
2110{ 1823{
2111 int spellcost = 0; 1824 int spellcost = 0;
2112 1825
2113 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
2115 make_visible (op); 1828 make_visible (op);
2116 1829
2117 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;
2118 { 1836 }
2119 case range_none:
2120 return;
2121 1837
2122 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:
2123 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
2124 return; 1855 break;
2125 1856
2126 case range_magic: /* Casting spells */ 1857 case SPELL:
2127 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);
2128 return; 1859 break;
2129 1860
2130 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:
2131 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
2132 return; 1871 break;
2133
2134 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return;
2151 }
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
2157 default:
2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2159 return;
2160 } 1872 }
2161}
2162 1873
2163 1874 return true;
1875}
2164 1876
2165/* find_key 1877/* find_key
2166 * 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
2167 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1882 * pl is the player,
2171 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
2174 */ 1886 */
2175
2176object * 1887object *
2177find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
2178{ 1889{
2179 object *tmp, *key; 1890 object *tmp, *key;
2180 1891
2181 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1893 if (!container->inv)
2183 return NULL; 1894 return 0;
2184 1895
2185 /* 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 */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1898 {
2188 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1900 break;
2190 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
2192 */ 1903 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1905 break;
2195 } 1906 }
1907
2196 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
2197 /* 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.
2198 * 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
2199 * a key, return 1911 * a key, return
2200 */ 1912 */
2201 if (!tmp) 1913 if (!tmp)
2202 { 1914 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1916 {
2205 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1919 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
2209 return key; 1921 return key;
2210 } 1922 }
2211 } 1923 }
1924
2212 if (!tmp) 1925 if (!tmp)
2213 return NULL; 1926 return NULL;
2214 } 1927 }
1928
2215 /* 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,
2216 * see if we actually want to use it 1930 * see if we actually want to use it
2217 */ 1931 */
2218 if (pl != container) 1932 if (pl != container)
2219 { 1933 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2241 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1956 return NULL;
2243 } 1957 }
2244 } 1958 }
1959
2245 return tmp; 1960 return tmp;
2246} 1961}
2247 1962
2248/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1966 * 0 otherwise
2252 */ 1967 */
2253static int 1968static int
2254player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2255{ 1970{
2256
2257 /* 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,
2258 * 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 -
2259 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2260 */ 1974 */
2261 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2262 1976
2263 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
2264 if (key) 1978 if (key)
2265 { 1979 {
2266 object *container = key->env; 1980 object *container = key->env;
2267 1981
2268 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
2269 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2270 make_visible (op); 1985 make_visible (op);
1986
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
2273 if (door->type == DOOR) 1990 if (door->type == DOOR)
2274 {
2275 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 */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2278 { 1993 {
2279 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));
2280 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
2281 } 1996 }
1997
2282 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2285 if (container != op) 2001 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2287 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2288 } 2005 }
2289 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2290 { 2007 {
2291 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293 return 1; 2010 return 1;
2294 } 2011 }
2012
2295 return 0; 2013 return 0;
2296} 2014}
2297 2015
2298/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2303 */ 2021 */
2304 2022bool
2305void
2306move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2307{ 2024{
2308 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 2025 int on_battleground;
2311 maptile *m;
2312 2026
2313 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2315 2029
2316 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 }
2317 2040
2318 /* 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
2319 * 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
2320 * 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
2321 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2322 * move to some space, it then means that if we are braced, we should 2045 * move to some space, it then means that if we are braced, we should
2323 * do nothing at all. As it is, if we are braced, we go through 2046 * do nothing at all. As it is, if we are braced, we go through
2324 * quite a bit of processing. However, it probably is less than what 2047 * quite a bit of processing. However, it probably is less than what
2325 * move_ob uses. 2048 * move_ob uses.
2326 */ 2049 */
2327 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);
2328 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 {
2331 m = get_map_from_coord (op->map, &nx, &ny);
2332 if (!m)
2333 return; /* Don't think this should happen */
2334 }
2335 else
2336 m = op->map;
2337 2051
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return;
2342 }
2343
2344 mon = NULL;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2346 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2347 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2055 * on the space
2349 */ 2056 */
2350 while (tmp != NULL) 2057 object *mon;
2351 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2352 if (tmp == op) 2059 {
2353 { 2060 if ((mon->flag [FLAG_ALIVE]
2354 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2355 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2356 }
2357 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2358 {
2359 mon = tmp; 2063 && mon != op)
2360 break; 2064 break;
2361 } 2065 }
2362 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2363 mon = tmp;
2364 tmp = tmp->above;
2365 }
2366 2066
2367 if (mon == NULL) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2368 return; /* into a wall */ 2068 return false; /* into a wall */
2369 2069
2370 if (mon->head != NULL)
2371 mon = mon->head; 2070 mon = mon->head_ ();
2372 2071
2373 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)
2374 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2375 return; 2077 return true;
2078 }
2376 2079
2377 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2378 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2379 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2380 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2381 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2382 * and thus will not push them. 2085 * and thus will not push them.
2383 */ 2086 */
2384 2087
2385 /* 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
2386 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2387 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2388 */ 2091 */
2389 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2390#if COZY_SERVER 2093 && ((mon->owner && mon->owner->contr
2391 &&
2392 ((get_owner (mon) && get_owner (mon)->contr
2393 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2394#else 2095 || mon->owner == op)
2395 && get_owner (mon) == op
2396#endif
2397 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2398 { 2097 {
2399 /* 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 */
2400 if (op->contr->braced) 2099 if (op->contr->braced)
2401 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2402 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);
2403 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2404 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2405 make_visible (op); 2110 make_visible (op);
2111
2406 return; 2112 return true;
2407 } 2113 }
2114 else
2115 return false;
2116 }
2408 2117
2409 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2410 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2411 * 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
2412 * attack them either. 2121 * attack them either.
2413 */ 2122 */
2414 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2415 (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))
2416#ifdef PROHIBIT_PLAYERKILL 2125 && ((op->contr->peaceful
2417 (op->contr->peaceful 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2418 || (mon->type == PLAYER 2127 && !on_battleground))
2419 && mon->contr-> 2128 {
2420 peaceful)) && 2129 if (op->speed_left > 0.f)
2421#else
2422 op->contr->peaceful &&
2423#endif
2424 !on_battleground))
2425 { 2130 {
2131 --op->speed_left;
2132
2426 if (!op->contr->braced) 2133 if (!op->contr->braced)
2427 { 2134 {
2428 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);
2429 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2430 } 2137 }
2431 else 2138 else
2432 {
2433 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2434 } 2140
2435 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2436 make_visible (op); 2142 make_visible (op);
2437 }
2438 2143
2144 return true;
2145 }
2146 }
2439 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2440 * roll it if not braced. You can't roll it if you are braced. 2148 * roll it if not braced. You can't roll it if you are braced.
2441 */ 2149 */
2442 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)
2443 { 2153 {
2154 --op->speed_left;
2155
2444 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2445 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2446 make_visible (op); 2158 make_visible (op);
2447 }
2448 2159
2160 return true;
2161 }
2162 }
2449 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2450 * 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
2451 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2452 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2453 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2454 */ 2168 */
2455
2456 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2457 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2458 { 2171 {
2459 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2460 /* If the player hasn't hit something this tick, and does
2461 * so, give them speed boost based on weapon speed. Doing
2462 * it here is better than process_players2, which basically
2463 * incurred a 1 tick offset.
2464 */
2465 if (!op->contr->has_hit)
2466 { 2173 {
2467 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2468 2175
2469 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2470 }
2471
2472 skill_attack (mon, op, 0, NULL, NULL); 2176 skill_attack (mon, op, 0, 0, 0);
2473 2177
2474 /* If attacking another player, that player gets automatic
2475 * hitback, and doesn't loose luck either.
2476 * Disable hitback on the battleground or if the target is
2477 * the wiz.
2478 */
2479 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2480 {
2481 short luck = mon->stats.luck;
2482
2483 mon->contr->has_hit = 1;
2484 skill_attack (op, mon, 0, NULL, NULL);
2485 mon->stats.luck = luck;
2486 }
2487 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2488 make_visible (op); 2179 make_visible (op);
2489 }
2490 } /* if player should attack something */
2491}
2492 2180
2493int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2494move_player (object *op, int dir) 2189move_player (object *op, int dir)
2495{ 2190{
2496 int pick; 2191 int pick;
2497 2192
2498 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2499 return 0; 2194 return 0;
2500 2195
2501 /* Sanity check: make sure dir is valid */ 2196 /* Sanity check: make sure dir is valid */
2502 if ((dir < 0) || (dir >= 9)) 2197 if ((dir < 0) || (dir >= 9))
2503 { 2198 {
2504 LOG (llevError, "move_player: invalid direction %d\n", dir); 2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2505 return 0; 2200 return 0;
2506 } 2201 }
2507 2202
2508 /* peterm: added following line */ 2203 /* peterm: added following line */
2509 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2510 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2511 2206
2512 op->facing = dir; 2207 op->facing = dir;
2513 2208
2514 if (op->hide) 2209 if (op->hide)
2515 do_hidden_move (op); 2210 do_hidden_move (op);
2516 2211
2212 bool retval;
2213
2517 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2518 /*nop */ ; 2215 retval = RESULT_INT (0);
2519 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2520 fire (op, dir); 2217 retval = fire (op, dir);
2521 else 2218 else
2522 { 2219 {
2523 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2524 pick = check_pick (op); 2221 pick = check_pick (op);
2525 } 2222 }
2526 2223
2527 /* 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
2528 * server can handle repeat firing. 2225 * server can handle repeat firing.
2529 */ 2226 */
2530 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2531 {
2532 op->direction = dir; 2228 op->direction = dir;
2533 }
2534 else 2229 else
2535 {
2536 op->direction = 0; 2230 op->direction = 0;
2537 } 2231
2538 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2539 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2540 * for players. 2234 * for players.
2541 */ 2235 */
2542 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2543 return 0; 2237
2238 return retval;
2544} 2239}
2545 2240
2546/* 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
2547 * new client/server stuff. 2242 * new client/server stuff.
2548 * 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
2549 * the new speed values for commands. 2244 * the new speed values for commands.
2550 * 2245 *
2551 * 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.
2552 */ 2249 */
2553int 2250bool
2554handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2555{ 2252{
2556 if (op->contr->hidden)
2557 {
2558 op->invisible = 1000;
2559 /* the socket code flashes the player visible/invisible
2560 * depending on the value of invisible, so we need to
2561 * alternate it here for it to work correctly.
2562 */
2563 if (pticks & 2)
2564 op->invisible--;
2565 }
2566 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2567 {
2568 op->invisible--;
2569 if (!op->invisible)
2570 {
2571 make_visible (op);
2572 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2573 }
2574 }
2575
2576 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2577 { 2254 {
2578 flee_player (op); 2255 if (op->speed_left > 0.f)
2579 /* If player is still scared, that is his action for this tick */
2580 if (QUERY_FLAG (op, FLAG_SCARED))
2581 { 2256 {
2582 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2583 return 0; 2260 return true;
2584 } 2261 }
2585 } 2262 else
2586 2263 return false;
2587 /* I've been seeing crashes where the golem has been destroyed, but
2588 * the player object still points to the defunct golem. The code that
2589 * destroys the golem looks correct, and it doesn't always happen, so
2590 * put this in a a workaround to clean up the golem pointer.
2591 */
2592 if (op->contr->ranges[range_golem] &&
2593 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2594 {
2595 op->contr->ranges[range_golem] = NULL;
2596 op->contr->golem_count = 0;
2597 } 2264 }
2598 2265
2599 /* 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
2600 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2601 * called, so we recheck it here. 2268 * called, so we recheck it here.
2602 */ 2269 */
2603 HandleClient (&op->contr->socket, op->contr); 2270 if (op->contr->ns->handle_command ())
2604 if (op->speed_left < 0)
2605 return 0; 2271 return true;
2606 2272
2607 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2608 {
2609 /* All move commands take 1 tick, at least for now */
2610 op->speed_left--;
2611
2612 /* Instead of all the stuff below, let move_player take care
2613 * of it. Also, some of the skill stuff is only put in
2614 * there, as well as the confusion stuff.
2615 */
2616 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2617 if (op->speed_left > 0) 2275
2618 return 1;
2619 else
2620 return 0;
2621 }
2622 return 0; 2276 return false;
2623} 2277}
2624 2278
2625int 2279int
2626save_life (object *op) 2280save_life (object *op)
2627{ 2281{
2628 object *tmp;
2629
2630 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2282 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2631 return 0; 2283 return 0;
2632 2284
2633 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2634 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2635 { 2287 {
2636 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);
2637 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
2638 if (op->contr) 2291 if (op->contr)
2639 esrv_del_item (op->contr, tmp->count); 2292 esrv_del_item (op->contr, tmp->count);
2640 remove_ob (tmp); 2293
2641 free_object (tmp); 2294 tmp->destroy ();
2642 CLEAR_FLAG (op, FLAG_LIFESAVE); 2295 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296
2643 if (op->stats.hp < 0) 2297 if (op->stats.hp < 0)
2644 op->stats.hp = op->stats.maxhp; 2298 op->stats.hp = op->stats.maxhp;
2299
2645 if (op->stats.food < 0) 2300 if (op->stats.food < 0)
2646 op->stats.food = 999; 2301 op->stats.food = 999;
2647 fix_player (op); 2302
2303 op->update_stats ();
2648 return 1; 2304 return 1;
2649 } 2305 }
2306
2650 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2307 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2651 CLEAR_FLAG (op, FLAG_LIFESAVE); 2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2652 enter_player_savebed (op); /* bring him home. */ 2309 enter_player_savebed (op); /* bring him home. */
2653 return 0; 2310 return 0;
2654} 2311}
2659 * from. 2316 * from.
2660 */ 2317 */
2661void 2318void
2662remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2663{ 2320{
2664 object *next;
2665
2666 while (op) 2321 while (op)
2667 { 2322 {
2668 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' */
2669 * we remove object 'op' 2324
2670 */
2671 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2672 { 2326 {
2673 remove_ob (op);
2674 op->x = env->x;
2675 op->y = env->y;
2676 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2677 esrv_del_item (env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2678 insert_ob_in_map (op, env->map, NULL, 0); 2329
2330 op->insert_at (env);
2679 } 2331 }
2680 else if (op->inv) 2332 else if (op->inv)
2681 remove_unpaid_objects (op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2334
2682 op = next; 2335 op = next;
2683 } 2336 }
2684} 2337}
2685
2686 2338
2687/* 2339/*
2688 * Returns pointer a static string containing gravestone text 2340 * Returns pointer a static string containing gravestone text
2689 * Moved from apply.c to player.c - player.c is what 2341 * Moved from apply.c to player.c - player.c is what
2690 * actually uses this function. player.c may not be quite the 2342 * actually uses this function. player.c may not be quite the
2701 strcpy (buf2, " R.I.P.\n\n"); 2353 strcpy (buf2, " R.I.P.\n\n");
2702 if (op->type == PLAYER) 2354 if (op->type == PLAYER)
2703 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2704 else 2356 else
2705 sprintf (buf, "%s\n", &op->name); 2357 sprintf (buf, "%s\n", &op->name);
2358
2706 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2707 strcat (buf2, buf); 2360 strcat (buf2, buf);
2708 if (op->type == PLAYER) 2361 if (op->type == PLAYER)
2709 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);
2710 else 2363 else
2711 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
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2367 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2368 if (op->type == PLAYER)
2715 { 2369 {
2716 sprintf (buf, "by %s.\n\n", op->contr->killer); 2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2717 strncat (buf2, " ", 21 - strlen (buf) / 2); 2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2718 strcat (buf2, buf); 2372 strcat (buf2, buf);
2719 } 2373 }
2374
2720 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2721 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2722 strcat (buf2, buf); 2377 strcat (buf2, buf);
2378
2723 return buf2; 2379 return buf2;
2724} 2380}
2725
2726
2727 2381
2728void 2382void
2729do_some_living (object *op) 2383do_some_living (object *op)
2730{ 2384{
2731 int last_food = op->stats.food; 2385 int last_food = op->stats.food;
2737 int rate_grace = 2000; 2391 int rate_grace = 2000;
2738 const int max_hp = 1; 2392 const int max_hp = 1;
2739 const int max_sp = 1; 2393 const int max_sp = 1;
2740 const int max_grace = 1; 2394 const int max_grace = 1;
2741 2395
2742 if (op->contr->outputs_sync) 2396 if (op->contr->hidden)
2743 {
2744 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2745 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2746 flush_output_element (op, &op->contr->outputs[i]);
2747 } 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 }
2748 2414
2749 if (op->contr->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2750 { 2416 {
2751
2752 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2753 hp/grace/spellpoint regeneration. */ 2418 hp/grace/spellpoint regeneration. */
2754 if (op->contr->gen_hp >= 0) 2419 if (op->contr->gen_hp >= 0)
2755 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2420 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2756 else 2421 else
2757 { 2422 {
2758 gen_hp = op->stats.maxhp; 2423 gen_hp = op->stats.maxhp;
2759 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2424 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2760 } 2425 }
2426
2761 if (op->contr->gen_sp >= 0) 2427 if (op->contr->gen_sp >= 0)
2762 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2428 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2763 else 2429 else
2764 { 2430 {
2765 gen_sp = op->stats.maxsp; 2431 gen_sp = op->stats.maxsp;
2766 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2432 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2767 } 2433 }
2434
2768 if (op->contr->gen_grace >= 0) 2435 if (op->contr->gen_grace >= 0)
2769 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2770 else 2437 else
2771 { 2438 {
2772 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2773 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2774 } 2441 }
2775 2442
2776 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2777 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2778 { 2445 {
2779 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);
2780 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2781 { 2448 {
2782 op->stats.sp++; 2449 op->stats.sp++;
2788 op->stats.food += op->contr->digestion; 2455 op->stats.food += op->contr->digestion;
2789 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))
2790 op->stats.food = last_food; 2457 op->stats.food = last_food;
2791 } 2458 }
2792 } 2459 }
2460
2793 if (max_sp > 1) 2461 if (max_sp > 1)
2794 { 2462 {
2795 over_sp = (gen_sp + 10) / rate_sp; 2463 over_sp = (gen_sp + 10) / rate_sp;
2796 if (over_sp > 0) 2464 if (over_sp > 0)
2797 { 2465 {
2798 if (op->stats.sp < op->stats.maxsp) 2466 if (op->stats.sp < op->stats.maxsp)
2799 { 2467 {
2800 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2801 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))
2802 op->stats.sp--; 2471 op->stats.sp--;
2472
2803 if (op->stats.sp > op->stats.maxsp) 2473 if (op->stats.sp > op->stats.maxsp)
2804 op->stats.sp = op->stats.maxsp; 2474 op->stats.sp = op->stats.maxsp;
2805 } 2475 }
2806 op->last_sp = 0; 2476 op->last_sp = 0;
2807 } 2477 }
2808 else 2478 else
2809 {
2810 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);
2811 }
2812 } 2480 }
2813 else 2481 else
2814 {
2815 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);
2816 }
2817 } 2483 }
2818 2484
2819 /* Regenerate Grace */ 2485 /* Regenerate Grace */
2820 /* 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. */
2821 if (--op->last_grace < 0) 2487 if (--op->last_grace < 0)
2822 { 2488 {
2823 if (op->stats.grace < op->stats.maxgrace / 2) 2489 if (op->stats.grace < op->stats.maxgrace / 2)
2824 op->stats.grace++; /* no penalty in food for regaining grace */ 2490 op->stats.grace++; /* no penalty in food for regaining grace */
2491
2825 if (max_grace > 1) 2492 if (max_grace > 1)
2826 { 2493 {
2827 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2494 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2828 if (over_grace > 0) 2495 if (over_grace > 0)
2829 { 2496 {
2857 op->stats.food += op->contr->digestion; 2524 op->stats.food += op->contr->digestion;
2858 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))
2859 op->stats.food = last_food; 2526 op->stats.food = last_food;
2860 } 2527 }
2861 } 2528 }
2529
2862 if (max_hp > 1) 2530 if (max_hp > 1)
2863 { 2531 {
2864 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2865 if (over_hp > 0) 2533 if (over_hp > 0)
2866 { 2534 {
2879 } 2547 }
2880 2548
2881 /* Digestion */ 2549 /* Digestion */
2882 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2883 { 2551 {
2884#ifdef COZY_SERVER
2885 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2886 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2887#else
2888 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2889#endif
2890 2553
2891 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2892 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);
2893 else 2556 else
2894 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558
2895 /* dms do not consume food */ 2559 /* dms do not consume food */
2896 if (!QUERY_FLAG (op, FLAG_WIZ)) 2560 if (!QUERY_FLAG (op, FLAG_WIZ))
2897 op->stats.food--; 2561 op->stats.food--;
2898 } 2562 }
2899 }
2900 2563
2901 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2564 if (op->stats.food < 0 && op->stats.hp >= 0)
2902 { 2565 {
2903 object *tmp, *flesh = NULL; 2566 object *tmp, *flesh = 0;
2904 2567
2905 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2568 for (tmp = op->inv; tmp; tmp = tmp->below)
2906 {
2907 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2908 { 2569 {
2909 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2910 { 2571 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 {
2911 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.");
2912 manual_apply (op, tmp, 0); 2575 manual_apply (op, tmp, 0);
2913 if (op->stats.food >= 0 || op->stats.hp < 0) 2576 if (op->stats.food >= 0 || op->stats.hp < 0)
2914 break; 2577 break;
2915 } 2578 }
2916 else if (tmp->type == FLESH) 2579 else if (tmp->type == FLESH)
2917 flesh = tmp; 2580 flesh = tmp;
2918 } /* End if paid for object */ 2581 } /* End if paid for object */
2919 } /* end of for loop */ 2582 } /* end of for loop */
2583
2920 /* 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
2921 * eat flesh instead. 2585 * eat flesh instead.
2922 */ 2586 */
2923 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2924 { 2588 {
2925 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.");
2926 manual_apply (op, flesh, 0); 2590 manual_apply (op, flesh, 0);
2927 } 2591 }
2928 } /* end if player is starving */ 2592 }
2929 2593
2930 while (op->stats.food < 0 && op->stats.hp > 0) 2594 while (op->stats.food < 0 && op->stats.hp >= 0)
2931 op->stats.food++, op->stats.hp--; 2595 op->stats.food++, op->stats.hp--;
2932 2596
2933 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))
2934 kill_player (op); 2598 kill_player (op);
2599 }
2935} 2600}
2936
2937
2938 2601
2939/* 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.
2940 * 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
2941 * permadeath, no lifesave), this will take care of removing the player 2604 * permadeath, no lifesave), this will take care of removing the player
2942 * file. 2605 * file.
2972 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!");
2973 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...");
2974 2637
2975 /* restore player */ 2638 /* restore player */
2976 at = archetype::find ("poisoning"); 2639 at = archetype::find ("poisoning");
2977 tmp = present_arch_in_ob (at, op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2978 if (tmp)
2979 { 2641 {
2980 remove_ob (tmp); 2642 tmp->destroy ();
2981 free_object (tmp);
2982 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2983 } 2644 }
2984 2645
2985 at = archetype::find ("confusion"); 2646 at = archetype::find ("confusion");
2986 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2987 if (tmp)
2988 { 2648 {
2989 remove_ob (tmp); 2649 tmp->destroy ();
2990 free_object (tmp);
2991 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2992 } 2651 }
2993 2652
2994 cure_disease (op, 0); /* remove any disease */ 2653 cure_disease (op, 0); /* remove any disease */
2995 op->stats.hp = op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
2996 if (op->stats.food <= 0) 2655 if (op->stats.food <= 0)
2997 op->stats.food = 999; 2656 op->stats.food = 999;
2998 2657
2999 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
3000 tmp = arch_to_object (archetype::find ("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
3001 if (tmp != NULL)
3002 { 2660 {
3003 sprintf (buf, "%s's finger", &op->name); 2661 sprintf (buf, "%s's finger", &op->name);
3004 tmp->name = buf; 2662 tmp->name = buf;
3005 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
3006 " 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",
3007 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3008 tmp->msg = buf; 2666 tmp->msg = buf;
3009 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
3010 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
3011 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
3012 insert_ob_in_map (tmp, op->map, op, 0);
3013 } 2670 }
3014 2671
3015 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
3016 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
3017 op->contr->braced = 0; 2674 op->contr->braced = 0;
3022 2679
3023 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
3024 2681
3025 if (op->stats.food < 0) 2682 if (op->stats.food < 0)
3026 { 2683 {
3027 if (op->contr->explore)
3028 {
3029 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3030 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3031 op->stats.food = 999;
3032 return;
3033 }
3034 sprintf (buf, "%s starved to death.", &op->name); 2684 sprintf (buf, "%s starved to death.", &op->name);
3035 strcpy (op->contr->killer, "starvation"); 2685 strcpy (op->contr->killer, "starvation");
3036 } 2686 }
3037 else 2687 else
3038 {
3039 if (op->contr->explore)
3040 {
3041 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3043 op->stats.hp = op->stats.maxhp;
3044 return;
3045 }
3046 sprintf (buf, "%s died.", &op->name); 2688 sprintf (buf, "%s died.", &op->name);
3047 } 2689
3048 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3049 2691
3050 /* save the map location for corpse, gravestone */ 2692 /* save the map location for corpse, gravestone */
3051 x = op->x; 2693 x = op->x;
3052 y = op->y; 2694 y = op->y;
3053 map = op->map; 2695 map = op->map;
3054 2696
3055
3056 if (settings.not_permadeth == TRUE)
3057 {
3058 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
3059 * 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.
3060 * 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.
3061 */ 2700 */
3062 2701
3063 /* Basically two ways to go - remove a stat permanently, or just 2702 /* Basically two ways to go - remove a stat permanently, or just
3064 * make it depletion. This bunch of code deals with that aspect 2703 * make it depletion. This bunch of code deals with that aspect
3065 * of death. 2704 * of death.
3066 */ 2705 */
3067#ifndef COZY_SERVER 2706#ifndef COZY_SERVER
3068 if (settings.balanced_stat_loss) 2707 if (settings.balanced_stat_loss)
3069 { 2708 {
3070 /* If stat loss is permanent, lose one stat only. */ 2709 /* If stat loss is permanent, lose one stat only. */
3071 /* 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
3072 more if they do. */ 2711 more if they do. */
3073 /* Higher level characters can afford things such as potions of 2712 /* Higher level characters can afford things such as potions of
3074 restoration, or better, stat potions. So we slug them that 2713 restoration, or better, stat potions. So we slug them that
3075 little bit harder. */ 2714 little bit harder. */
3076 /* GD */ 2715 /* GD */
3077 if (settings.stat_loss_on_death) 2716 if (settings.stat_loss_on_death)
3078 num_stats_lose = 1; 2717 num_stats_lose = 1;
3079 else
3080 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3081 }
3082 else 2718 else
3083 { 2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2720 }
2721 else
3084 num_stats_lose = 1; 2722 num_stats_lose = 1;
3085 } 2723
3086 lost_a_stat = 0; 2724 lost_a_stat = 0;
3087 2725
3088 for (z = 0; z < num_stats_lose; z++) 2726 for (z = 0; z < num_stats_lose; z++)
3089 { 2727 {
3090 i = RANDOM () % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
3091 2729
3092 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)
3093 { 2750 {
3094 /* Pick a random stat and take a point off it. Tell the player 2751 dep = arch_to_object (deparch);
3095 * what he lost. 2752 insert_ob_in_ob (dep, op);
3096 */
3097 change_attr_value (&(op->stats), i, -1);
3098 check_stat_bounds (&(op->stats));
3099 change_attr_value (&(op->contr->orig_stats), i, -1);
3100 check_stat_bounds (&(op->contr->orig_stats));
3101 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3102 lost_a_stat = 1;
3103 } 2753 }
3104 else 2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss)
3105 { 2756 {
3106 /* deplete a stat */ 2757 /* GD */
3107 archetype *deparch = archetype::find ("depletion"); 2758 /* Get the stat that we're about to deplete. */
3108 object *dep; 2759 this_stat = get_attr_value (&(dep->stats), i);
3109 2760 if (this_stat < 0)
3110 dep = present_arch_in_ob (deparch, op);
3111 if (!dep)
3112 { 2761 {
3113 dep = arch_to_object (deparch); 2762 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3114 insert_ob_in_ob (dep, op); 2763 int keep_chance = this_stat * this_stat;
3115 } 2764
3116 lose_this_stat = 1; 2765 /* Yes, I am paranoid. Sue me. */
3117 if (settings.balanced_stat_loss)
3118 {
3119 /* GD */
3120 /* Get the stat that we're about to deplete. */
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 if (this_stat < 0) 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)
3123 { 2771 {
3124 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 int keep_chance = this_stat * this_stat;
3126
3127 /* Yes, I am paranoid. Sue me. */
3128 if (keep_chance < 1)
3129 keep_chance = 1;
3130
3131 /* There is a maximum depletion total per level. */
3132 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3133 {
3134 lose_this_stat = 0; 2772 lose_this_stat = 0;
3135 /* Take loss chance vs keep chance to see if we 2773 /* Take loss chance vs keep chance to see if we
3136 retain the stat. */ 2774 retain the stat. */
3137 }
3138 else
3139 {
3140 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3141 lose_this_stat = 0;
3142 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3143 this_stat, keep_chance, loss_chance,
3144 lose_this_stat?"LOSE":"KEEP"); */
3145 }
3146 } 2775 }
3147 }
3148
3149 if (lose_this_stat)
3150 {
3151 this_stat = get_attr_value (&(dep->stats), i);
3152 /* We could try to do something clever like find another
3153 * stat to reduce if this fails. But chances are, if
3154 * stats have been depleted to -50, all are pretty low
3155 * and should be roughly the same, so it shouldn't make a
3156 * difference.
3157 */ 2776 else
3158 if (this_stat >= -50)
3159 { 2777 {
3160 change_attr_value (&(dep->stats), i, -1); 2778 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3161 SET_FLAG (dep, FLAG_APPLIED);
3162 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3163 fix_player (op);
3164 lost_a_stat = 1; 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"); */
3165 } 2783 }
3166 } 2784 }
3167 } 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 }
3168 } 2804 }
2805 }
2806 }
3169 /* If no stat lost, tell the player. */ 2807 /* If no stat lost, tell the player. */
3170 if (!lost_a_stat) 2808 if (!lost_a_stat)
3171 { 2809 {
3172 /* determine_god() seems to not work sometimes... why is this? 2810 /* determine_god() seems to not work sometimes... why is this?
3173 Should I be using something else? GD */ 2811 Should I be using something else? GD */
3174 const char *god = determine_god (op); 2812 const char *god = determine_god (op);
3175 2813
3176 if (god && (strcmp (god, "none"))) 2814 if (god && (strcmp (god, "none")))
3177 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3178 else 2816 else
3179 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.");
3180 } 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.");
3181#endif 2821#endif
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3183 2822
3184 /* Put a gravestone up where the character 'almost' died. List the 2823 /* Put a gravestone up where the character 'almost' died. List the
3185 * exp loss on the stone. 2824 * exp loss on the stone.
3186 */ 2825 */
3187 tmp = arch_to_object (archetype::find ("gravestone")); 2826 tmp = arch_to_object (archetype::find ("gravestone"));
3188 sprintf (buf, "%s's gravestone", &op->name); 2827 sprintf (buf, "%s's gravestone", &op->name);
3189 tmp->name = buf; 2828 tmp->name = buf;
3190 sprintf (buf, "%s's gravestones", &op->name); 2829 sprintf (buf, "%s's gravestones", &op->name);
3191 tmp->name_pl = buf; 2830 tmp->name_pl = buf;
3192 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3193 tmp->msg = buf; 2832 tmp->msg = buf;
3194 tmp->x = op->x, tmp->y = op->y; 2833 tmp->x = op->x, tmp->y = op->y;
3195 insert_ob_in_map (tmp, op->map, NULL, 0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
3196 2835
3197 /**************************************/ 2836 /**************************************/
3198 /* */ 2837 /* */
3199 /* Subtract the experience points, */ 2838 /* Subtract the experience points, */
3200 /* if we died cause of food, give us */ 2839 /* if we died cause of food, give us */
3201 /* food, and reset HP's... */ 2840 /* food, and reset HP's... */
3202 /* */ 2841 /* */
3203
3204 /**************************************/ 2842 /**************************************/
3205 2843
3206 /* remove any poisoning and confusion the character may be suffering. */ 2844 /* remove any poisoning and confusion the character may be suffering. */
3207 /* restore player */ 2845 /* restore player */
3208 at = archetype::find ("poisoning"); 2846 at = archetype::find ("poisoning");
3209 tmp = present_arch_in_ob (at, op); 2847 tmp = present_arch_in_ob (at, op);
2848
3210 if (tmp) 2849 if (tmp)
3211 { 2850 {
3212 remove_ob (tmp); 2851 tmp->destroy ();
3213 free_object (tmp);
3214 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3215 } 2853 }
3216 2854
3217 at = archetype::find ("confusion"); 2855 at = archetype::find ("confusion");
3218 tmp = present_arch_in_ob (at, op); 2856 tmp = present_arch_in_ob (at, op);
3219 if (tmp) 2857 if (tmp)
3220 { 2858 {
3221 remove_ob (tmp); 2859 tmp->destroy ();
3222 free_object (tmp);
3223 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3224 } 2861 }
2862
3225 cure_disease (op, 0); /* remove any disease */ 2863 cure_disease (op, 0); /* remove any disease */
3226 2864
3227 /*add_exp(op, (op->stats.exp * -0.20)); */ 2865 /*add_exp(op, (op->stats.exp * -0.20)); */
3228 apply_death_exp_penalty (op); 2866 apply_death_exp_penalty (op);
3229 if (op->stats.food < 100) 2867 if (op->stats.food < 100)
3230 op->stats.food = 900; 2868 op->stats.food = 900;
3231 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
3232 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3233 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3234 2872
3235 /* 2873 /*
3236 * 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
3237 * the player has any unpaid items. If so, remove them and put them back 2875 * and put them back in the map.
3238 * in the map. 2876 */
3239 */
3240
3241 if (is_in_shop (op))
3242 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
3243 2878
3244 /****************************************/ 2879 /****************************************/
3245 /* */ 2880 /* */
3246 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
3247 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
3248 /* */ 2883 /* */
3249
3250 /****************************************/ 2884 /****************************************/
3251 2885
3252 enter_player_savebed (op); 2886 enter_player_savebed (op);
3253 2887
3254 /* Save the player before inserting the force to reduce
3255 * chance of abuse.
3256 */
3257 op->contr->braced = 0; 2888 op->contr->braced = 0;
3258 save_player (op, 1);
3259 2889
3260 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
3261 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
3262 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
3263 * on the space that might harm the player. 2893 * on the space that might harm the player.
3264 */ 2894 */
3265 will_kill_again = 0; 2895 will_kill_again = 0;
3266 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)
3267 {
3268 if (tmp->type == SPELL_EFFECT) 2897 if (tmp->type == SPELL_EFFECT)
3269 will_kill_again |= tmp->attacktype; 2898 will_kill_again |= tmp->attacktype;
3270 } 2899
3271 if (will_kill_again) 2900 if (will_kill_again)
3272 { 2901 {
3273 object *force; 2902 object *force;
3274 int at; 2903 int at;
3275 2904
3276 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
3277 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
3278 force->speed = 0.1; 2907 force->speed = 0.1f;
3279 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
3280 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
3281 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
3282 {
3283 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
3284 force->resist[at] = 100; 2912 force->resist[at] = 100;
3285 } 2913
3286 insert_ob_in_ob (force, op); 2914 insert_ob_in_ob (force, op);
3287 fix_player (op); 2915 op->update_stats ();
3288 2916
3289 } 2917 }
3290 2918
3291 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3292 return;
3293 } /* NOT_PERMADETH */
3294 else
3295 {
3296 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3297 * should probably be embedded in an else statement.
3298 */
3299
3300 op->contr->party = NULL;
3301 if (settings.set_title == TRUE)
3302 op->contr->own_title[0] = '\0';
3303 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3304 check_score (op);
3305 if (op->contr->ranges[range_golem] != NULL)
3306 {
3307 remove_friendly_object (op->contr->ranges[range_golem]);
3308 remove_ob (op->contr->ranges[range_golem]);
3309 free_object (op->contr->ranges[range_golem]);
3310 op->contr->ranges[range_golem] = NULL;
3311 op->contr->golem_count = 0;
3312 }
3313 loot_object (op); /* Remove some of the items for good */
3314 remove_ob (op);
3315 op->direction = 0;
3316
3317 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3318 {
3319 delete_character (op->name, 0);
3320 if (settings.resurrection == TRUE)
3321 {
3322 /* save playerfile sans equipment when player dies
3323 ** then save it as player.pl.dead so that future resurrection
3324 ** type spells will work on them nicely
3325 */
3326 delete_character (op->name, 0);
3327 op->stats.hp = op->stats.maxhp;
3328 op->stats.food = 999;
3329
3330 /* set the location of where the person will reappear when */
3331 /* maybe resurrection code should fix map also */
3332 strcpy (op->contr->maplevel, settings.emergency_mapname);
3333 if (op->map != NULL)
3334 op->map = NULL;
3335 op->x = settings.emergency_x;
3336 op->y = settings.emergency_y;
3337 save_player (op, 0);
3338 op->map = map;
3339 /* please see resurrection.c: peterm */
3340 dead_player (op);
3341 }
3342 else
3343 delete_character (op->name, 1);
3344 }
3345
3346 play_again (op);
3347
3348 /* peterm: added to create a corpse at deathsite. */
3349 tmp = arch_to_object (archetype::find ("corpse_pl"));
3350 sprintf (buf, "%s", &op->name);
3351 tmp->name = tmp->name_pl = buf;
3352 tmp->level = op->level;
3353 tmp->x = x;
3354 tmp->y = y;
3355 tmp->msg = gravestone_text (op);
3356 SET_FLAG (tmp, FLAG_UNIQUE);
3357 insert_ob_in_map (tmp, map, NULL, 0);
3358 }
3359} 2920}
3360
3361 2921
3362void 2922void
3363loot_object (object *op) 2923loot_object (object *op)
3364{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
3365 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
3366 2926
3367 if (op->container) 2927 op->close_container (); /* close open sack first */
3368 { /* close open sack first */
3369 esrv_apply_container (op, op->container);
3370 }
3371 2928
3372 for (tmp = op->inv; tmp != NULL; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
3373 { 2930 {
3374 next = tmp->below; 2931 next = tmp->below;
3375 if (tmp->type == EXPERIENCE || tmp->invisible) 2932
2933 if (tmp->invisible)
3376 continue; 2934 continue;
3377 remove_ob (tmp); 2935
2936 tmp->remove ();
3378 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
3379 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
3380 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
3381 loot_object (tmp); 2941
3382 }
3383 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))))
3384 { 2943 {
3385 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
3386 { 2945 {
3387 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3388 free_object (tmp2); 2947 tmp2->destroy ();
3389 insert_ob_in_map (tmp, op->map, NULL, 0); 2948 insert_ob_in_map (tmp, op->map, NULL, 0);
3390 } 2949 }
3391 else 2950 else
3392 free_object (tmp); 2951 tmp->destroy ();
3393 } 2952 }
3394 else 2953 else
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2954 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2955 }
3397} 2956}
3399/* 2958/*
3400 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3401 * 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
3402 * was changed. 2961 * was changed.
3403 */ 2962 */
3404
3405void 2963void
3406fix_weight (void) 2964fix_weight (void)
3407{ 2965{
3408 player *pl; 2966 for_all_players (pl)
3409
3410 for (pl = first_player; pl != NULL; pl = pl->next)
3411 { 2967 {
3412 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3413 2969
3414 if (old == sum) 2970 if (old == sum)
3415 continue; 2971 continue;
3416 fix_player (pl->ob); 2972 pl->ob->update_stats ();
3417 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);
3418 } 2974 }
3419} 2975}
3420 2976
3421void 2977void
3422fix_luck (void) 2978fix_luck (void)
3423{ 2979{
3424 player *pl; 2980 for_all_players (pl)
3425
3426 for (pl = first_player; pl != NULL; pl = pl->next)
3427 if (!pl->ob->contr->state) 2981 if (!pl->ob->contr->ns->state)
3428 change_luck (pl->ob, 0); 2982 pl->ob->change_luck (0);
3429} 2983}
3430
3431 2984
3432/* cast_dust() - handles op throwing objects of type 'DUST'. 2985/* cast_dust() - handles op throwing objects of type 'DUST'.
3433 * This is much simpler in the new spell code - we basically 2986 * This is much simpler in the new spell code - we basically
3434 * just treat this as any other spell casting object. 2987 * just treat this as any other spell casting object.
3435 */ 2988 */
3436
3437void 2989void
3438cast_dust (object *op, object *throw_ob, int dir) 2990cast_dust (object *op, object *throw_ob, int dir)
3439{ 2991{
3440 object *skop, *spob; 2992 object *skop, *spob;
3441 2993
3462 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3463 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);
3464 3016
3465 cast_spell (op, throw_ob, dir, spob, NULL); 3017 cast_spell (op, throw_ob, dir, spob, NULL);
3466 3018
3467 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3019 throw_ob->destroy ();
3468 remove_ob (throw_ob);
3469 free_object (throw_ob);
3470} 3020}
3471 3021
3472void 3022void
3473make_visible (object *op) 3023make_visible (object *op)
3474{ 3024{
3477 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3478 { 3028 {
3479 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3480 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3481 } 3031 }
3032
3482 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3483} 3034}
3484 3035
3485int 3036int
3486is_true_undead (object *op) 3037is_true_undead (object *op)
3487{ 3038{
3488 object *tmp = NULL;
3489
3490 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3491 return 1; 3040 return 1;
3492 3041
3493 if (op->type == PLAYER)
3494 for (tmp = op->inv; tmp; tmp = tmp->below)
3495 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3496 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3497 return 1;
3498 return 0; 3042 return 0;
3499} 3043}
3500 3044
3501/* look at the surrounding terrain to determine 3045/* look at the surrounding terrain to determine
3502 * the hideability of this object. Positive levels 3046 * the hideability of this object. Positive levels
3544/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3545 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3546 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3547 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3548 */ 3092 */
3549
3550void 3093void
3551do_hidden_move (object *op) 3094do_hidden_move (object *op)
3552{ 3095{
3553 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3554 object *skop; 3097 object *skop;
3558 3101
3559 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3560 3103
3561 /* 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! */
3562 if (op->type == PLAYER && op->contr->run_on) 3105 if (op->type == PLAYER && op->contr->run_on)
3563 {
3564 if (!skop || num >= skop->level) 3106 if (!skop || num >= skop->level)
3565 { 3107 {
3566 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!");
3567 make_visible (op); 3109 make_visible (op);
3568 return; 3110 return;
3569 } 3111 }
3570 else 3112 else
3571 num += 20; 3113 num += 20;
3572 } 3114
3573 num += op->map->difficulty; 3115 num += op->map->difficulty;
3574 hide = hideability (op); /* modify by terrain hidden level */ 3116 hide = hideability (op); /* modify by terrain hidden level */
3575 num -= hide; 3117 num -= hide;
3118
3576 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3577 { 3120 {
3578 make_visible (op); 3121 make_visible (op);
3579 if (op->type == PLAYER) 3122 if (op->type == PLAYER)
3580 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!");
3581 } 3124 }
3582 else if (op->type == PLAYER && skop) 3125 else if (op->type == PLAYER && skop)
3583 {
3584 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);
3585 }
3586} 3127}
3587 3128
3588/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3589 3130
3590int 3131int
3617 if (mflags & P_OUT_OF_MAP) 3158 if (mflags & P_OUT_OF_MAP)
3618 continue; 3159 continue;
3619 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)))
3620 continue; 3161 continue;
3621 3162
3622 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)
3623 { 3164 {
3624 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))
3625 return 1; 3166 return 1;
3626 else if (tmp->type == PLAYER) 3167 else if (tmp->type == PLAYER)
3627 { 3168 {
3657 if (pl->type != PLAYER) 3198 if (pl->type != PLAYER)
3658 { 3199 {
3659 LOG (llevError, "player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3660 return -1; 3201 return -1;
3661 } 3202 }
3203
3662 if (!pl || !op) 3204 if (!pl || !op)
3663 return 0; 3205 return 0;
3664 3206
3665 if (op->head)
3666 {
3667 op = op->head; 3207 op = op->head_ ();
3668 } 3208
3669 get_rangevector (pl, op, &rv, 0x1); 3209 get_rangevector (pl, op, &rv, 0x1);
3670 3210
3671 /* starting with the 'head' part, lets loop 3211 /* starting with the 'head' part, lets loop
3672 * through the object and find if it has any 3212 * through the object and find if it has any
3673 * part that is in the los array but isnt on 3213 * part that is in the los array but isnt on
3674 * a blocked los square. 3214 * a blocked los square.
3675 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3676 */ 3216 */
3677 while (op) 3217 while (op)
3678 { 3218 {
3679 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3680 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3681 3221
3682 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3683 * 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
3684 * for any meaningful values. 3224 * for any meaningful values.
3685 */ 3225 */
3686 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3687 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3688 !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)])
3689 return 1; 3229 return 1;
3690 op = op->more; 3230 op = op->more;
3691 } 3231 }
3692 return 0; 3232 return 0;
3693} 3233}
3790 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3791 int i = 0, j = 0; 3331 int i = 0, j = 0;
3792 3332
3793 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3794 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3795 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3796 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3797 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3798 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3799 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3800 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3801 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3802 3342
3803 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3804 return; 3344 return;
3805 3345
3806 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++);
3807 3347
3808 if (tr == NULL || tr->item == NULL) 3348 if (!tr || !tr->item)
3809 { 3349 {
3810 /* 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]); */
3811 return; 3351 return;
3812 } 3352 }
3813 3353
3814 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3815 item = &(tr->item->clone); 3355 item = tr->item;
3816 3356
3817 if (item->type == SPELL) 3357 if (item->type == SPELL)
3818 { 3358 {
3819 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3820 return; 3360 return;
3879 { 3419 {
3880 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3881 object *skin; 3421 object *skin;
3882 3422
3883 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3884 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
3885 if (skin == NULL) 3427 if (!skin)
3886 return; 3428 return;
3887 3429
3888 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3889 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3890 { 3432 {
3935 * not readied. 3477 * not readied.
3936 */ 3478 */
3937void 3479void
3938player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3939{ 3481{
3940 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3941 3484
3942 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3943 { 3486 pl->combat_ob = 0;
3487
3944 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3945 { 3489 pl->ranged_ob = 0;
3946 pl->ranges[i] = NULL;
3947 if (pl->shoottype == i)
3948 {
3949 pl->shoottype = range_none;
3950 }
3951 }
3952 }
3953} 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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