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Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.158 by root, Mon Aug 13 15:46:45 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 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
335 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point.
337 */
338 outputs_sync = 4;
339 outputs_count = 4;
340 unapply = unapply_nochoice;
341
342 savebed_map = first_map_path; /* Init. respawn position */
343
344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy ();
367 }
368
369 ob = observe = 0;
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
321/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
323 * mode. 380 * mode.
324 */ 381 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 382player *
383player::create ()
384{
385 player *pl = new player;
330 386
331 p = get_player (NULL); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 388
335 if (p->socket.faces_sent == NULL) 389 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
337 392
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 393 set_first_map (pl->ob);
345 394
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 395 return pl;
354} 396}
355 397
356/* 398/*
357 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
359 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
360 */ 402 */
361archetype * 403archetype *
362get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
363{ 405{
364 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
365 407
366 for (;;) 408 for (;;)
367 { 409 {
368 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
369 at = first_archetype; 411 i = archetypes.begin ();
370 else 412 else if (*i == at)
371 at = at->next; 413 cleanup ("not a single player archetype found");
414
372 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
373 return at; 416 return *i;
374 if (at == start)
375 {
376 LOG (llevError, "No Player archetypes\n");
377 exit (-1);
378 }
379 } 417 }
380} 418}
381
382 419
383object * 420object *
384get_nearest_player (object *mon) 421get_nearest_player (object *mon)
385{ 422{
386 object *op = NULL; 423 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 424 objectlink *ol;
389 unsigned lastdist; 425 unsigned lastdist;
390 rv_vector rv; 426 rv_vector rv;
391 427
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 429 {
394 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 437 object *tmp = ol->ob;
402 438
403 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 440 * itself will have been cleared.
405 */ 441 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
407 ol = ol->next; 444 ol = ol->next;
408 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
409 if (!ol) 446 if (!ol)
410 return op; 447 return op;
411 } 448 }
424 { 461 {
425 op = ol->ob; 462 op = ol->ob;
426 lastdist = rv.distance; 463 lastdist = rv.distance;
427 } 464 }
428 } 465 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 466
430 { 467 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
435 { 470 {
436 op = pl->ob; 471 op = pl->ob;
437 lastdist = rv.distance; 472 lastdist = rv.distance;
438 } 473 }
439 } 474
440 }
441#if 0 475#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 476 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 477#endif
444 return op; 478 return op;
445} 479}
463 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 498 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 499 * is probably not a good thing.
466 */ 500 */
467#define MAX_SPACES 50 501#define MAX_SPACES 50
468
469 502
470/* 503/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 505 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 506 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 537 x = mon->x;
505 y = mon->y; 538 y = mon->y;
506 m = mon->map; 539 m = mon->map;
507 dir = rv.direction; 540 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
510 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 545 if (diff > max)
512 return 0; 546 return 0;
547
513 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
514 { 549 {
515 lastx = x; 550 lastx = x;
516 lasty = y; 551 lasty = y;
517 lastmap = m; 552 lastmap = m;
599 max--; 634 max--;
600 lastdir = dir; 635 lastdir = dir;
601 if (!firstdir) 636 if (!firstdir)
602 firstdir = dir; 637 firstdir = dir;
603 } 638 }
639
604 if (diff <= 1) 640 if (diff <= 1)
605 { 641 {
606 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 643 * headed toward player for entire distance.
608 */ 644 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 647 }
648
612 if (diff > max) 649 if (diff > max)
613 return 0; 650 return 0;
614 } 651 }
652
615 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
616 if (!max) 654 if (!max)
617 return 0; 655 return 0;
618 656
619 return firstdir; 657 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 684 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 685 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 686 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 688 {
651 remove_ob (op); 689 op->destroy ();
652 free_object (op);
653 continue; 690 continue;
654 } 691 }
655 } 692 }
656 693
657 /* This really needs to be better - we should really give 694 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 705 if (tmp->type == op->type && tmp->name == op->name)
669 break; 706 break;
670 707
671 if (tmp) 708 if (tmp)
672 { 709 {
673 remove_ob (op); 710 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 712 continue;
677 } 713 }
714
678 if (op->nrof > 1) 715 if (op->nrof > 1)
679 op->nrof = 1; 716 op->nrof = 1;
680 } 717 }
681 718
682 if (op->type == SPELLBOOK && op->inv) 719 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 731 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 732 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 733 }
697 if (op->type == SPELL) 734 if (op->type == SPELL)
698 { 735 {
699 remove_ob (op); 736 op->destroy ();
700 free_object (op);
701 continue; 737 continue;
702 } 738 }
703 else if (op->type == SKILL) 739 else if (op->type == SKILL)
704 { 740 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 741 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
715 link_player_skills (pl); 751 link_player_skills (pl);
716} 752}
717 753
718void 754void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
803{ 756{
804 if (party == NULL) 757 if (party == NULL)
805 { 758 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 760 return;
808 } 761 }
762
809 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 767}
814
815 768
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 770static int
818roll_stat (void) 771roll_stat (void)
819{ 772{
820 int a[4], i, j, k; 773 int a[4], i, j, k;
821 774
822 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
824 777
825 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 779 if (a[i] < k)
827 k = a[i], j = i; 780 k = a[i], j = i;
828 781
829 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 783 if (i != j)
832 k += a[i]; 784 k += a[i];
833 } 785
834 return k; 786 return k;
835} 787}
836 788
837void 789void
838roll_stats (object *op) 790object::roll_stats ()
839{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
840 int sum = 0; 796 int sum = 0;
841 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
843 799
844 do 800 if (sum >= 82 && sum <= 116)
801 break;
845 { 802 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 803
857 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 806
866 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
867 do 808 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 809
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 810 stats.exp = 0;
902 op->stats.ac = 0; 811 stats.ac = 0;
903 812
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 813 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
819 contr->levhp[1] = 9;
820 contr->levsp[1] = 6;
821 contr->levgrace[1] = 3;
822
912 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
913} 825}
914 826
915void 827void
916Roll_Again (object *op) 828object::swap_stats (int a, int b)
917{ 829{
918 esrv_new_player (op->contr, 0); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 831
923void 832 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 833 stats.stat (i) = contr->orig_stats.stat (i);
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
843 stats.hp = stats.maxhp;
844 stats.sp = stats.maxsp;
845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
853 contr->orig_stats = stats;
854 }
855}
856
857static void
858start_info (object *op)
925{ 859{
926 signed char tmp;
927 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
928 861
929 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 866}
1044 867
1045/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1049 * not the class. 872 * not the class.
1050 */ 873 */
1051 874void
1052int 875player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 876{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 879
880 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
883
1071 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1073 886
1074 op->contr->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1075 888
1076 if (op->msg) 889 if (ob->msg)
1077 op->msg = NULL; 890 ob->msg = 0;
1078 891
1079 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
1080 * to save here. 893 * to save here.
1081 */ 894 */
895 {
896 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1084 900
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 901 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 904 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1093 fix_player (op); 906 ob->update_stats ();
1094 907
1095 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1096 * is one for this race 909 * is one for this race
1097 */ 910 */
1098 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1099 { 912 {
1100 object *tmp; 913 object *tmp;
1101 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1102 915
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1104 tmp = get_object (); 917 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1110 * default initial map */ 923 * default initial map */
1111 free_object (tmp); 924 tmp->destroy ();
1112 } 925 }
1113 else 926 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 928}
1117 return 0;
1118 }
1119 929
930void
931player::chargen_race_next ()
932{
1120 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1122 */ 935 */
1123 936
1124 tmp_loop = 0; 937 do
1125 while (!tmp_loop)
1126 { 938 {
1127 shstr name = op->name; 939 shstr name = ob->name;
1128 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1129 941
1130 remove_statbonus (op); 942 ob->remove_statbonus ();
1131 remove_ob (op); 943 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 945 ob->arch->copy_to (ob);
1134 op->instantiate (); 946 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1137 op->x = x; 949 ob->x = x;
1138 op->y = y; 950 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 954 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 955 }
956 while (!allowed_class (ob));
1145 957
1146 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 960 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 963 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 964}
1208 965
1209void 966void
1210flee_player (object *op) 967flee_player (object *op)
1211{ 968{
1241 { 998 {
1242 op->enemy = NULL; 999 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1001 return;
1245 } 1002 }
1003
1246 get_rangevector (op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1247 1005
1248 dir = absdir (4 + rv.direction); 1006 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1007 for (diff = 0; diff < 3; diff++)
1250 { 1008 {
1251 int m = 1 - (RANDOM () & 2); 1009 int m = 1 - (RANDOM () & 2);
1252 1010
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1012 return;
1256 }
1257 } 1013 }
1014
1258 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1017 op->enemy = NULL;
1261} 1018}
1262 1019
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1022 * stop.
1267 */ 1023 */
1268int 1024int
1269check_pick (object *op) 1025check_pick (object *op)
1270{ 1026{
1271 object *tmp, *next; 1027 object *tmp, *next;
1272 int stop = 0; 1028 int stop = 0;
1273 int j, k, wvratio; 1029 int wvratio;
1274 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1275 1031
1276 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1278 return 1; 1034 return 1;
1279 1035
1347 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1106 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1111 }
1112
1384 /* philosophy: 1113 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1118 * example.
1390 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1155 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1156 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1157 if (tmp->type == FOOD)
1429 { 1158 {
1430 pick_up (op, tmp); 1159 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1160 continue;
1434 } 1161 }
1162
1435 if (op->contr->mode & PU_DRINK) 1163 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1165 {
1438 pick_up (op, tmp); 1166 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1167 continue;
1442 } 1168 }
1443 1169
1444 if (op->contr->mode & PU_POTION) 1170 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1171 if (tmp->type == POTION)
1446 { 1172 {
1447 pick_up (op, tmp); 1173 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1174 continue;
1451 } 1175 }
1452 1176
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1177 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1178 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1179 if (tmp->type == SPELLBOOK)
1456 { 1180 {
1457 pick_up (op, tmp); 1181 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1182 continue;
1461 } 1183 }
1184
1462 if (op->contr->mode & PU_SKILLSCROLL) 1185 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1186 if (tmp->type == SKILLSCROLL)
1464 { 1187 {
1465 pick_up (op, tmp); 1188 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1189 continue;
1469 } 1190 }
1191
1470 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1472 { 1194 {
1473 pick_up (op, tmp); 1195 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1196 continue;
1477 } 1197 }
1478 1198
1479 /* wands/staves/rods/horns */ 1199 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1202 {
1483 pick_up (op, tmp); 1203 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1204 continue;
1487 } 1205 }
1488 1206
1489 /* pick up all magical items */ 1207 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1208 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1210 {
1493 pick_up (op, tmp); 1211 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1212 continue;
1497 } 1213 }
1498 1214
1499 if (op->contr->mode & PU_VALUABLES) 1215 if (op->contr->mode & PU_VALUABLES)
1500 { 1216 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1217 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1218 {
1503 pick_up (op, tmp); 1219 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1220 continue;
1507 } 1221 }
1508 } 1222 }
1509 1223
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1224 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1225 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1226 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1227 {
1514 pick_up (op, tmp); 1228 pick_up (op, tmp);
1229 continue;
1515 if (0) 1230 }
1516 fprintf (stderr, "JEWELS\n"); 1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1517 continue; 1237 continue;
1518 } 1238 }
1519 1239
1520 /* bows and arrows. Bows are good for selling! */ 1240 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1241 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1242 if (tmp->type == BOW)
1523 { 1243 {
1524 pick_up (op, tmp); 1244 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1245 continue;
1528 } 1246 }
1247
1529 if (op->contr->mode & PU_ARROW) 1248 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1249 if (tmp->type == ARROW)
1531 { 1250 {
1532 pick_up (op, tmp); 1251 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1252 continue;
1536 } 1253 }
1537 1254
1538 /* all kinds of armor etc. */ 1255 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1256 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1257 if (tmp->type == ARMOUR)
1541 { 1258 {
1542 pick_up (op, tmp); 1259 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1260 continue;
1546 } 1261 }
1262
1547 if (op->contr->mode & PU_HELMET) 1263 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1264 if (tmp->type == HELMET)
1549 { 1265 {
1550 pick_up (op, tmp); 1266 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1267 continue;
1554 } 1268 }
1269
1555 if (op->contr->mode & PU_SHIELD) 1270 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1271 if (tmp->type == SHIELD)
1557 { 1272 {
1558 pick_up (op, tmp); 1273 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1274 continue;
1562 } 1275 }
1276
1563 if (op->contr->mode & PU_BOOTS) 1277 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1278 if (tmp->type == BOOTS)
1565 { 1279 {
1566 pick_up (op, tmp); 1280 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1281 continue;
1570 } 1282 }
1283
1571 if (op->contr->mode & PU_GLOVES) 1284 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1285 if (tmp->type == GLOVES)
1573 { 1286 {
1574 pick_up (op, tmp); 1287 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1288 continue;
1578 } 1289 }
1290
1579 if (op->contr->mode & PU_CLOAK) 1291 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1292 if (tmp->type == CLOAK)
1581 { 1293 {
1582 pick_up (op, tmp); 1294 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1295 continue;
1586 } 1296 }
1587 1297
1588 /* hoping to catch throwing daggers here */ 1298 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1299 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1301 {
1592 pick_up (op, tmp); 1302 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1303 continue;
1596 } 1304 }
1597 1305
1598 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1600 { 1308 {
1601 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1602 { 1310 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1605 { 1313 {
1606 pick_up (op, tmp); 1314 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1315 continue;
1610 } 1316 }
1611 } 1317 }
1318
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1320 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1615 { 1322 {
1616 pick_up (op, tmp); 1323 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1324 continue;
1620 } 1325 }
1621 } 1326 }
1622 } 1327 }
1623 1328
1624 /* misc stuff that's useful */ 1329 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1330 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1332 {
1628 pick_up (op, tmp); 1333 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1334 continue;
1632 } 1335 }
1633 1336
1634 /* any of the last 4 bits set means we use the ratio for value 1337 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1338 * pickups */
1648 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1649 { 1352 {
1650 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1651 } 1354 }
1652 else 1355 else
1653 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1654 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1655 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1656#endif 1359#endif
1657 continue; 1360 continue;
1658 } 1361 }
1659 } 1362 }
1660 } /* the new pickup model */ 1363 } /* the new pickup model */
1661 } 1364 }
1365
1662 return !stop; 1366 return !stop;
1663} 1367}
1664 1368
1665/* 1369/*
1666 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1668 * found object is returned. 1372 * found object is returned.
1669 */ 1373 */
1670object * 1374object *
1671find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1672{ 1376{
1673 object *tmp = NULL; 1377 object *tmp = 0;
1674 1378
1675 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1679 return op; 1383 return op;
1384
1680 return tmp; 1385 return tmp;
1681} 1386}
1682 1387
1683/* 1388/*
1684 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1685 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1686 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1687 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1688 */ 1393 */
1689
1690object * 1394object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1396{
1693 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1727 else 1431 else
1728 { 1432 {
1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 { 1434 {
1731 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1732 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1733 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1734 { 1438 {
1735 tmp = arrow; 1439 tmp = arrow;
1736 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1737 } 1441 }
1738 } 1442 }
1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1740 { 1444 {
1741 tmp = arrow; 1445 tmp = arrow;
1760 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1465 * op = the shooter
1762 * type = bow->race 1466 * type = bow->race
1763 * dir = fire direction 1467 * dir = fire direction
1764 */ 1468 */
1765
1766object * 1469object *
1767pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1768{ 1471{
1769 object *tmp = NULL; 1472 object *tmp = NULL;
1770 maptile *m; 1473 maptile *m;
1835 */ 1538 */
1836int 1539int
1837fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1838{ 1541{
1839 object *left, *bow; 1542 object *left, *bow;
1840 int bowspeed, mflags; 1543 int mflags;
1841 maptile *m; 1544 maptile *m;
1842 1545
1843 if (!dir) 1546 if (!dir)
1844 { 1547 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1549 return 0;
1847 } 1550 }
1848 if (op->type == PLAYER) 1551
1849 bow = op->contr->ranges[range_bow]; 1552 if (op->contr)
1553 bow = op->current_weapon;
1850 else 1554 else
1851 { 1555 {
1852 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1853 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1854 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1859 if (!bow) 1563 if (!bow)
1860 { 1564 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1566 return 0;
1863 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1864 } 1576 }
1577
1865 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1866 { 1579 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1581 return 0;
1869 } 1582 }
1870
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872
1873 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1876 if (bowspeed < 1)
1877 bowspeed = 1;
1878 1583
1879 if (arrow == NULL) 1584 if (arrow == NULL)
1880 { 1585 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1587 {
1883 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1886 else 1591 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1888 return 0; 1594 return 0;
1889 } 1595 }
1890 } 1596 }
1597
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1599 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1600 return 0;
1895 } 1601
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1603 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1604 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1605 return 0;
1900 } 1606 }
1901 1607
1902 /* this should not happen, but sometimes does */ 1608 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1609 if (arrow->nrof == 0)
1904 { 1610 {
1905 remove_ob (arrow); 1611 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1612 return 0;
1908 } 1613 }
1909 1614
1910 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1617 if (!arrow)
1913 { 1618 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1620 return 0;
1916 } 1621 }
1917 set_owner (arrow, op); 1622
1623 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1625 arrow->direction = dir;
1921 arrow->x = sx; 1626
1922 arrow->y = sy; 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1923 1659
1924 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1925 { 1661 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op);
1928 }
1929
1930 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying);
1936
1937 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper.
1939 */
1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942
1943 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946
1947 if (arrow->speed < 1.0)
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0;
1951
1952 if (op->type == PLAYER)
1953 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1956 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1957
1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1959 } 1669 }
1960 else 1670 else
1961 { 1671 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1672 arrow->level = op->level;
1964 } 1673 arrow->stats.wc -= bow->magic;
1965 1674
1966 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1967 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1968 1680
1969 if (bow->slaying != NULL) 1681 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1683
1972 arrow->map = m; 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1687
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1977 insert_ob_in_map (arrow, m, op, 0); 1689 m->insert (arrow, sx, sy, op);
1978 1690
1979 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1692 move_arrow (arrow);
1981 1693
1982 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
2002{ 1714{
2003 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
2004 1716
2005 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
2006 { 1718 {
2007 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2008 } 1720 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1722 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1724 wcmod = -1;
1725
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1727 }
2015 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
2016 { 1729 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2021 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1735 {
2023 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2024 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2025 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2026
2027 } 1739 }
2028 else 1740 else
2029 { 1741 {
2030 /* Simple case */ 1742 /* Simple case */
2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 } 1744 }
1745
2033 return ret; 1746 return ret;
2034} 1747}
2035
2036 1748
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
2039 */ 1751 */
2040void 1752void
2041fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
2042{ 1754{
2043 object *item; 1755 object *item = op->contr->ranged_ob;
2044 1756
2045 if (!op->contr->ranges[range_misc]) 1757 if (!item)
2046 { 1758 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2048 return; 1760 return;
2049 } 1761 }
2050 1762
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1763 if (!item->inv)
2053 { 1764 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1766 return;
2056 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2057 if (item->type == WAND) 1772 if (item->type == WAND)
2058 { 1773 {
2059 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2060 { 1775 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
2063 return; 1779 return;
2064 } 1780 }
2065 } 1781 }
2066 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2067 { 1783 {
2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2069 { 1785 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
2071 if (item->type == ROD) 1788 if (item->type == ROD)
2072 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1790 else
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792
2075 return; 1793 return;
2076 } 1794 }
2077 } 1795 }
2078 1796
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2086 object *tmp; 1804 object *tmp;
2087 1805
2088 if (item->arch) 1806 if (item->arch)
2089 { 1807 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2092 item->speed = 0; 1810 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1811 }
1812
2095 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1815 }
2098 } 1816 }
2099 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1818 drain_rod_charge (item);
2102 }
2103 } 1819 }
2104} 1820}
2105 1821
2106/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2107 */ 1823 */
2108void 1824bool
2109fire (object *op, int dir) 1825fire (object *op, int dir)
2110{ 1826{
2111 int spellcost = 0; 1827 int spellcost = 0;
2112 1828
2113 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2115 make_visible (op); 1831 make_visible (op);
2116 1832
2117 switch (op->contr->shoottype) 1833 player *pl = op->contr;
1834
1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
2118 { 1839 }
2119 case range_none:
2120 return;
2121 1840
2122 case range_bow: 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
2123 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2124 return; 1858 break;
2125 1859
2126 case range_magic: /* Casting spells */ 1860 case SPELL:
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2128 return; 1862 break;
2129 1863
2130 case range_misc: 1864 case BUILDER:
1865 apply_map_builder (op, dir);
1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
2131 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2132 return; 1874 break;
2133
2134 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return;
2151 }
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
2157 default:
2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2159 return;
2160 } 1875 }
2161}
2162 1876
2163 1877 return true;
1878}
2164 1879
2165/* find_key 1880/* find_key
2166 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
2167 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1885 * pl is the player,
2171 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2174 */ 1889 */
2175
2176object * 1890object *
2177find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2178{ 1892{
2179 object *tmp, *key; 1893 object *tmp, *key;
2180 1894
2181 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1896 if (!container->inv)
2183 return NULL; 1897 return 0;
2184 1898
2185 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1901 {
2188 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1903 break;
2190 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2192 */ 1906 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1908 break;
2195 } 1909 }
1910
2196 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2197 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
2198 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
2199 * a key, return 1914 * a key, return
2200 */ 1915 */
2201 if (!tmp) 1916 if (!tmp)
2202 { 1917 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1919 {
2205 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1922 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2209 return key; 1924 return key;
2210 } 1925 }
2211 } 1926 }
1927
2212 if (!tmp) 1928 if (!tmp)
2213 return NULL; 1929 return NULL;
2214 } 1930 }
1931
2215 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
2216 * see if we actually want to use it 1933 * see if we actually want to use it
2217 */ 1934 */
2218 if (pl != container) 1935 if (pl != container)
2219 { 1936 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2241 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1959 return NULL;
2243 } 1960 }
2244 } 1961 }
1962
2245 return tmp; 1963 return tmp;
2246} 1964}
2247 1965
2248/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1969 * 0 otherwise
2252 */ 1970 */
2253static int 1971static int
2254player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2255{ 1973{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
2258 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2260 */ 1977 */
2261 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2262 1979
2263 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2264 if (key) 1981 if (key)
2265 { 1982 {
2266 object *container = key->env; 1983 object *container = key->env;
2267 1984
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2269 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2270 make_visible (op); 1986 make_visible (op);
1987
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
2273 if (door->type == DOOR) 1991 if (door->type == DOOR)
2274 {
2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2278 { 1994 {
2279 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1995 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 ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
2281 } 1997 }
1998
2282 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2285 if (container != op) 2002 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2287 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2288 } 2006 }
2289 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2290 { 2008 {
2291 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293 return 1; 2011 return 1;
2294 } 2012 }
2013
2295 return 0; 2014 return 0;
2296} 2015}
2297 2016
2298/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2303 */ 2022 */
2304 2023bool
2305void
2306move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2307{ 2025{
2308 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 2026 int on_battleground;
2311 maptile *m;
2312 2027
2313 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2315 2030
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2031 on_battleground = op_on_battleground (op, 0, 0);
2032
2033 if (out_of_map (op->map, nx, ny))
2034 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2317 2041
2318 /* If braced, or can't move to the square, and it is not out of the 2042 /* 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 2043 * 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 2044 * 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 2045 * 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 2046 * 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 2047 * 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 2048 * quite a bit of processing. However, it probably is less than what
2325 * move_ob uses. 2049 * move_ob uses.
2326 */ 2050 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2051 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 2052
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 2053 /* 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. 2054 * 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 2055 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2056 * on the space
2349 */ 2057 */
2350 while (tmp != NULL) 2058 object *mon;
2351 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2352 if (tmp == op) 2060 {
2353 { 2061 if ((mon->flag [FLAG_ALIVE]
2354 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2355 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2356 }
2357
2358 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2359 {
2360 mon = tmp; 2064 && mon != op)
2361 break; 2065 break;
2362 } 2066 }
2363 2067
2364 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2365 mon = tmp;
2366
2367 tmp = tmp->above;
2368 }
2369
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2069 return false; /* into a wall */
2372 2070
2373 if (mon->head != NULL)
2374 mon = mon->head; 2071 mon = mon->head_ ();
2375 2072
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2073 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2074 if (op->contr->weapon_sp_left > 0.f)
2377 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2378 return; 2078 return true;
2079 }
2379 2080
2380 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2381 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2382 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2383 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2384 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2385 * and thus will not push them. 2086 * and thus will not push them.
2386 */ 2087 */
2387 2088
2388 /* If the creature is a pet, push it even if the player is not 2089 /* If the creature is a pet, push it even if the player is not
2389 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2390 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2391 */ 2092 */
2392 if ((op->type == PLAYER) 2093 if (op->type == PLAYER
2393#if COZY_SERVER 2094 && ((mon->owner && mon->owner->contr
2394 &&
2395 ((get_owner (mon) && get_owner (mon)->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2397#else 2096 || mon->owner == op)
2398 && get_owner (mon) == op
2399#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2098 {
2402 /* If we're braced, we don't want to switch places with it */ 2099 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2100 if (op->contr->braced)
2404 return; 2101 return false;
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102
2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 op->play_sound (sound_find ("push_player"));
2406 (void) push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2407 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2111 make_visible (op);
2112
2409 return; 2113 return true;
2410 } 2114 }
2115 else
2116 return false;
2117 }
2411 2118
2412 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2414 * someone, but put it inside this loop so that you won't 2121 * someone, but put it inside this loop so that you won't
2415 * attack them either. 2122 * attack them either.
2416 */ 2123 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2125 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2419#ifdef PROHIBIT_PLAYERKILL 2126 && ((op->contr->peaceful
2420 (op->contr->peaceful 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2421 || (mon->type == PLAYER 2128 && !on_battleground))
2422 && mon->contr-> 2129 {
2423 peaceful)) && 2130 if (op->speed_left > 0.f)
2424#else
2425 op->contr->peaceful &&
2426#endif
2427 !on_battleground))
2428 { 2131 {
2132 --op->speed_left;
2133
2429 if (!op->contr->braced) 2134 if (!op->contr->braced)
2430 { 2135 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2432 (void) push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2433 } 2138 }
2434 else 2139 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2141
2438 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2143 make_visible (op);
2440 }
2441 2144
2145 return true;
2146 }
2147 }
2442 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2443 * roll it if not braced. You can't roll it if you are braced. 2149 * roll it if not braced. You can't roll it if you are braced.
2444 */ 2150 */
2445 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2151 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2152 {
2153 if (op->speed_left > 0.f)
2446 { 2154 {
2155 --op->speed_left;
2156
2447 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2448 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2449 make_visible (op); 2159 make_visible (op);
2450 }
2451 2160
2161 return true;
2162 }
2163 }
2452 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2453 * Way it works is like this: First, it must have some hit points 2165 * Way it works is like this: First, it must have some hit points
2454 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2455 * 1) Not a player, 2) A player, but of a different party. Note 2167 * 1) Not a player, 2) A player, but of a different party. Note
2456 * that party_number -1 is no party, so attacks can still happen. 2168 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2169 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2460 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2172 {
2462 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2463 /* If the player hasn't hit something this tick, and does
2464 * so, give them speed boost based on weapon speed. Doing
2465 * it here is better than process_players2, which basically
2466 * incurred a 1 tick offset.
2467 */
2468 if (!op->contr->has_hit)
2469 { 2174 {
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2175 --op->contr->weapon_sp_left;
2471 2176
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 }
2474
2475 skill_attack (mon, op, 0, NULL, NULL); 2177 skill_attack (mon, op, 0, 0, 0);
2476 2178
2477 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is
2480 * the wiz.
2481 */
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 {
2484 short luck = mon->stats.luck;
2485
2486 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL);
2488 mon->stats.luck = luck;
2489 }
2490 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2491 make_visible (op); 2180 make_visible (op);
2492 }
2493 } /* if player should attack something */
2494}
2495 2181
2496int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2497move_player (object *op, int dir) 2190move_player (object *op, int dir)
2498{ 2191{
2499 int pick; 2192 int pick;
2500 2193
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2195 return 0;
2503 2196
2504 /* Sanity check: make sure dir is valid */ 2197 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2198 if ((dir < 0) || (dir >= 9))
2506 { 2199 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2200 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2201 return 0;
2509 } 2202 }
2510 2203
2511 /* peterm: added following line */ 2204 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2206 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2207
2515 op->facing = dir; 2208 op->facing = dir;
2516 2209
2517 if (op->hide) 2210 if (op->hide)
2518 do_hidden_move (op); 2211 do_hidden_move (op);
2519 2212
2213 bool retval;
2214
2520 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2521 /*nop */ ; 2216 retval = RESULT_INT (0);
2522 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2523 fire (op, dir); 2218 retval = fire (op, dir);
2524 else 2219 else
2525 { 2220 {
2526 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2527 pick = check_pick (op); 2222 pick = check_pick (op);
2528 } 2223 }
2529 2224
2530 /* Add special check for newcs players and fire on - this way, the 2225 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2226 * server can handle repeat firing.
2532 */ 2227 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2228 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2229 op->direction = dir;
2536 }
2537 else 2230 else
2538 {
2539 op->direction = 0; 2231 op->direction = 0;
2540 } 2232
2541 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2235 * for players.
2544 */ 2236 */
2545 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2546 return 0; 2238
2239 return retval;
2547} 2240}
2548 2241
2549/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2550 * new client/server stuff. 2243 * new client/server stuff.
2551 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2552 * the new speed values for commands. 2245 * the new speed values for commands.
2553 * 2246 *
2554 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do. Should not do
2248 * many actions in a row, as that would be too unfair to other
2249 * players.
2555 */ 2250 */
2556int 2251bool
2557handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2558{ 2253{
2559 if (op->contr->hidden)
2560 {
2561 op->invisible = 1000;
2562 /* the socket code flashes the player visible/invisible
2563 * depending on the value of invisible, so we need to
2564 * alternate it here for it to work correctly.
2565 */
2566 if (pticks & 2)
2567 op->invisible--;
2568 }
2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2570 {
2571 op->invisible--;
2572 if (!op->invisible)
2573 {
2574 make_visible (op);
2575 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2576 }
2577 }
2578
2579 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2580 { 2255 {
2581 flee_player (op); 2256 if (op->speed_left > 0.f)
2582 /* If player is still scared, that is his action for this tick */
2583 if (QUERY_FLAG (op, FLAG_SCARED))
2584 { 2257 {
2585 op->speed_left--; 2258 --op->speed_left;
2259 flee_player (op);
2260
2586 return 0; 2261 return true;
2587 } 2262 }
2588 } 2263 else
2589 2264 return false;
2590 /* I've been seeing crashes where the golem has been destroyed, but
2591 * the player object still points to the defunct golem. The code that
2592 * destroys the golem looks correct, and it doesn't always happen, so
2593 * put this in a a workaround to clean up the golem pointer.
2594 */
2595 if (op->contr->ranges[range_golem] &&
2596 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2597 {
2598 op->contr->ranges[range_golem] = NULL;
2599 op->contr->golem_count = 0;
2600 } 2265 }
2601 2266
2602 /* call this here - we also will call this in do_ericserver, but 2267 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2269 * called, so we recheck it here.
2605 */ 2270 */
2606 HandleClient (&op->contr->socket, op->contr); 2271 if (op->contr->ns->handle_command ())
2607 if (op->speed_left < 0)
2608 return 0; 2272 return true;
2609 2273
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 {
2612 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--;
2614
2615 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff.
2618 */
2619 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2620 if (op->speed_left > 0) 2276
2621 return 1;
2622 else
2623 return 0;
2624 }
2625 return 0; 2277 return false;
2626} 2278}
2627 2279
2628int 2280int
2629save_life (object *op) 2281save_life (object *op)
2630{ 2282{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2283 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2284 return 0;
2635 2285
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2288 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2291
2641 if (op->contr) 2292 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2294
2644 free_object (tmp); 2295 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2296 CLEAR_FLAG (op, FLAG_LIFESAVE);
2297
2646 if (op->stats.hp < 0) 2298 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2299 op->stats.hp = op->stats.maxhp;
2300
2648 if (op->stats.food < 0) 2301 if (op->stats.food < 0)
2649 op->stats.food = 999; 2302 op->stats.food = 999;
2650 fix_player (op); 2303
2304 op->update_stats ();
2651 return 1; 2305 return 1;
2652 } 2306 }
2307
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2308 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2309 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2310 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2311 return 0;
2657} 2312}
2659/* This goes throws the inventory and removes unpaid objects, and puts them 2314/* This goes throws the inventory and removes unpaid objects, and puts them
2660 * back in the map (location and map determined by values of env). This 2315 * back in the map (location and map determined by values of env). This
2661 * function will descend into containers. op is the object to start the search 2316 * function will descend into containers. op is the object to start the search
2662 * from. 2317 * from.
2663 */ 2318 */
2664void 2319static void
2665remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2666{ 2321{
2667 object *next;
2668
2669 while (op) 2322 while (op)
2670 { 2323 {
2671 next = op->below; /* Make sure we have a good value, in case 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2325
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2327 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2328 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2330
2331 op->insert_at (env);
2682 } 2332 }
2683 else if (op->inv) 2333 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2335
2685 op = next; 2336 op = next;
2686 } 2337 }
2687} 2338}
2688 2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2345}
2689 2346
2690/* 2347/*
2691 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2350 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2361 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2362 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2363 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2364 else
2708 sprintf (buf, "%s\n", &op->name); 2365 sprintf (buf, "%s\n", &op->name);
2366
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2368 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2369 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2370 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2371 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2372 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2373
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2375 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2376 if (op->type == PLAYER)
2718 { 2377 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2378 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2379 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2380 strcat (buf2, buf);
2722 } 2381 }
2382
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2383 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2385 strcat (buf2, buf);
2386
2726 return buf2; 2387 return buf2;
2727} 2388}
2728
2729
2730 2389
2731void 2390void
2732do_some_living (object *op) 2391do_some_living (object *op)
2733{ 2392{
2734 int last_food = op->stats.food; 2393 int last_food = op->stats.food;
2740 int rate_grace = 2000; 2399 int rate_grace = 2000;
2741 const int max_hp = 1; 2400 const int max_hp = 1;
2742 const int max_sp = 1; 2401 const int max_sp = 1;
2743 const int max_grace = 1; 2402 const int max_grace = 1;
2744 2403
2745 if (op->contr->outputs_sync) 2404 if (op->contr->hidden)
2746 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2748 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2749 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2405 {
2406 op->invisible = 1000;
2407 /* the socket code flashes the player visible/invisible
2408 * depending on the value of invisible, so we need to
2409 * alternate it here for it to work correctly.
2410 */
2411 if (pticks & 2)
2412 op->invisible--;
2413 }
2414 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2415 {
2416 if (!op->invisible--)
2417 {
2418 make_visible (op);
2419 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2420 }
2421 }
2751 2422
2752 if (op->contr->state == ST_PLAYING) 2423 if (op->contr->ns->state == ST_PLAYING)
2753 { 2424 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2426 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2427 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2428 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2429 else
2760 { 2430 {
2761 gen_hp = op->stats.maxhp; 2431 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2432 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2433 }
2434
2764 if (op->contr->gen_sp >= 0) 2435 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2436 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2437 else
2767 { 2438 {
2768 gen_sp = op->stats.maxsp; 2439 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2440 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2441 }
2442
2771 if (op->contr->gen_grace >= 0) 2443 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2445 else
2774 { 2446 {
2775 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2777 } 2449 }
2778 2450
2779 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2452 if (!op->contr->golem && --op->last_sp < 0)
2781 { 2453 {
2782 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2454 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2783 if (op->stats.sp < op->stats.maxsp) 2455 if (op->stats.sp < op->stats.maxsp)
2784 { 2456 {
2785 op->stats.sp++; 2457 op->stats.sp++;
2791 op->stats.food += op->contr->digestion; 2463 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2464 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2465 op->stats.food = last_food;
2794 } 2466 }
2795 } 2467 }
2468
2796 if (max_sp > 1) 2469 if (max_sp > 1)
2797 { 2470 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2471 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2472 if (over_sp > 0)
2800 { 2473 {
2801 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2802 { 2475 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2478 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2479 op->stats.sp--;
2480
2806 if (op->stats.sp > op->stats.maxsp) 2481 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2482 op->stats.sp = op->stats.maxsp;
2808 } 2483 }
2809 op->last_sp = 0; 2484 op->last_sp = 0;
2810 } 2485 }
2811 else 2486 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2488 }
2816 else 2489 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2491 }
2821 2492
2822 /* Regenerate Grace */ 2493 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2495 if (--op->last_grace < 0)
2825 { 2496 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2497 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2498 op->stats.grace++; /* no penalty in food for regaining grace */
2499
2828 if (max_grace > 1) 2500 if (max_grace > 1)
2829 { 2501 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2502 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2503 if (over_grace > 0)
2832 { 2504 {
2860 op->stats.food += op->contr->digestion; 2532 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2534 op->stats.food = last_food;
2863 } 2535 }
2864 } 2536 }
2537
2865 if (max_hp > 1) 2538 if (max_hp > 1)
2866 { 2539 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2541 if (over_hp > 0)
2869 { 2542 {
2882 } 2555 }
2883 2556
2884 /* Digestion */ 2557 /* Digestion */
2885 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2886 { 2559 {
2887#ifdef COZY_SERVER 2560 int bonus = max (0, op->contr->digestion),
2888 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2561 penalty = max (0, -op->contr->digestion);
2889 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2890#else
2891 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2892#endif
2893 2562
2894 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2896 else 2564
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2898 /* dms do not consume food */ 2565 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2567 op->stats.food--;
2901 } 2568 }
2902 }
2903 2569
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2571 {
2906 object *tmp, *flesh = NULL; 2572 object *tmp, *flesh = 0;
2907 2573
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 { 2575 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2913 { 2577 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2581 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2583 break;
2918 } 2584 }
2919 else if (tmp->type == FLESH) 2585 else if (tmp->type == FLESH)
2920 flesh = tmp; 2586 flesh = tmp;
2921 } /* End if paid for object */ 2587 } /* End if paid for object */
2922 } /* end of for loop */ 2588 } /* end of for loop */
2589
2923 /* If player is still starving, it means they don't have any food, so 2590 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2591 * eat flesh instead.
2925 */ 2592 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2594 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2596 manual_apply (op, flesh, 0);
2930 } 2597 }
2931 } /* end if player is starving */ 2598 }
2932 2599
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2935 2602
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2604 kill_player (op);
2605 }
2938} 2606}
2939
2940
2941 2607
2942/* If the player should die (lack of hp, food, etc), we call this. 2608/* If the player should die (lack of hp, food, etc), we call this.
2943 * op is the player in jeopardy. If the player can not be saved (not 2609 * op is the player in jeopardy. If the player can not be saved (not
2944 * permadeath, no lifesave), this will take care of removing the player 2610 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2611 * file.
2963 object *tmp; 2629 object *tmp;
2964 2630
2965 if (save_life (op)) 2631 if (save_life (op))
2966 return; 2632 return;
2967 2633
2968
2969 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2970 * in cities ONLY!!! It is very important that this doesn't get abused. 2635 * in cities ONLY!!! It is very important that this doesn't get abused.
2971 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2972 */ 2637 */
2973 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2976 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2642
2978 /* restore player */ 2643 /* restore player */
2979 at = archetype::find ("poisoning"); 2644 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2646 {
2983 remove_ob (tmp); 2647 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2649 }
2987 2650
2988 at = archetype::find ("confusion"); 2651 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2652 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2653 {
2992 remove_ob (tmp); 2654 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2656 }
2996 2657
2997 cure_disease (op, 0); /* remove any disease */ 2658 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2660 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2661 op->stats.food = 999;
3001 2662
3002 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2665 {
3006 sprintf (buf, "%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2667 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " the %s, when he was defeated at\n level %d by %s.\n",
3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2671 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
3014 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2675 }
3017 2676
3018 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2679 op->contr->braced = 0;
3025 2684
3026 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
3027 2686
3028 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
3029 { 2688 {
3030 if (op->contr->explore)
3031 {
3032 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3034 op->stats.food = 999;
3035 return;
3036 }
3037 sprintf (buf, "%s starved to death.", &op->name); 2689 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
3039 } 2691 }
3040 else 2692 else
3041 {
3042 if (op->contr->explore)
3043 {
3044 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3046 op->stats.hp = op->stats.maxhp;
3047 return;
3048 }
3049 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
3050 } 2694
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
3052 2696
3053 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
3054 x = op->x; 2698 x = op->x;
3055 y = op->y; 2699 y = op->y;
3056 map = op->map; 2700 map = op->map;
3057 2701
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2703 * life if they are dead - it takes some exp and a random stat.
3063 * See the config.h file for a little more in depth detail about this. 2704 * See the config.h file for a little more in depth detail about this.
3064 */ 2705 */
3065 2706
3066 /* Basically two ways to go - remove a stat permanently, or just 2707 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2708 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2709 * of death.
3069 */ 2710 */
3070#ifndef COZY_SERVER 2711#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2712 if (settings.balanced_stat_loss)
3072 { 2713 {
3073 /* If stat loss is permanent, lose one stat only. */ 2714 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2715 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2716 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2717 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2718 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2719 little bit harder. */
3079 /* GD */ 2720 /* GD */
3080 if (settings.stat_loss_on_death) 2721 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2722 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2723 else
3086 { 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725 }
2726 else
3087 num_stats_lose = 1; 2727 num_stats_lose = 1;
3088 } 2728
3089 lost_a_stat = 0; 2729 lost_a_stat = 0;
3090 2730
3091 for (z = 0; z < num_stats_lose; z++) 2731 for (z = 0; z < num_stats_lose; z++)
3092 { 2732 {
3093 i = RANDOM () % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
3094 2734
3095 if (settings.stat_loss_on_death) 2735 if (settings.stat_loss_on_death)
2736 {
2737 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost.
2739 */
2740 change_attr_value (&(op->stats), i, -1);
2741 check_stat_bounds (&(op->stats));
2742 change_attr_value (&(op->contr->orig_stats), i, -1);
2743 check_stat_bounds (&(op->contr->orig_stats));
2744 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2745 lost_a_stat = 1;
2746 }
2747 else
2748 {
2749 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion");
2751 object *dep;
2752
2753 dep = present_arch_in_ob (deparch, op);
2754 if (!dep)
3096 { 2755 {
3097 /* Pick a random stat and take a point off it. Tell the player 2756 dep = arch_to_object (deparch);
3098 * what he lost. 2757 insert_ob_in_ob (dep, op);
3099 */
3100 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1;
3106 } 2758 }
3107 else 2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss)
3108 { 2761 {
3109 /* deplete a stat */ 2762 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2763 /* Get the stat that we're about to deplete. */
3111 object *dep; 2764 this_stat = get_attr_value (&(dep->stats), i);
3112 2765 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2766 {
3116 dep = arch_to_object (deparch); 2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2768 int keep_chance = this_stat * this_stat;
3118 } 2769
3119 lose_this_stat = 1; 2770 /* Yes, I am paranoid. Sue me. */
3120 if (settings.balanced_stat_loss)
3121 {
3122 /* GD */
3123 /* Get the stat that we're about to deplete. */
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 if (this_stat < 0) 2771 if (keep_chance < 1)
2772 keep_chance = 1;
2773
2774 /* There is a maximum depletion total per level. */
2775 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2776 {
3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3128 int keep_chance = this_stat * this_stat;
3129
3130 /* Yes, I am paranoid. Sue me. */
3131 if (keep_chance < 1)
3132 keep_chance = 1;
3133
3134 /* There is a maximum depletion total per level. */
3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0; 2777 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2778 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2779 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3144 lose_this_stat = 0;
3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3146 this_stat, keep_chance, loss_chance,
3147 lose_this_stat?"LOSE":"KEEP"); */
3148 }
3149 } 2780 }
3150 }
3151
3152 if (lose_this_stat)
3153 {
3154 this_stat = get_attr_value (&(dep->stats), i);
3155 /* We could try to do something clever like find another
3156 * stat to reduce if this fails. But chances are, if
3157 * stats have been depleted to -50, all are pretty low
3158 * and should be roughly the same, so it shouldn't make a
3159 * difference.
3160 */ 2781 else
3161 if (this_stat >= -50)
3162 { 2782 {
3163 change_attr_value (&(dep->stats), i, -1); 2783 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3164 SET_FLAG (dep, FLAG_APPLIED);
3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3166 fix_player (op);
3167 lost_a_stat = 1; 2784 lose_this_stat = 0;
2785 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786 this_stat, keep_chance, loss_chance,
2787 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2788 }
3169 } 2789 }
3170 } 2790 }
2791
2792 if (lose_this_stat)
2793 {
2794 this_stat = get_attr_value (&(dep->stats), i);
2795 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a
2799 * difference.
2800 */
2801 if (this_stat >= -50)
2802 {
2803 change_attr_value (&(dep->stats), i, -1);
2804 SET_FLAG (dep, FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats ();
2807 lost_a_stat = 1;
2808 }
3171 } 2809 }
2810 }
2811 }
3172 /* If no stat lost, tell the player. */ 2812 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2813 if (!lost_a_stat)
3174 { 2814 {
3175 /* determine_god() seems to not work sometimes... why is this? 2815 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2816 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2817 const char *god = determine_god (op);
3178 2818
3179 if (god && (strcmp (god, "none"))) 2819 if (god && (strcmp (god, "none")))
3180 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2821 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2823 }
2824#else
2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2826#endif
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3186 2827
3187 /* Put a gravestone up where the character 'almost' died. List the 2828 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2829 * exp loss on the stone.
3189 */ 2830 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2831 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2832 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2833 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2834 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2835 tmp->name_pl = buf;
3195 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); 2836 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);
3196 tmp->msg = buf; 2837 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2838 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2840
3200 /**************************************/ 2841 /**************************************/
3201 /* */ 2842 /* */
3202 /* Subtract the experience points, */ 2843 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2844 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2845 /* food, and reset HP's... */
3205 /* */ 2846 /* */
3206
3207 /**************************************/ 2847 /**************************************/
3208 2848
3209 /* remove any poisoning and confusion the character may be suffering. */ 2849 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2850 /* restore player */
3211 at = archetype::find ("poisoning"); 2851 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2852 tmp = present_arch_in_ob (at, op);
2853
3213 if (tmp) 2854 if (tmp)
3214 { 2855 {
3215 remove_ob (tmp); 2856 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2858 }
3219 2859
3220 at = archetype::find ("confusion"); 2860 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2862 if (tmp)
3223 { 2863 {
3224 remove_ob (tmp); 2864 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2866 }
2867
3228 cure_disease (op, 0); /* remove any disease */ 2868 cure_disease (op, 0); /* remove any disease */
3229 2869
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2870 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2871 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2872 if (op->stats.food < 100)
3233 op->stats.food = 900; 2873 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2877
3238 /* 2878 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2879 * Check to see if the player has any unpaid items. If so, remove them
3240 * the player has any unpaid items. If so, remove them and put them back 2880 * and put them back in the map.
3241 * in the map. 2881 */
3242 */ 2882 op->drop_unpaid_items ();
3243 2883
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op);
3246
3247 /****************************************/ 2884 /****************************************/
3248 /* */ 2885 /* */
3249 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3251 /* */ 2888 /* */
3252
3253 /****************************************/ 2889 /****************************************/
3254 2890
3255 enter_player_savebed (op); 2891 enter_player_savebed (op);
3256 2892
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2893 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2894
3263 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2898 * on the space that might harm the player.
3267 */ 2899 */
3268 will_kill_again = 0; 2900 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2901 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2902 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2903 will_kill_again |= tmp->attacktype;
3273 } 2904
3274 if (will_kill_again) 2905 if (will_kill_again)
3275 { 2906 {
3276 object *force; 2907 object *force;
3277 int at; 2908 int at;
3278 2909
3279 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 2912 force->speed = 0.1f;
3282 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3283 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2917 force->resist[at] = 100;
3288 } 2918
3289 insert_ob_in_ob (force, op); 2919 insert_ob_in_ob (force, op);
3290 fix_player (op); 2920 op->update_stats ();
3291 2921
3292 } 2922 }
3293 2923
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3295 return;
3296 } /* NOT_PERMADETH */
3297 else
3298 {
3299 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3300 * should probably be embedded in an else statement.
3301 */
3302
3303 op->contr->party = NULL;
3304 if (settings.set_title == TRUE)
3305 op->contr->own_title[0] = '\0';
3306 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3307 check_score (op);
3308 if (op->contr->ranges[range_golem] != NULL)
3309 {
3310 remove_friendly_object (op->contr->ranges[range_golem]);
3311 remove_ob (op->contr->ranges[range_golem]);
3312 free_object (op->contr->ranges[range_golem]);
3313 op->contr->ranges[range_golem] = NULL;
3314 op->contr->golem_count = 0;
3315 }
3316 loot_object (op); /* Remove some of the items for good */
3317 remove_ob (op);
3318 op->direction = 0;
3319
3320 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3321 {
3322 delete_character (op->name, 0);
3323 if (settings.resurrection == TRUE)
3324 {
3325 /* save playerfile sans equipment when player dies
3326 ** then save it as player.pl.dead so that future resurrection
3327 ** type spells will work on them nicely
3328 */
3329 delete_character (op->name, 0);
3330 op->stats.hp = op->stats.maxhp;
3331 op->stats.food = 999;
3332
3333 /* set the location of where the person will reappear when */
3334 /* maybe resurrection code should fix map also */
3335 strcpy (op->contr->maplevel, settings.emergency_mapname);
3336 if (op->map != NULL)
3337 op->map = NULL;
3338 op->x = settings.emergency_x;
3339 op->y = settings.emergency_y;
3340 save_player (op, 0);
3341 op->map = map;
3342 /* please see resurrection.c: peterm */
3343 dead_player (op);
3344 }
3345 else
3346 delete_character (op->name, 1);
3347 }
3348
3349 play_again (op);
3350
3351 /* peterm: added to create a corpse at deathsite. */
3352 tmp = arch_to_object (archetype::find ("corpse_pl"));
3353 sprintf (buf, "%s", &op->name);
3354 tmp->name = tmp->name_pl = buf;
3355 tmp->level = op->level;
3356 tmp->x = x;
3357 tmp->y = y;
3358 tmp->msg = gravestone_text (op);
3359 SET_FLAG (tmp, FLAG_UNIQUE);
3360 insert_ob_in_map (tmp, map, NULL, 0);
3361 }
3362} 2925}
3363
3364 2926
3365void 2927void
3366loot_object (object *op) 2928loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3369 2931
3370 if (op->container) 2932 op->close_container (); /* close open sack first */
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374 2933
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3376 { 2935 {
3377 next = tmp->below; 2936 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2937
2938 if (tmp->invisible)
3379 continue; 2939 continue;
3380 remove_ob (tmp); 2940
2941 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3382 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3384 loot_object (tmp); 2946
3385 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3387 { 2948 {
3388 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3389 { 2950 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 2952 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2953 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2954 }
3394 else 2955 else
3395 free_object (tmp); 2956 tmp->destroy ();
3396 } 2957 }
3397 else 2958 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 2959 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 2960 }
3400} 2961}
3402/* 2963/*
3403 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3404 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
3405 * was changed. 2966 * was changed.
3406 */ 2967 */
3407
3408void 2968void
3409fix_weight (void) 2969fix_weight (void)
3410{ 2970{
3411 player *pl; 2971 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 2972 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 2974
3417 if (old == sum) 2975 if (old == sum)
3418 continue; 2976 continue;
3419 fix_player (pl->ob); 2977 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 2979 }
3422} 2980}
3423 2981
3424void 2982void
3425fix_luck (void) 2983fix_luck (void)
3426{ 2984{
3427 player *pl; 2985 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 2986 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 2987 pl->ob->change_luck (0);
3432} 2988}
3433
3434 2989
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 2991 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 2992 * just treat this as any other spell casting object.
3438 */ 2993 */
3439
3440void 2994void
3441cast_dust (object *op, object *throw_ob, int dir) 2995cast_dust (object *op, object *throw_ob, int dir)
3442{ 2996{
3443 object *skop, *spob; 2997 object *skop, *spob;
3444 2998
3465 if (op->type == PLAYER) 3019 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3020 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3021
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3022 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3023
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3024 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3025}
3474 3026
3475void 3027void
3476make_visible (object *op) 3028make_visible (object *op)
3477{ 3029{
3480 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3481 { 3033 {
3482 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3483 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3484 } 3036 }
3037
3485 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3486} 3039}
3487 3040
3488int 3041int
3489is_true_undead (object *op) 3042is_true_undead (object *op)
3490{ 3043{
3491 object *tmp = NULL;
3492
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3494 return 1; 3045 return 1;
3495 3046
3496 if (op->type == PLAYER)
3497 for (tmp = op->inv; tmp; tmp = tmp->below)
3498 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3499 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3500 return 1;
3501 return 0; 3047 return 0;
3502} 3048}
3503 3049
3504/* look at the surrounding terrain to determine 3050/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3051 * the hideability of this object. Positive levels
3547/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3548 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3549 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3550 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3551 */ 3097 */
3552
3553void 3098void
3554do_hidden_move (object *op) 3099do_hidden_move (object *op)
3555{ 3100{
3556 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3557 object *skop; 3102 object *skop;
3561 3106
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3108
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3568 { 3112 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3113 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3114 make_visible (op);
3571 return; 3115 return;
3572 } 3116 }
3573 else 3117 else
3574 num += 20; 3118 num += 20;
3575 } 3119
3576 num += op->map->difficulty; 3120 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3122 num -= hide;
3123
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3125 {
3581 make_visible (op); 3126 make_visible (op);
3582 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3129 }
3585 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3132}
3590 3133
3591/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3592 3135
3593int 3136int
3620 if (mflags & P_OUT_OF_MAP) 3163 if (mflags & P_OUT_OF_MAP)
3621 continue; 3164 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3165 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3166 continue;
3624 3167
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3168 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3169 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3170 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3171 return 1;
3629 else if (tmp->type == PLAYER) 3172 else if (tmp->type == PLAYER)
3630 { 3173 {
3660 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3661 { 3204 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3206 return -1;
3664 } 3207 }
3208
3665 if (!pl || !op) 3209 if (!pl || !op)
3666 return 0; 3210 return 0;
3667 3211
3668 if (op->head)
3669 {
3670 op = op->head; 3212 op = op->head_ ();
3671 } 3213
3672 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3673 3215
3674 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3217 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3677 * a blocked los square. 3219 * a blocked los square.
3678 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3679 */ 3221 */
3680 while (op) 3222 while (op)
3681 { 3223 {
3682 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3683 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3684 3226
3685 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3228 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3229 * for any meaningful values.
3688 */ 3230 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3234 return 1;
3693 op = op->more; 3235 op = op->more;
3694 } 3236 }
3695 return 0; 3237 return 0;
3696} 3238}
3793 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3794 int i = 0, j = 0; 3336 int i = 0, j = 0;
3795 3337
3796 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3797 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3798 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3799 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3800 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3801 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3802 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3803 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3804 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3805 3347
3806 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3807 return; 3349 return;
3808 3350
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3352
3811 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3812 { 3354 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3356 return;
3815 } 3357 }
3816 3358
3817 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3818 item = &(tr->item->clone); 3360 item = tr->item;
3819 3361
3820 if (item->type == SPELL) 3362 if (item->type == SPELL)
3821 { 3363 {
3822 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3823 return; 3365 return;
3882 { 3424 {
3883 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3426 object *skin;
3885 3427
3886 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3887 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3430 ;
3431
3888 if (skin == NULL) 3432 if (!skin)
3889 return; 3433 return;
3890 3434
3891 /* adding new spellpath attunements */ 3435 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3437 {
3938 * not readied. 3482 * not readied.
3939 */ 3483 */
3940void 3484void
3941player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3942{ 3486{
3943 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3944 3489
3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3946 { 3491 pl->combat_ob = 0;
3492
3947 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3948 { 3494 pl->ranged_ob = 0;
3949 pl->ranges[i] = NULL;
3950 if (pl->shoottype == i)
3951 {
3952 pl->shoottype = range_none;
3953 }
3954 }
3955 }
3956} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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