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Comparing deliantra/server/server/player.C (file contents):
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.130 by root, Sat May 12 20:21:54 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36playervec 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 37
81void 38void
82display_motd (const object *op) 39display_motd (const object *op)
83{ 40{
84 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 int comp; 44 int comp;
88 int size; 45 int size;
89 46
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 49 return;
94 } 50
95 motd[0] = '\0'; 51 motd[0] = '\0';
96 size = 0; 52 size = 0;
53
97 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
98 { 55 {
99 if (*buf == '#') 56 if (*buf == '#')
100 continue; 57 continue;
58
101 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 60 size += strlen (buf);
103 } 61 }
62
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
106} 65}
107 66
108void 67void
114 int comp; 73 int comp;
115 int size; 74 int size;
116 75
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 78 return;
121 } 79
122 rules[0] = '\0'; 80 rules[0] = '\0';
123 size = 0; 81 size = 0;
82
124 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
125 { 84 {
126 if (*buf == '#') 85 if (*buf == '#')
127 continue; 86 continue;
87
128 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
129 { 89 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 91 break;
132 } 92 }
93
133 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 95 size += strlen (buf);
135 } 96 }
97
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
138} 100}
139 101
140void 102void
148 int size; 110 int size;
149 111
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 114 return;
115
153 news[0] = '\0'; 116 news[0] = '\0';
154 subject[0] = '\0'; 117 subject[0] = '\0';
155 size = 0; 118 size = 0;
119
156 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
157 { 121 {
158 if (*buf == '#') 122 if (*buf == '#')
159 continue; 123 continue;
124
160 if (*buf == '%') 125 if (*buf == '%')
161 { /* send one news */ 126 { /* send one news */
162 if (size > 0) 127 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 */ 128 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 */
129
164 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
165 strip_endline (subject); 131 strip_endline (subject);
166 size = 0; 132 size = 0;
167 news[0] = '\0'; 133 news[0] = '\0';
168 } 134 }
177 size += strlen (buf); 143 size += strlen (buf);
178 } 144 }
179 } 145 }
180 146
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 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); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 149 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} 150}
310 151
311/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
312static void 153static void
313set_first_map (object *op) 154set_first_map (object *op)
314{ 155{
315 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
316 op->x = -1; 157 op->x = -1;
317 op->y = -1; 158 op->y = -1;
318 enter_exit (op, NULL);
319} 159}
320 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293}
294
295void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op)
320{
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327}
328
329player::player ()
330{
331 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point.
333 */
334 outputs_sync = 4;
335 outputs_count = 4;
336 unapply = unapply_nochoice;
337
338 savebed_map = first_map_path; /* Init. respawn position */
339
340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347}
348
349void
350player::do_destroy ()
351{
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
321/* Tries to add player on the connection passwd in ns. 369/* 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 370 * All we can really get in this is some settings like host and display
323 * mode. 371 * mode.
324 */ 372 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 373player *
374player::create ()
375{
376 player *pl = new player;
330 377
331 p = get_player (NULL); 378 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 379
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 380 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 381 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 382 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 383
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 384 set_first_map (pl->ob);
343 385
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 386 return pl;
351} 387}
352 388
353/* 389/*
354 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
364 { 400 {
365 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
366 at = first_archetype; 402 at = first_archetype;
367 else 403 else
368 at = at->next; 404 at = at->next;
405
369 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
370 return at; 407 return at;
408
371 if (at == start) 409 if (at == start)
372 { 410 {
373 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 412 exit (-1);
375 } 413 }
376 } 414 }
377} 415}
378 416
379
380object * 417object *
381get_nearest_player (object *mon) 418get_nearest_player (object *mon)
382{ 419{
383 object *op = NULL; 420 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 421 objectlink *ol;
386 unsigned lastdist; 422 unsigned lastdist;
387 rv_vector rv; 423 rv_vector rv;
388 424
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 426 {
391 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 434 object *tmp = ol->ob;
399 435
400 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared. 437 * itself will have been cleared.
402 */ 438 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
404 ol = ol->next; 441 ol = ol->next;
405 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
406 if (!ol) 443 if (!ol)
407 return op; 444 return op;
408 } 445 }
421 { 458 {
422 op = ol->ob; 459 op = ol->ob;
423 lastdist = rv.distance; 460 lastdist = rv.distance;
424 } 461 }
425 } 462 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 463
427 { 464 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
432 { 467 {
433 op = pl->ob; 468 op = pl->ob;
434 lastdist = rv.distance; 469 lastdist = rv.distance;
435 } 470 }
436 } 471
437 }
438#if 0 472#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 474#endif
441 return op; 475 return op;
442} 476}
460 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 496 * is probably not a good thing.
463 */ 497 */
464#define MAX_SPACES 50 498#define MAX_SPACES 50
465
466 499
467/* 500/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 522path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 523{
491 rv_vector rv; 524 rv_vector rv;
492 sint16 x, y; 525 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 527 maptile *m, *lastmap;
495 528
496 get_rangevector (mon, pl, &rv, 0); 529 get_rangevector (mon, pl, &rv, 0);
497 530
498 if (rv.distance < mindiff) 531 if (rv.distance < mindiff)
499 return 0; 532 return 0;
501 x = mon->x; 534 x = mon->x;
502 y = mon->y; 535 y = mon->y;
503 m = mon->map; 536 m = mon->map;
504 dir = rv.direction; 537 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
507 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 542 if (diff > max)
509 return 0; 543 return 0;
544
510 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
511 { 546 {
512 lastx = x; 547 lastx = x;
513 lasty = y; 548 lasty = y;
514 lastmap = m; 549 lastmap = m;
596 max--; 631 max--;
597 lastdir = dir; 632 lastdir = dir;
598 if (!firstdir) 633 if (!firstdir)
599 firstdir = dir; 634 firstdir = dir;
600 } 635 }
636
601 if (diff <= 1) 637 if (diff <= 1)
602 { 638 {
603 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 640 * headed toward player for entire distance.
605 */ 641 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 644 }
645
609 if (diff > max) 646 if (diff > max)
610 return 0; 647 return 0;
611 } 648 }
649
612 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
613 if (!max) 651 if (!max)
614 return 0; 652 return 0;
615 653
616 return firstdir; 654 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 681 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 682 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 683 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 685 {
648 remove_ob (op); 686 op->destroy ();
649 free_object (op);
650 continue; 687 continue;
651 } 688 }
652 } 689 }
653 690
654 /* This really needs to be better - we should really give 691 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 702 if (tmp->type == op->type && tmp->name == op->name)
666 break; 703 break;
667 704
668 if (tmp) 705 if (tmp)
669 { 706 {
670 remove_ob (op); 707 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 709 continue;
674 } 710 }
711
675 if (op->nrof > 1) 712 if (op->nrof > 1)
676 op->nrof = 1; 713 op->nrof = 1;
677 } 714 }
678 715
679 if (op->type == SPELLBOOK && op->inv) 716 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 728 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 729 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 730 }
694 if (op->type == SPELL) 731 if (op->type == SPELL)
695 { 732 {
696 remove_ob (op); 733 op->destroy ();
697 free_object (op);
698 continue; 734 continue;
699 } 735 }
700 else if (op->type == SKILL) 736 else if (op->type == SKILL)
701 { 737 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
712 link_player_skills (pl); 748 link_player_skills (pl);
713} 749}
714 750
715void 751void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
800{ 753{
801 if (party == NULL) 754 if (party == NULL)
802 { 755 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 757 return;
805 } 758 }
759
806 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 764}
811
812 765
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 767static int
815roll_stat (void) 768roll_stat (void)
816{ 769{
817 int a[4], i, j, k; 770 int a[4], i, j, k;
818 771
819 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
821 774
822 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 776 if (a[i] < k)
824 k = a[i], j = i; 777 k = a[i], j = i;
825 778
826 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 780 if (i != j)
829 k += a[i]; 781 k += a[i];
830 } 782
831 return k; 783 return k;
832} 784}
833 785
834void 786void
835roll_stats (object *op) 787object::roll_stats ()
836{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
837 int sum = 0; 793 int sum = 0;
838 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
840 796
841 do 797 if (sum >= 82 && sum <= 116)
798 break;
842 { 799 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 800
854 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 803
863 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
864 do 805 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 806
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 807 stats.exp = 0;
899 op->stats.ac = 0; 808 stats.ac = 0;
900 809
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
909 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
910} 822}
911 823
912void 824void
913Roll_Again (object *op) 825object::swap_stats (int a, int b)
914{ 826{
915 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 828
920void 829 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
922{ 856{
923 signed char tmp;
924 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
925 858
926 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 863}
1041 864
1042/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1046 * not the class. 869 * not the class.
1047 */ 870 */
1048 871void
1049int 872player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 873{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
1068 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1070 883
1071 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1072 885
1073 if (op->msg) 886 if (ob->msg)
1074 op->msg = NULL; 887 ob->msg = 0;
1075 888
1076 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
1077 * to save here. 890 * to save here.
1078 */ 891 */
892 {
893 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1081 897
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 898 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 901 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1090 fix_player (op); 903 ob->update_stats ();
1091 904
1092 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1093 * is one for this race 906 * is one for this race
1094 */ 907 */
1095 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1096 { 909 {
1097 object *tmp; 910 object *tmp;
1098 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1099 912
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1101 tmp = get_object (); 914 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1107 * default initial map */ 920 * default initial map */
1108 free_object (tmp); 921 tmp->destroy ();
1109 } 922 }
1110 else 923 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 925}
1114 return 0;
1115 }
1116 926
927void
928player::chargen_race_next ()
929{
1117 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1119 */ 932 */
1120 933
1121 tmp_loop = 0; 934 do
1122 while (!tmp_loop)
1123 { 935 {
1124 shstr name = op->name; 936 shstr name = ob->name;
1125 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1126 938
1127 remove_statbonus (op); 939 ob->remove_statbonus ();
1128 remove_ob (op); 940 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 942 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 943 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1134 op->x = x; 946 ob->x = x;
1135 op->y = y; 947 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 951 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 952 }
953 while (!allowed_class (ob));
1142 954
1143 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 957 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 960 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 961}
1205 962
1206void 963void
1207flee_player (object *op) 964flee_player (object *op)
1208{ 965{
1238 { 995 {
1239 op->enemy = NULL; 996 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 998 return;
1242 } 999 }
1000
1243 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1244 1002
1245 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1247 { 1005 {
1248 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1249 1007
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1009 return;
1253 }
1254 } 1010 }
1011
1255 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1014 op->enemy = NULL;
1258} 1015}
1259 1016
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1262 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 1019 * stop.
1264 */ 1020 */
1265int 1021int
1266check_pick (object *op) 1022check_pick (object *op)
1267{ 1023{
1268 object *tmp, *next; 1024 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1025 int stop = 0;
1271 int j, k, wvratio; 1026 int wvratio;
1272 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1273
1274 1028
1275 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1277 return 1; 1031 return 1;
1278 1032
1279 op_tag = op->count;
1280
1281 next = op->below; 1033 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1034
1285 /* loop while there are items on the floor that are not marked as 1035 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1036 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1037 while (next && !next->destroyed ())
1288 { 1038 {
1289 tmp = next; 1039 tmp = next;
1290 next = tmp->below; 1040 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1041
1294 if (was_destroyed (op, op_tag)) 1042 if (op->destroyed ())
1295 return 0; 1043 return 0;
1296 1044
1297 if (!can_pick (op, tmp)) 1045 if (!can_pick (op, tmp))
1298 continue; 1046 continue;
1299 1047
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1103 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1108 }
1109
1389 /* philosophy: 1110 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1111 * It's easy to grab an item type from a pile, as long as it's
1391 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1114 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1115 * example.
1395 * The drawback: right now it has no frontend, so you need to 1116 * The drawback: right now it has no frontend, so you need to
1396 * stick the bits you want into a calculator in hex mode and then 1117 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1152 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1153 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1154 if (tmp->type == FOOD)
1434 { 1155 {
1435 pick_up (op, tmp); 1156 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1157 continue;
1439 } 1158 }
1159
1440 if (op->contr->mode & PU_DRINK) 1160 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1162 {
1443 pick_up (op, tmp); 1163 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1164 continue;
1447 } 1165 }
1448 1166
1449 if (op->contr->mode & PU_POTION) 1167 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1168 if (tmp->type == POTION)
1451 { 1169 {
1452 pick_up (op, tmp); 1170 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1171 continue;
1456 } 1172 }
1457 1173
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1174 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1175 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1176 if (tmp->type == SPELLBOOK)
1461 { 1177 {
1462 pick_up (op, tmp); 1178 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1179 continue;
1466 } 1180 }
1181
1467 if (op->contr->mode & PU_SKILLSCROLL) 1182 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1183 if (tmp->type == SKILLSCROLL)
1469 { 1184 {
1470 pick_up (op, tmp); 1185 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1186 continue;
1474 } 1187 }
1188
1475 if (op->contr->mode & PU_READABLES) 1189 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1191 {
1478 pick_up (op, tmp); 1192 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1193 continue;
1482 } 1194 }
1483 1195
1484 /* wands/staves/rods/horns */ 1196 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1199 {
1488 pick_up (op, tmp); 1200 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1201 continue;
1492 } 1202 }
1493 1203
1494 /* pick up all magical items */ 1204 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1205 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1207 {
1498 pick_up (op, tmp); 1208 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1209 continue;
1502 } 1210 }
1503 1211
1504 if (op->contr->mode & PU_VALUABLES) 1212 if (op->contr->mode & PU_VALUABLES)
1505 { 1213 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1214 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1215 {
1508 pick_up (op, tmp); 1216 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1217 continue;
1512 } 1218 }
1513 } 1219 }
1514 1220
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1221 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1222 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1223 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1224 {
1519 pick_up (op, tmp); 1225 pick_up (op, tmp);
1226 continue;
1520 if (0) 1227 }
1521 fprintf (stderr, "JEWELS\n"); 1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1522 continue; 1234 continue;
1523 } 1235 }
1524 1236
1525 /* bows and arrows. Bows are good for selling! */ 1237 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1238 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1239 if (tmp->type == BOW)
1528 { 1240 {
1529 pick_up (op, tmp); 1241 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1242 continue;
1533 } 1243 }
1244
1534 if (op->contr->mode & PU_ARROW) 1245 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1246 if (tmp->type == ARROW)
1536 { 1247 {
1537 pick_up (op, tmp); 1248 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1249 continue;
1541 } 1250 }
1542 1251
1543 /* all kinds of armor etc. */ 1252 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1253 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1254 if (tmp->type == ARMOUR)
1546 { 1255 {
1547 pick_up (op, tmp); 1256 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1257 continue;
1551 } 1258 }
1259
1552 if (op->contr->mode & PU_HELMET) 1260 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1261 if (tmp->type == HELMET)
1554 { 1262 {
1555 pick_up (op, tmp); 1263 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1264 continue;
1559 } 1265 }
1266
1560 if (op->contr->mode & PU_SHIELD) 1267 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1268 if (tmp->type == SHIELD)
1562 { 1269 {
1563 pick_up (op, tmp); 1270 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1271 continue;
1567 } 1272 }
1273
1568 if (op->contr->mode & PU_BOOTS) 1274 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1275 if (tmp->type == BOOTS)
1570 { 1276 {
1571 pick_up (op, tmp); 1277 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1278 continue;
1575 } 1279 }
1280
1576 if (op->contr->mode & PU_GLOVES) 1281 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1282 if (tmp->type == GLOVES)
1578 { 1283 {
1579 pick_up (op, tmp); 1284 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1285 continue;
1583 } 1286 }
1287
1584 if (op->contr->mode & PU_CLOAK) 1288 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1289 if (tmp->type == CLOAK)
1586 { 1290 {
1587 pick_up (op, tmp); 1291 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1292 continue;
1591 } 1293 }
1592 1294
1593 /* hoping to catch throwing daggers here */ 1295 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1296 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1298 {
1597 pick_up (op, tmp); 1299 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1300 continue;
1601 } 1301 }
1602 1302
1603 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1307 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1310 {
1611 pick_up (op, tmp); 1311 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1312 continue;
1615 } 1313 }
1616 } 1314 }
1315
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1317 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1319 {
1621 pick_up (op, tmp); 1320 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1321 continue;
1625 } 1322 }
1626 } 1323 }
1627 } 1324 }
1628 1325
1629 /* misc stuff that's useful */ 1326 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1327 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1329 {
1633 pick_up (op, tmp); 1330 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1331 continue;
1637 } 1332 }
1638 1333
1639 /* any of the last 4 bits set means we use the ratio for value 1334 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1335 * pickups */
1662 continue; 1357 continue;
1663 } 1358 }
1664 } 1359 }
1665 } /* the new pickup model */ 1360 } /* the new pickup model */
1666 } 1361 }
1362
1667 return !stop; 1363 return !stop;
1668} 1364}
1669 1365
1670/* 1366/*
1671 * Find an arrow in the inventory and after that 1367 * Find an arrow in the inventory and after that
1673 * found object is returned. 1369 * found object is returned.
1674 */ 1370 */
1675object * 1371object *
1676find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1677{ 1373{
1678 object *tmp = NULL; 1374 object *tmp = 0;
1679 1375
1680 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1684 return op; 1380 return op;
1381
1685 return tmp; 1382 return tmp;
1686} 1383}
1687 1384
1688/* 1385/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1690 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1691 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1692 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1390 */
1694
1695object * 1391object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1393{
1698 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1765 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1462 * op = the shooter
1767 * type = bow->race 1463 * type = bow->race
1768 * dir = fire direction 1464 * dir = fire direction
1769 */ 1465 */
1770
1771object * 1466object *
1772pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1773{ 1468{
1774 object *tmp = NULL; 1469 object *tmp = NULL;
1775 mapstruct *m; 1470 maptile *m;
1776 int i, mflags, found, number; 1471 int i, mflags, found, number;
1777 sint16 x, y; 1472 sint16 x, y;
1778 1473
1779 if (op->map == NULL) 1474 if (op->map == NULL)
1780 return find_arrow (op, type); 1475 return find_arrow (op, type);
1840 */ 1535 */
1841int 1536int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1538{
1844 object *left, *bow; 1539 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1540 int bowspeed, mflags;
1847 mapstruct *m; 1541 maptile *m;
1848 1542
1849 if (!dir) 1543 if (!dir)
1850 { 1544 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1546 return 0;
1853 } 1547 }
1854 if (op->type == PLAYER) 1548
1855 bow = op->contr->ranges[range_bow]; 1549 if (player *pl = op->contr)
1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1856 else 1555 else
1857 { 1556 {
1858 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1859 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1860 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1865 if (!bow) 1564 if (!bow)
1866 { 1565 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1567 return 0;
1869 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1870 } 1577 }
1578
1871 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1872 { 1580 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1582 return 0;
1875 } 1583 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1585 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1586
1879 /* penalize ROF for bestarrow */ 1587 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1588 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1589 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1590
1882 if (bowspeed < 1) 1591 if (bowspeed < 1)
1883 bowspeed = 1; 1592 bowspeed = 1;
1884 1593
1885 if (arrow == NULL) 1594 if (arrow == NULL)
1886 { 1595 {
1889 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1599 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1891 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1892 else 1601 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1894 return 0; 1604 return 0;
1895 } 1605 }
1896 } 1606 }
1607
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1609 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1610 return 0;
1901 } 1611
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1612 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1613 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1614 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1615 return 0;
1906 } 1616 }
1907 1617
1908 /* this should not happen, but sometimes does */ 1618 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1619 if (arrow->nrof == 0)
1910 { 1620 {
1911 remove_ob (arrow); 1621 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1622 return 0;
1914 } 1623 }
1915 1624
1916 left = arrow; /* these are arrows left to the player */ 1625 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1626 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1627 if (!arrow)
1920 { 1628 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1630 return 0;
1923 } 1631 }
1924 set_owner (arrow, op); 1632
1633 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1635 arrow->direction = dir;
1928 arrow->x = sx; 1636
1929 arrow->y = sy; 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1930 1643
1931 if (op->type == PLAYER) 1644 if (op->type == PLAYER)
1932 { 1645 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1647 op->update_stats ();
1935 } 1648 }
1936 1649
1937 SET_ANIMATION (arrow, arrow->direction); 1650 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying);
1943
1944 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper.
1946 */
1947
1948 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1949 1651
1950 /* update the speed */ 1652 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1654 + bow->stats.dam / 7.0;
1953 1655
1954 if (arrow->speed < 1.0) 1656 arrow->set_speed (max (arrow->speed, 2.0));
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0; 1657 arrow->speed_left = 0;
1958 1658
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660
1959 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1960 { 1662 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1963 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1964
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1664 wc -= dex_bonus[op->stats.Dex];
1665
1666 if (!arrow->slaying)
1667 arrow->slaying = op->slaying;
1668
1669 arrow->attacktype |= op->attacktype;
1966 } 1670 }
1967 else 1671 else
1968 { 1672 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1673 arrow->level = op->level;
1972 } 1674 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1675
1676 if (!arrow->slaying)
1677 arrow->slaying = bow->slaying;
1678
1974 arrow->attacktype |= bow->attacktype; 1679 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1680 }
1976 arrow->slaying = bow->slaying;
1977 1681
1978 arrow->map = m; 1682 wc -= arrow->level;
1683 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1684
1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1979 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1688
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1690 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1691
1986 if (!was_destroyed (arrow, tag)) 1692 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1693 move_arrow (arrow);
1988 1694
1989 if (op->type == PLAYER) 1695 if (op->type == PLAYER)
1990 { 1696 {
1991 if (was_destroyed (left, left_tag)) 1697 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1698 esrv_del_item (op->contr, left->count);
1993 else 1699 else
1994 esrv_send_item (op, left); 1700 esrv_send_item (op, left);
1995 } 1701 }
1702
1996 return 1; 1703 return 1;
1997} 1704}
1998 1705
1999/* Special fire code for players - this takes into 1706/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1707 * account the special fire modes players can have
2008{ 1715{
2009 int ret = 0, wcmod = 0; 1716 int ret = 0, wcmod = 0;
2010 1717
2011 if (op->contr->bowtype == bow_bestarrow) 1718 if (op->contr->bowtype == bow_bestarrow)
2012 { 1719 {
2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2014 } 1721 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1723 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1725 wcmod = -1;
1726
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1728 }
2021 else if (op->contr->bowtype == bow_threewide) 1729 else if (op->contr->bowtype == bow_threewide)
2022 { 1730 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2027 else if (op->contr->bowtype == bow_spreadshot) 1735 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1736 {
2029 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2030 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2031 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2032
2033 } 1740 }
2034 else 1741 else
2035 { 1742 {
2036 /* Simple case */ 1743 /* Simple case */
2037 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2038 } 1745 }
1746
2039 return ret; 1747 return ret;
2040} 1748}
2041 1749
2042 1750
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
2045 */ 1753 */
2046void 1754void
2047fire_misc_object (object *op, int dir) 1755fire_misc_object (object *op, int dir)
2048{ 1756{
2049 object *item; 1757 object *item = op->contr->ranged_ob;
2050 1758
2051 if (!op->contr->ranges[range_misc]) 1759 if (!item)
2052 { 1760 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2054 return; 1762 return;
2055 } 1763 }
2056 1764
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1765 if (!item->inv)
2059 { 1766 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1768 return;
2062 } 1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
2063 if (item->type == WAND) 1774 if (item->type == WAND)
2064 { 1775 {
2065 if (item->stats.food <= 0) 1776 if (item->stats.food <= 0)
2066 { 1777 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2068 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780
2069 return; 1781 return;
2070 } 1782 }
2071 } 1783 }
2072 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
2073 { 1785 {
2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2075 { 1787 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
2077 if (item->type == ROD) 1790 if (item->type == ROD)
2078 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079 else 1792 else
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794
2081 return; 1795 return;
2082 } 1796 }
2083 } 1797 }
2084 1798
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1799 if (cast_spell (op, item, dir, item->inv, NULL))
2093 1807
2094 if (item->arch) 1808 if (item->arch)
2095 { 1809 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1810 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1811 item->face = item->arch->clone.face;
2098 item->speed = 0; 1812 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1813 }
1814
2101 if ((tmp = is_player_inv (item))) 1815 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1816 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1817 }
2104 } 1818 }
2105 else if (item->type == ROD || item->type == HORN) 1819 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1820 drain_rod_charge (item);
2108 }
2109 } 1821 }
2110} 1822}
2111 1823
2112/* Received a fire command for the player - go and do it. 1824/* Received a fire command for the player - go and do it.
2113 */ 1825 */
2118 1830
2119 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
2121 make_visible (op); 1833 make_visible (op);
2122 1834
2123 switch (op->contr->shoottype) 1835 player *pl = op->contr;
1836
1837 if (pl->golem)
2124 { 1838 {
2125 case range_none: 1839 control_golem (op->contr->golem, dir);
2126 return; 1840 return;
1841 }
2127 1842
2128 case range_bow: 1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return;
1847
1848 switch (ob->type)
1849 {
1850 case BOW:
2129 player_fire_bow (op, dir); 1851 player_fire_bow (op, dir);
2130 return; 1852 break;
2131 1853
2132 case range_magic: /* Casting spells */ 1854 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1855 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2134 return; 1856 break;
2135 1857
2136 case range_misc: 1858 case BUILDER:
1859 apply_map_builder (op, dir);
1860 break;
1861
1862 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0);
1865 break;
1866
1867 default:
2137 fire_misc_object (op, dir); 1868 fire_misc_object (op, dir);
2138 return; 1869 break;
2139
2140 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2142 {
2143 op->contr->ranges[range_golem] = NULL;
2144 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 }
2147 else
2148 control_golem (op->contr->ranges[range_golem], dir);
2149 return;
2150
2151 case range_skill:
2152 if (!op->chosen_skill)
2153 {
2154 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return;
2157 }
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return;
2160 case range_builder:
2161 apply_map_builder (op, dir);
2162 return;
2163 default:
2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2165 return;
2166 } 1870 }
2167} 1871}
2168
2169
2170 1872
2171/* find_key 1873/* find_key
2172 * We try to find a key for the door as passed. If we find a key 1874 * We try to find a key for the door as passed. If we find a key
2173 * and successfully use it, we return the key, otherwise NULL 1875 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1876 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1878 * pl is the player,
2177 * inv is the objects inventory to searched 1879 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1880 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1881 * This function can be called recursively to search containers.
2180 */ 1882 */
2181
2182object * 1883object *
2183find_key (object *pl, object *container, object *door) 1884find_key (object *pl, object *container, object *door)
2184{ 1885{
2185 object *tmp, *key; 1886 object *tmp, *key;
2186 1887
2187 /* Should not happen, but sanity checking is never bad */ 1888 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1889 if (!container->inv)
2189 return NULL; 1890 return 0;
2190 1891
2191 /* First, lets try to find a key in the top level inventory */ 1892 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1894 {
2194 if (door->type == DOOR && tmp->type == KEY) 1895 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1896 break;
2196 /* For sanity, we should really check door type, but other stuff 1897 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1898 * (like containers) can be locked with special keys
2198 */ 1899 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1901 break;
2201 } 1902 }
1903
2202 /* No key found - lets search inventories now */ 1904 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1905 /* If we find and use a key in an inventory, return at that time.
2204 * otherwise, if we search all the inventories and still don't find 1906 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1907 * a key, return
2206 */ 1908 */
2207 if (!tmp) 1909 if (!tmp)
2208 { 1910 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1911 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1912 {
2211 /* No reason to search empty containers */ 1913 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1914 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1915 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1916 if ((key = find_key (pl, tmp, door)))
2215 return key; 1917 return key;
2216 } 1918 }
2217 } 1919 }
1920
2218 if (!tmp) 1921 if (!tmp)
2219 return NULL; 1922 return NULL;
2220 } 1923 }
1924
2221 /* We get down here if we have found a key. Now if its in a container, 1925 /* We get down here if we have found a key. Now if its in a container,
2222 * see if we actually want to use it 1926 * see if we actually want to use it
2223 */ 1927 */
2224 if (pl != container) 1928 if (pl != container)
2225 { 1929 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1950 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2247 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1951 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1952 return NULL;
2249 } 1953 }
2250 } 1954 }
1955
2251 return tmp; 1956 return tmp;
2252} 1957}
2253 1958
2254/* moved door processing out of move_player_attack. 1959/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1960 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1962 * 0 otherwise
2258 */ 1963 */
2259static int 1964static int
2260player_attack_door (object *op, object *door) 1965player_attack_door (object *op, object *door)
2261{ 1966{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1967 /* If its a door, try to find a use a key. If we do destroy the door,
2264 * might as well return immediately as there is nothing more to do - 1968 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1969 * otherwise, we fall through to the rest of the code.
2266 */ 1970 */
2267 object *key = find_key (op, op, door); 1971 object *key = find_key (op, op, door);
2270 if (key) 1974 if (key)
2271 { 1975 {
2272 object *container = key->env; 1976 object *container = key->env;
2273 1977
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1979
2275 if (action_makes_visible (op)) 1980 if (action_makes_visible (op))
2276 make_visible (op); 1981 make_visible (op);
1982
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1984 spring_trap (door->inv, op);
1985
2279 if (door->type == DOOR) 1986 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2284 { 1989 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2286 remove_door2 (door); /* remove door without violence ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
2287 } 1992 }
1993
2288 /* Do this after we print the message */ 1994 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 1995 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 1996 /* Need to update the weight the container the key was in */
2291 if (container != op) 1997 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 1998 esrv_update_item (UPD_WEIGHT, op, container);
1999
2293 return 1; /* Nothing more to do below */ 2000 return 1; /* Nothing more to do below */
2294 } 2001 }
2295 else if (door->type == LOCKED_DOOR) 2002 else if (door->type == LOCKED_DOOR)
2296 { 2003 {
2297 /* Might as well return now - no other way to open this */ 2004 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 2006 return 1;
2300 } 2007 }
2008
2301 return 0; 2009 return 0;
2302} 2010}
2303 2011
2304/* This function is just part of a breakup from move_player. 2012/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2014 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2015 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2016 * going to try and move (not fire weapons).
2309 */ 2017 */
2310
2311void 2018void
2312move_player_attack (object *op, int dir) 2019move_player_attack (object *op, int dir)
2313{ 2020{
2314 object *tmp, *mon; 2021 object *tmp, *mon;
2315 sint16 nx, ny;
2316 int on_battleground; 2022 int on_battleground;
2317 mapstruct *m; 2023 maptile *m;
2318 2024
2319 nx = freearr_x[dir] + op->x; 2025 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2026 sint16 ny = freearr_y[dir] + op->y;
2321 2027
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2028 on_battleground = op_on_battleground (op, 0, 0);
2323 2029
2324 /* If braced, or can't move to the square, and it is not out of the 2030 /* If braced, or can't move to the square, and it is not out of the
2325 * map, attack it. Note order of if statement is important - don't 2031 * map, attack it. Note order of if statement is important - don't
2326 * want to be calling move_ob if braced, because move_ob will move the 2032 * want to be calling move_ob if braced, because move_ob will move the
2327 * player. This is a pretty nasty hack, because if we could 2033 * player. This is a pretty nasty hack, because if we could
2332 */ 2038 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2334 { 2040 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2041 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 { 2042 {
2337 m = get_map_from_coord (op->map, &nx, &ny); 2043 m = op->map->xy_find (nx, ny);
2338 if (!m) 2044 if (!m)
2339 return; /* Don't think this should happen */ 2045 return; /* Don't think this should happen */
2340 } 2046 }
2341 else 2047 else
2342 m = op->map; 2048 m = op->map;
2343 2049
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2050 if (!(tmp = m->at (nx, ny).bot))
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return; 2051 return;
2348 }
2349 2052
2350 mon = NULL; 2053 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* Go through all the objects, and find ones of interest. Only stop if
2352 * we find a monster - that is something we know we want to attack. 2055 * we find a monster - that is something we know we want to attack.
2353 * if its a door or barrel (can roll) see if there may be monsters 2056 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2057 * on the space
2355 */ 2058 */
2356 while (tmp != NULL) 2059 while (tmp)
2357 { 2060 {
2358 if (tmp == op) 2061 if (tmp == op)
2359 { 2062 {
2360 tmp = tmp->above; 2063 tmp = tmp->above;
2361 continue; 2064 continue;
2362 } 2065 }
2066
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2068 {
2365 mon = tmp; 2069 mon = tmp;
2366 break; 2070 break;
2367 } 2071 }
2072
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2074 mon = tmp;
2075
2370 tmp = tmp->above; 2076 tmp = tmp->above;
2371 } 2077 }
2372 2078
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2079 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2080 return; /* into a wall */
2375 2081
2376 if (mon->head != NULL) 2082 if (mon->head)
2377 mon = mon->head; 2083 mon = mon->head;
2378 2084
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2086 if (player_attack_door (op, mon))
2381 return; 2087 return;
2393 * player owns it and it is either friendly or unagressive. 2099 * player owns it and it is either friendly or unagressive.
2394 */ 2100 */
2395 if ((op->type == PLAYER) 2101 if ((op->type == PLAYER)
2396#if COZY_SERVER 2102#if COZY_SERVER
2397 && 2103 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2104 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2106#else
2401 && get_owner (mon) == op 2107 && mon->owner == op
2402#endif 2108#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2110 {
2405 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2112 if (op->contr->braced)
2407 return; 2113 return;
2114
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op); 2116 push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2118 make_visible (op);
2119
2412 return; 2120 return;
2413 } 2121 }
2414 2122
2415 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2418 * attack them either. 2126 * attack them either.
2419 */ 2127 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2129 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2130#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2131 (op->contr->peaceful
2424 || (mon->type == PLAYER 2132 || (mon->type == PLAYER
2425 && mon->contr-> 2133 && mon->contr->
2426 peaceful)) && 2134 peaceful)) &&
2427#else 2135#else
2428 op->contr->peaceful && 2136 op->contr->peaceful &&
2429#endif 2137#endif
2430 !on_battleground)) 2138 !on_battleground))
2431 { 2139 {
2432 if (!op->contr->braced) 2140 if (!op->contr->braced)
2433 { 2141 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2143 push_ob (mon, dir, op);
2436 } 2144 }
2437 else 2145 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2146 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2147
2441 if (op->contr->tmp_invis || op->hide) 2148 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2149 make_visible (op);
2443 } 2150 }
2444 2151
2445 /* If the object is a boulder or other rollable object, then 2152 /* If the object is a boulder or other rollable object, then
2456 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2457 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2458 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2459 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2167 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2170 {
2465
2466 /* If the player hasn't hit something this tick, and does 2171 /* If the player hasn't hit something this tick, and does
2467 * so, give them speed boost based on weapon speed. Doing 2172 * so, give them speed boost based on weapon speed. Doing
2468 * it here is better than process_players2, which basically 2173 * it here is better than process_players2, which basically
2469 * incurred a 1 tick offset. 2174 * incurred a 1 tick offset.
2470 */ 2175 */
2471 if (!op->contr->has_hit) 2176 if (!op->contr->has_hit)
2472 { 2177 {
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2178 op->speed_left += op->contr->weapon_sp - op->speed;
2474 2179
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2180 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2181 }
2477 2182
2478 skill_attack (mon, op, 0, NULL, NULL); 2183 skill_attack (mon, op, 0, 0, 0);
2479 2184
2480 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2188 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2191 {
2487 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2488 2193
2489 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2492 } 2197 }
2198
2493 if (action_makes_visible (op)) 2199 if (action_makes_visible (op))
2494 make_visible (op); 2200 make_visible (op);
2495 } 2201 }
2496 } /* if player should attack something */ 2202 } /* if player should attack something */
2497} 2203}
2499int 2205int
2500move_player (object *op, int dir) 2206move_player (object *op, int dir)
2501{ 2207{
2502 int pick; 2208 int pick;
2503 2209
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2211 return 0;
2506 2212
2507 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2509 { 2215 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2217 return 0;
2512 } 2218 }
2513 2219
2514 /* peterm: added following line */ 2220 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2223
2518 op->facing = dir; 2224 op->facing = dir;
2519 2225
2520 if (op->hide) 2226 if (op->hide)
2521 do_hidden_move (op); 2227 do_hidden_move (op);
2532 2238
2533 /* Add special check for newcs players and fire on - this way, the 2239 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2240 * server can handle repeat firing.
2535 */ 2241 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2243 op->direction = dir;
2539 }
2540 else 2244 else
2541 {
2542 op->direction = 0; 2245 op->direction = 0;
2543 } 2246
2544 /* Update how the player looks. Use the facing, so direction may 2247 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2248 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2249 * for players.
2547 */ 2250 */
2548 animate_object (op, op->facing); 2251 animate_object (op, op->facing);
2557 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2558 */ 2261 */
2559int 2262int
2560handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2561{ 2264{
2562 if (op->contr->hidden)
2563 {
2564 op->invisible = 1000;
2565 /* the socket code flashes the player visible/invisible
2566 * depending on the value of invisible, so we need to
2567 * alternate it here for it to work correctly.
2568 */
2569 if (pticks & 2)
2570 op->invisible--;
2571 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2574 op->invisible--;
2575 if (!op->invisible)
2576 {
2577 make_visible (op);
2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2579 }
2580 }
2581
2582 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2266 {
2584 flee_player (op); 2267 flee_player (op);
2585 /* If player is still scared, that is his action for this tick */ 2268 /* If player is still scared, that is his action for this tick */
2586 if (QUERY_FLAG (op, FLAG_SCARED)) 2269 if (QUERY_FLAG (op, FLAG_SCARED))
2587 { 2270 {
2588 op->speed_left--; 2271 op->speed_left--;
2589 return 0; 2272 return 0;
2590 } 2273 }
2591 }
2592
2593 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer.
2597 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2600 {
2601 op->contr->ranges[range_golem] = NULL;
2602 op->contr->golem_count = 0;
2603 } 2274 }
2604 2275
2605 /* call this here - we also will call this in do_ericserver, but 2276 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2277 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2278 * called, so we recheck it here.
2608 */ 2279 */
2609 HandleClient (&op->contr->socket, op->contr); 2280 if (op->contr->ns->handle_command ())
2281 return 1;
2282
2610 if (op->speed_left < 0) 2283 if (op->speed_left > 0)
2611 return 0; 2284 {
2612
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2285 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2286 {
2615 /* All move commands take 1 tick, at least for now */ 2287 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--; 2288 op->speed_left--;
2617 2289
2618 /* Instead of all the stuff below, let move_player take care 2290 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in 2291 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff. 2292 * there, as well as the confusion stuff.
2621 */ 2293 */
2622 move_player (op, op->direction); 2294 move_player (op, op->direction);
2623 if (op->speed_left > 0) 2295
2624 return 1; 2296 return op->speed_left > 0;
2625 else 2297 }
2626 return 0;
2627 } 2298 }
2299
2628 return 0; 2300 return 0;
2629} 2301}
2630 2302
2631int 2303int
2632save_life (object *op) 2304save_life (object *op)
2633{ 2305{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2306 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2307 return 0;
2638 2308
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2309 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2310 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2311 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2312 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2313 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2314
2644 if (op->contr) 2315 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2316 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2317
2647 free_object (tmp); 2318 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2320
2649 if (op->stats.hp < 0) 2321 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2322 op->stats.hp = op->stats.maxhp;
2323
2651 if (op->stats.food < 0) 2324 if (op->stats.food < 0)
2652 op->stats.food = 999; 2325 op->stats.food = 999;
2653 fix_player (op); 2326
2327 op->update_stats ();
2654 return 1; 2328 return 1;
2655 } 2329 }
2330
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2331 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2332 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2333 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2334 return 0;
2660} 2335}
2665 * from. 2340 * from.
2666 */ 2341 */
2667void 2342void
2668remove_unpaid_objects (object *op, object *env) 2343remove_unpaid_objects (object *op, object *env)
2669{ 2344{
2670 object *next;
2671
2672 while (op) 2345 while (op)
2673 { 2346 {
2674 next = op->below; /* Make sure we have a good value, in case 2347 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2348
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2349 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2350 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2351 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2352 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2353
2354 op->insert_at (env);
2685 } 2355 }
2686 else if (op->inv) 2356 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2357 remove_unpaid_objects (op->inv, env);
2358
2688 op = next; 2359 op = next;
2689 } 2360 }
2690} 2361}
2691
2692 2362
2693/* 2363/*
2694 * Returns pointer a static string containing gravestone text 2364 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2365 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2366 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2377 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2378 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2379 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2380 else
2711 sprintf (buf, "%s\n", &op->name); 2381 sprintf (buf, "%s\n", &op->name);
2382
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2383 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2384 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2385 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2386 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2387 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2388 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2389
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2390 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2391 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2392 if (op->type == PLAYER)
2721 { 2393 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2394 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2395 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2396 strcat (buf2, buf);
2725 } 2397 }
2398
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2399 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2400 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2401 strcat (buf2, buf);
2402
2729 return buf2; 2403 return buf2;
2730} 2404}
2731
2732
2733 2405
2734void 2406void
2735do_some_living (object *op) 2407do_some_living (object *op)
2736{ 2408{
2737 int last_food = op->stats.food; 2409 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2415 int rate_grace = 2000;
2744 const int max_hp = 1; 2416 const int max_hp = 1;
2745 const int max_sp = 1; 2417 const int max_sp = 1;
2746 const int max_grace = 1; 2418 const int max_grace = 1;
2747 2419
2748 if (op->contr->outputs_sync) 2420 if (op->contr->hidden)
2749 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2421 {
2422 op->invisible = 1000;
2423 /* the socket code flashes the player visible/invisible
2424 * depending on the value of invisible, so we need to
2425 * alternate it here for it to work correctly.
2426 */
2427 if (pticks & 2)
2428 op->invisible--;
2429 }
2430 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2431 {
2432 if (!op->invisible--)
2433 {
2434 make_visible (op);
2435 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2436 }
2437 }
2754 2438
2755 if (op->contr->state == ST_PLAYING) 2439 if (op->contr->ns->state == ST_PLAYING)
2756 { 2440 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2441 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2442 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2443 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2444 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2445 else
2763 { 2446 {
2764 gen_hp = op->stats.maxhp; 2447 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2448 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2449 }
2450
2767 if (op->contr->gen_sp >= 0) 2451 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2452 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2453 else
2770 { 2454 {
2771 gen_sp = op->stats.maxsp; 2455 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2456 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2457 }
2458
2774 if (op->contr->gen_grace >= 0) 2459 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2460 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2461 else
2777 { 2462 {
2778 gen_grace = op->stats.maxgrace; 2463 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2464 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2465 }
2781 2466
2782 /* Regenerate Spell Points */ 2467 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2468 if (!op->contr->golem && --op->last_sp < 0)
2784 { 2469 {
2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2470 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2786 if (op->stats.sp < op->stats.maxsp) 2471 if (op->stats.sp < op->stats.maxsp)
2787 { 2472 {
2788 op->stats.sp++; 2473 op->stats.sp++;
2794 op->stats.food += op->contr->digestion; 2479 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2480 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2481 op->stats.food = last_food;
2797 } 2482 }
2798 } 2483 }
2484
2799 if (max_sp > 1) 2485 if (max_sp > 1)
2800 { 2486 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2487 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2488 if (over_sp > 0)
2803 { 2489 {
2804 if (op->stats.sp < op->stats.maxsp) 2490 if (op->stats.sp < op->stats.maxsp)
2805 { 2491 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2492 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2493
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2494 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2495 op->stats.sp--;
2496
2809 if (op->stats.sp > op->stats.maxsp) 2497 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2498 op->stats.sp = op->stats.maxsp;
2811 } 2499 }
2812 op->last_sp = 0; 2500 op->last_sp = 0;
2813 } 2501 }
2814 else 2502 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2503 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2504 }
2819 else 2505 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2507 }
2824 2508
2825 /* Regenerate Grace */ 2509 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2510 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2511 if (--op->last_grace < 0)
2828 { 2512 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2513 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2514 op->stats.grace++; /* no penalty in food for regaining grace */
2515
2831 if (max_grace > 1) 2516 if (max_grace > 1)
2832 { 2517 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2518 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2519 if (over_grace > 0)
2835 { 2520 {
2863 op->stats.food += op->contr->digestion; 2548 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2549 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2550 op->stats.food = last_food;
2866 } 2551 }
2867 } 2552 }
2553
2868 if (max_hp > 1) 2554 if (max_hp > 1)
2869 { 2555 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2556 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2557 if (over_hp > 0)
2872 { 2558 {
2896 2582
2897 if (op->contr->gen_hp > 0) 2583 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2584 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2585 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2586 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2587
2901 /* dms do not consume food */ 2588 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2589 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2590 op->stats.food--;
2904 } 2591 }
2905 }
2906 2592
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2593 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2594 {
2909 object *tmp, *flesh = NULL; 2595 object *tmp, *flesh = 0;
2910 2596
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2597 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2598 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2599 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2600 {
2601 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2602 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2604 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2605 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2606 break;
2921 } 2607 }
2922 else if (tmp->type == FLESH) 2608 else if (tmp->type == FLESH)
2923 flesh = tmp; 2609 flesh = tmp;
2924 } /* End if paid for object */ 2610 } /* End if paid for object */
2925 } /* end of for loop */ 2611 } /* end of for loop */
2612
2926 /* If player is still starving, it means they don't have any food, so 2613 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2614 * eat flesh instead.
2928 */ 2615 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2616 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2617 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2618 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2619 manual_apply (op, flesh, 0);
2933 } 2620 }
2934 } /* end if player is starving */ 2621 }
2935 2622
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2623 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2624 op->stats.food++, op->stats.hp--;
2938 2625
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2626 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2627 kill_player (op);
2628 }
2941} 2629}
2942
2943
2944 2630
2945/* If the player should die (lack of hp, food, etc), we call this. 2631/* If the player should die (lack of hp, food, etc), we call this.
2946 * op is the player in jeopardy. If the player can not be saved (not 2632 * op is the player in jeopardy. If the player can not be saved (not
2947 * permadeath, no lifesave), this will take care of removing the player 2633 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2634 * file.
2952{ 2638{
2953 char buf[MAX_BUF]; 2639 char buf[MAX_BUF];
2954 int x, y; 2640 int x, y;
2955 2641
2956 //int i; 2642 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2643 maptile *map; /* this is for resurrection */
2958 2644
2959 /* int z; 2645 /* int z;
2960 int num_stats_lose; 2646 int num_stats_lose;
2961 int lost_a_stat; 2647 int lost_a_stat;
2962 int lose_this_stat; 2648 int lose_this_stat;
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2664 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2665 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2666
2981 /* restore player */ 2667 /* restore player */
2982 at = archetype::find ("poisoning"); 2668 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2669 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2670 {
2986 remove_ob (tmp); 2671 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2672 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2673 }
2990 2674
2991 at = archetype::find ("confusion"); 2675 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2676 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2677 {
2995 remove_ob (tmp); 2678 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2679 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2680 }
2999 2681
3000 cure_disease (op, 0); /* remove any disease */ 2682 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2683 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2684 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2685 op->stats.food = 999;
3004 2686
3005 /* create a bodypart-trophy to make the winner happy */ 2687 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2688 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2689 {
3009 sprintf (buf, "%s's finger", &op->name); 2690 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2691 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2692 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2693 " the %s, when he was defeated at\n level %d by %s.\n",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2694 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2695 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2696 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2697 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2698 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2699 }
3020 2700
3021 /* teleport defeated player to new destination */ 2701 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2702 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2703 op->contr->braced = 0;
3028 2708
3029 command_kill_pets (op, 0); 2709 command_kill_pets (op, 0);
3030 2710
3031 if (op->stats.food < 0) 2711 if (op->stats.food < 0)
3032 { 2712 {
3033 if (op->contr->explore)
3034 {
3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3037 op->stats.food = 999;
3038 return;
3039 }
3040 sprintf (buf, "%s starved to death.", &op->name); 2713 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2714 strcpy (op->contr->killer, "starvation");
3042 } 2715 }
3043 else 2716 else
3044 {
3045 if (op->contr->explore)
3046 {
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3049 op->stats.hp = op->stats.maxhp;
3050 return;
3051 }
3052 sprintf (buf, "%s died.", &op->name); 2717 sprintf (buf, "%s died.", &op->name);
3053 } 2718
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2719 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2720
3056 /* save the map location for corpse, gravestone */ 2721 /* save the map location for corpse, gravestone */
3057 x = op->x; 2722 x = op->x;
3058 y = op->y; 2723 y = op->y;
3059 map = op->map; 2724 map = op->map;
3060 2725
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2726 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2727 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this. 2728 * See the config.h file for a little more in depth detail about this.
3067 */ 2729 */
3068 2730
3069 /* Basically two ways to go - remove a stat permanently, or just 2731 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2732 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2733 * of death.
3072 */ 2734 */
3073#ifndef COZY_SERVER 2735#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2736 if (settings.balanced_stat_loss)
3075 { 2737 {
3076 /* If stat loss is permanent, lose one stat only. */ 2738 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2739 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2740 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2741 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2742 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2743 little bit harder. */
3082 /* GD */ 2744 /* GD */
3083 if (settings.stat_loss_on_death) 2745 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2746 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2747 else
3089 { 2748 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2749 }
2750 else
3090 num_stats_lose = 1; 2751 num_stats_lose = 1;
3091 } 2752
3092 lost_a_stat = 0; 2753 lost_a_stat = 0;
3093 2754
3094 for (z = 0; z < num_stats_lose; z++) 2755 for (z = 0; z < num_stats_lose; z++)
3095 { 2756 {
3096 i = RANDOM () % NUM_STATS; 2757 i = RANDOM () % NUM_STATS;
3097 2758
3098 if (settings.stat_loss_on_death) 2759 if (settings.stat_loss_on_death)
3099 { 2760 {
3100 /* Pick a random stat and take a point off it. Tell the player 2761 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2762 * what he lost.
3102 */ 2763 */
3103 change_attr_value (&(op->stats), i, -1); 2764 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2765 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2766 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2767 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2768 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2769 lost_a_stat = 1;
2770 }
2771 else
2772 {
2773 /* deplete a stat */
2774 archetype *deparch = archetype::find ("depletion");
2775 object *dep;
2776
2777 dep = present_arch_in_ob (deparch, op);
2778 if (!dep)
2779 {
2780 dep = arch_to_object (deparch);
2781 insert_ob_in_ob (dep, op);
3109 } 2782 }
3110 else 2783 lose_this_stat = 1;
2784 if (settings.balanced_stat_loss)
3111 { 2785 {
3112 /* deplete a stat */ 2786 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2787 /* Get the stat that we're about to deplete. */
3114 object *dep; 2788 this_stat = get_attr_value (&(dep->stats), i);
3115 2789 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2790 {
3119 dep = arch_to_object (deparch); 2791 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2792 int keep_chance = this_stat * this_stat;
3121 } 2793
3122 lose_this_stat = 1; 2794 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0) 2795 if (keep_chance < 1)
2796 keep_chance = 1;
2797
2798 /* There is a maximum depletion total per level. */
2799 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2800 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2801 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2802 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2803 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2804 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2805 else
3164 if (this_stat >= -50)
3165 { 2806 {
3166 change_attr_value (&(dep->stats), i, -1); 2807 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 lost_a_stat = 1; 2808 lose_this_stat = 0;
2809 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2810 this_stat, keep_chance, loss_chance,
2811 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2812 }
3172 } 2813 }
3173 } 2814 }
2815
2816 if (lose_this_stat)
2817 {
2818 this_stat = get_attr_value (&(dep->stats), i);
2819 /* We could try to do something clever like find another
2820 * stat to reduce if this fails. But chances are, if
2821 * stats have been depleted to -50, all are pretty low
2822 * and should be roughly the same, so it shouldn't make a
2823 * difference.
2824 */
2825 if (this_stat >= -50)
2826 {
2827 change_attr_value (&(dep->stats), i, -1);
2828 SET_FLAG (dep, FLAG_APPLIED);
2829 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2830 op->update_stats ();
2831 lost_a_stat = 1;
2832 }
3174 } 2833 }
2834 }
2835 }
3175 /* If no stat lost, tell the player. */ 2836 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2837 if (!lost_a_stat)
3177 { 2838 {
3178 /* determine_god() seems to not work sometimes... why is this? 2839 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2840 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2841 const char *god = determine_god (op);
3181 2842
3182 if (god && (strcmp (god, "none"))) 2843 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2844 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2845 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2846 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2847 }
2848#else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2850#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2851
3190 /* Put a gravestone up where the character 'almost' died. List the 2852 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2853 * exp loss on the stone.
3192 */ 2854 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2855 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2856 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2857 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2858 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2859 tmp->name_pl = buf;
3198 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2860 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3199 tmp->msg = buf; 2861 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2862 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2863 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2864
3203 /**************************************/ 2865 /**************************************/
3204 /* */ 2866 /* */
3205 /* Subtract the experience points, */ 2867 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2868 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2869 /* food, and reset HP's... */
3208 /* */ 2870 /* */
3209
3210 /**************************************/ 2871 /**************************************/
3211 2872
3212 /* remove any poisoning and confusion the character may be suffering. */ 2873 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2874 /* restore player */
3214 at = archetype::find ("poisoning"); 2875 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2876 tmp = present_arch_in_ob (at, op);
2877
3216 if (tmp) 2878 if (tmp)
3217 { 2879 {
3218 remove_ob (tmp); 2880 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2881 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2882 }
3222 2883
3223 at = archetype::find ("confusion"); 2884 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2885 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2886 if (tmp)
3226 { 2887 {
3227 remove_ob (tmp); 2888 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2889 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2890 }
2891
3231 cure_disease (op, 0); /* remove any disease */ 2892 cure_disease (op, 0); /* remove any disease */
3232 2893
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2894 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2895 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2896 if (op->stats.food < 100)
3236 op->stats.food = 900; 2897 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2898 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2899 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2900 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2901
3241 /* 2902 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2903 * Check to see if the player has any unpaid items. If so, remove them
3243 * the player has any unpaid items. If so, remove them and put them back 2904 * and put them back in the map.
3244 * in the map. 2905 */
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2906 remove_unpaid_objects (op->inv, op);
3249 2907
3250 /****************************************/ 2908 /****************************************/
3251 /* */ 2909 /* */
3252 /* Move player to his current respawn- */ 2910 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2911 /* position (usually last savebed) */
3254 /* */ 2912 /* */
3255
3256 /****************************************/ 2913 /****************************************/
3257 2914
3258 enter_player_savebed (op); 2915 enter_player_savebed (op);
3259 2916
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2917 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2918
3266 /* it is possible that the player has blown something up 2919 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2920 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2921 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2922 * on the space that might harm the player.
3270 */ 2923 */
3271 will_kill_again = 0; 2924 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2925 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2926 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2927 will_kill_again |= tmp->attacktype;
3276 } 2928
3277 if (will_kill_again) 2929 if (will_kill_again)
3278 { 2930 {
3279 object *force; 2931 object *force;
3280 int at; 2932 int at;
3281 2933
3282 force = get_archetype (FORCE_NAME); 2934 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2935 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2936 force->speed = 0.1;
3285 force->speed_left = -5.0; 2937 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 2938 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2939 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2940 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2941 force->resist[at] = 100;
3291 } 2942
3292 insert_ob_in_ob (force, op); 2943 insert_ob_in_ob (force, op);
3293 fix_player (op); 2944 op->update_stats ();
3294 2945
3295 } 2946 }
3296 2947
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2948 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 2949}
3366
3367 2950
3368void 2951void
3369loot_object (object *op) 2952loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2953{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2954 object *tmp, *tmp2, *next;
3372 2955
3373 if (op->container) 2956 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2957
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2958 for (tmp = op->inv; tmp; tmp = next)
3379 { 2959 {
3380 next = tmp->below; 2960 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2961
2962 if (tmp->invisible)
3382 continue; 2963 continue;
3383 remove_ob (tmp); 2964
2965 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2966 tmp->x = op->x, tmp->y = op->y;
2967
3385 if (tmp->type == CONTAINER) 2968 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2969 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2970
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2971 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2972 {
3391 if (tmp->nrof > 1) 2973 if (tmp->nrof > 1)
3392 { 2974 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2975 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2976 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2977 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2978 }
3397 else 2979 else
3398 free_object (tmp); 2980 tmp->destroy ();
3399 } 2981 }
3400 else 2982 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2983 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2984 }
3403} 2985}
3405/* 2987/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2988 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2989 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2990 * was changed.
3409 */ 2991 */
3410
3411void 2992void
3412fix_weight (void) 2993fix_weight (void)
3413{ 2994{
3414 player *pl; 2995 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2996 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2997 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 2998
3420 if (old == sum) 2999 if (old == sum)
3421 continue; 3000 continue;
3422 fix_player (pl->ob); 3001 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3002 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3003 }
3425} 3004}
3426 3005
3427void 3006void
3428fix_luck (void) 3007fix_luck (void)
3429{ 3008{
3430 player *pl; 3009 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3010 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3011 pl->ob->change_luck (0);
3435} 3012}
3436
3437 3013
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3014/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3015 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3016 * just treat this as any other spell casting object.
3441 */ 3017 */
3442
3443void 3018void
3444cast_dust (object *op, object *throw_ob, int dir) 3019cast_dust (object *op, object *throw_ob, int dir)
3445{ 3020{
3446 object *skop, *spob; 3021 object *skop, *spob;
3447 3022
3468 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3044 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3045
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3046 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3047
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3048 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3049}
3477 3050
3478void 3051void
3479make_visible (object *op) 3052make_visible (object *op)
3480{ 3053{
3483 if (op->type == PLAYER) 3056 if (op->type == PLAYER)
3484 { 3057 {
3485 op->contr->tmp_invis = 0; 3058 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3059 op->contr->invis_race = 0;
3487 } 3060 }
3061
3488 update_object (op, UP_OBJ_FACE); 3062 update_object (op, UP_OBJ_CHANGE);
3489} 3063}
3490 3064
3491int 3065int
3492is_true_undead (object *op) 3066is_true_undead (object *op)
3493{ 3067{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3068 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3069 return 1;
3498 3070
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3071 return 0;
3505} 3072}
3506 3073
3507/* look at the surrounding terrain to determine 3074/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3075 * the hideability of this object. Positive levels
3564 3131
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3132 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3133
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3134 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3135 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3136 if (!skop || num >= skop->level)
3571 { 3137 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3138 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3139 make_visible (op);
3574 return; 3140 return;
3575 } 3141 }
3576 else 3142 else
3577 num += 20; 3143 num += 20;
3578 } 3144
3579 num += op->map->difficulty; 3145 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3146 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3147 num -= hide;
3148
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3149 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3150 {
3584 make_visible (op); 3151 make_visible (op);
3585 if (op->type == PLAYER) 3152 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3153 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3154 }
3588 else if (op->type == PLAYER && skop) 3155 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3156 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3157}
3593 3158
3594/* determine if who is standing near a hostile creature. */ 3159/* determine if who is standing near a hostile creature. */
3595 3160
3596int 3161int
3597stand_near_hostile (object *who) 3162stand_near_hostile (object *who)
3598{ 3163{
3599 object *tmp = NULL; 3164 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3165 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3166 maptile *m;
3602 sint16 x, y; 3167 sint16 x, y;
3603 3168
3604 if (!who) 3169 if (!who)
3605 return 0; 3170 return 0;
3606 3171
3623 if (mflags & P_OUT_OF_MAP) 3188 if (mflags & P_OUT_OF_MAP)
3624 continue; 3189 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3190 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3191 continue;
3627 3192
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3193 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3194 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3195 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3196 return 1;
3632 else if (tmp->type == PLAYER) 3197 else if (tmp->type == PLAYER)
3633 { 3198 {
3663 if (pl->type != PLAYER) 3228 if (pl->type != PLAYER)
3664 { 3229 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3230 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3231 return -1;
3667 } 3232 }
3233
3668 if (!pl || !op) 3234 if (!pl || !op)
3669 return 0; 3235 return 0;
3670 3236
3671 if (op->head)
3672 {
3673 op = op->head; 3237 op = op->head_ ();
3674 } 3238
3675 get_rangevector (pl, op, &rv, 0x1); 3239 get_rangevector (pl, op, &rv, 0x1);
3676 3240
3677 /* starting with the 'head' part, lets loop 3241 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3242 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3243 * part that is in the los array but isnt on
3687 3251
3688 /* only the viewable area the player sees is updated by LOS 3252 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3253 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3254 * for any meaningful values.
3691 */ 3255 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3256 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3257 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3258 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3259 return 1;
3696 op = op->more; 3260 op = op->more;
3697 } 3261 }
3698 return 0; 3262 return 0;
3699} 3263}
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3360 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3361 int i = 0, j = 0;
3798 3362
3799 /* get the appropriate treasurelist */ 3363 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3364 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3365 trlist = treasurelist::find ("dragon_ability_fire");
3802 else if (atnr == ATNR_COLD) 3366 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3367 trlist = treasurelist::find ("dragon_ability_cold");
3804 else if (atnr == ATNR_ELECTRICITY) 3368 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3369 trlist = treasurelist::find ("dragon_ability_elec");
3806 else if (atnr == ATNR_POISON) 3370 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3371 trlist = treasurelist::find ("dragon_ability_poison");
3808 3372
3809 if (trlist == NULL || who->type != PLAYER) 3373 if (trlist == NULL || who->type != PLAYER)
3810 return; 3374 return;
3811 3375
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3376 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3377
3814 if (tr == NULL || tr->item == NULL) 3378 if (!tr || !tr->item)
3815 { 3379 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3381 return;
3818 } 3382 }
3819 3383
3885 { 3449 {
3886 /* forces in the treasurelist can alter the player's stats */ 3450 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3451 object *skin;
3888 3452
3889 /* first get the dragon skin force */ 3453 /* first get the dragon skin force */
3454 shstr_cmp dragon_skin_force ("dragon_skin_force");
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3455 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3456 ;
3457
3891 if (skin == NULL) 3458 if (!skin)
3892 return; 3459 return;
3893 3460
3894 /* adding new spellpath attunements */ 3461 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3462 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3463 {
3941 * not readied. 3508 * not readied.
3942 */ 3509 */
3943void 3510void
3944player_unready_range_ob (player *pl, object *ob) 3511player_unready_range_ob (player *pl, object *ob)
3945{ 3512{
3946 rangetype i; 3513 if (pl->ob->current_weapon == ob)
3514 pl->ob->current_weapon = 0;
3947 3515
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3516 if (pl->combat_ob == ob)
3949 { 3517 pl->combat_ob = 0;
3518
3950 if (pl->ranges[i] == ob) 3519 if (pl->ranged_ob == ob)
3951 { 3520 pl->ranged_ob = 0;
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 3521}
3522
3523sint8
3524player::visibility_at (maptile *map, int x, int y) const
3525{
3526 if (!ns)
3527 return 0;
3528
3529 int dx, dy;
3530 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3531 return 0;
3532
3533 x += dx - ns->current_x + ns->mapx / 2;
3534 y += dy - ns->current_y + ns->mapy / 2;
3535
3536 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3537 return 0;
3538
3539 return 100 - blocked_los [x][y];
3540}

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