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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 1.140 by root, Fri May 18 13:15:29 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} 150}
185 151
186int 152float
187playername_ok (const char *cp) 153player::weapon_speed () const
188{ 154{
189 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
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} 156}
310 157
311/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
312static void 159static void
313set_first_map (object *op) 160set_first_map (object *op)
314{ 161{
315 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
316 op->x = -1; 163 op->x = -1;
317 op->y = -1; 164 op->y = -1;
318 enter_exit (op, NULL);
319} 165}
320 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case SKILL:
278 ob->flag [FLAG_APPLIED] = false;
279 break;
280
281 case WAND:
282 case ROD:
283 case HORN:
284 case BOW:
285 ranged_ob = op;
286 break;
287
288 case WEAPON:
289 combat_ob = op;
290 break;
291 }
292
293 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
294 ob->update_stats ();
295
296 ns->floorbox_update ();
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->reset_stats ();
321 ns->pl = 0;
322 ns = 0;
323 }
324
325 if (ob)
326 ob->close_container (); //TODO: client-specific
327
328 deactivate ();
329}
330
331// the need for this function can be explained
332// by load_object not returning the object
333void
334player::set_object (object *op)
335{
336 ob = op;
337 ob->contr = this; /* this aren't yet in archetype */
338
339 ob->speed_left = 0.5f;
340 ob->speed = 1.0f;
341 ob->direction = 5; /* So player faces south */
342}
343
344player::player ()
345{
346 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point.
348 */
349 outputs_sync = 4;
350 outputs_count = 4;
351 unapply = unapply_nochoice;
352
353 savebed_map = first_map_path; /* Init. respawn position */
354
355 gen_sp_armour = 10;
356 bowtype = bow_normal;
357 petmode = pet_normal;
358 listening = 10;
359 usekeys = containers;
360 peaceful = 1; /* default peaceful */
361 do_los = 1;
362}
363
364void
365player::do_destroy ()
366{
367 disconnect ();
368
369 attachable::do_destroy ();
370
371 if (ob)
372 {
373 ob->destroy_inv (false);
374 ob->destroy ();
375 }
376}
377
378player::~player ()
379{
380 /* Clear item stack */
381 free (stack_items);
382}
383
321/* Tries to add player on the connection passwd in ns. 384/* 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 385 * All we can really get in this is some settings like host and display
323 * mode. 386 * mode.
324 */ 387 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 388player *
389player::create ()
390{
391 player *pl = new player;
330 392
331 p = get_player (NULL); 393 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 394
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 395 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 396 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 397 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)); 398
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); 399 set_first_map (pl->ob);
343 400
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; 401 return pl;
351} 402}
352 403
353/* 404/*
354 * get_player_archetype() return next player archetype from archetype 405 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 406 * list. Not very efficient routine, but used only creating new players.
364 { 415 {
365 if (at == NULL || at->next == NULL) 416 if (at == NULL || at->next == NULL)
366 at = first_archetype; 417 at = first_archetype;
367 else 418 else
368 at = at->next; 419 at = at->next;
420
369 if (at->clone.type == PLAYER) 421 if (at->clone.type == PLAYER)
370 return at; 422 return at;
423
371 if (at == start) 424 if (at == start)
372 { 425 {
373 LOG (llevError, "No Player archetypes\n"); 426 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 427 exit (-1);
375 } 428 }
376 } 429 }
377} 430}
378 431
379
380object * 432object *
381get_nearest_player (object *mon) 433get_nearest_player (object *mon)
382{ 434{
383 object *op = NULL; 435 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 436 objectlink *ol;
386 unsigned lastdist; 437 unsigned lastdist;
387 rv_vector rv; 438 rv_vector rv;
388 439
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 441 {
391 /* We should not find free objects on this friendly list, but it 442 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it. 443 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 444 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 445 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 449 object *tmp = ol->ob;
399 450
400 /* Can't do much more other than log the fact, because the object 451 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared. 452 * itself will have been cleared.
402 */ 453 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 454 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
455 tmp->debug_desc ());
404 ol = ol->next; 456 ol = ol->next;
405 remove_friendly_object (tmp); 457 remove_friendly_object (tmp);
406 if (!ol) 458 if (!ol)
407 return op; 459 return op;
408 } 460 }
421 { 473 {
422 op = ol->ob; 474 op = ol->ob;
423 lastdist = rv.distance; 475 lastdist = rv.distance;
424 } 476 }
425 } 477 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 478
427 { 479 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
432 { 482 {
433 op = pl->ob; 483 op = pl->ob;
434 lastdist = rv.distance; 484 lastdist = rv.distance;
435 } 485 }
436 } 486
437 }
438#if 0 487#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 489#endif
441 return op; 490 return op;
442} 491}
460 * circling behaviour. Unfortunately, this function is also used to determined 509 * 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 510 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 511 * is probably not a good thing.
463 */ 512 */
464#define MAX_SPACES 50 513#define MAX_SPACES 50
465
466 514
467/* 515/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * 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 517 * 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 518 * 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) 537path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 538{
491 rv_vector rv; 539 rv_vector rv;
492 sint16 x, y; 540 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 541 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 542 maptile *m, *lastmap;
495 543
496 get_rangevector (mon, pl, &rv, 0); 544 get_rangevector (mon, pl, &rv, 0);
497 545
498 if (rv.distance < mindiff) 546 if (rv.distance < mindiff)
499 return 0; 547 return 0;
501 x = mon->x; 549 x = mon->x;
502 y = mon->y; 550 y = mon->y;
503 m = mon->map; 551 m = mon->map;
504 dir = rv.direction; 552 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 553 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); 554 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
555
507 /* If we can't solve it within the search distance, return now. */ 556 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 557 if (diff > max)
509 return 0; 558 return 0;
559
510 while (diff > 1 && max > 0) 560 while (diff > 1 && max > 0)
511 { 561 {
512 lastx = x; 562 lastx = x;
513 lasty = y; 563 lasty = y;
514 lastmap = m; 564 lastmap = m;
596 max--; 646 max--;
597 lastdir = dir; 647 lastdir = dir;
598 if (!firstdir) 648 if (!firstdir)
599 firstdir = dir; 649 firstdir = dir;
600 } 650 }
651
601 if (diff <= 1) 652 if (diff <= 1)
602 { 653 {
603 /* Recalculate diff (distance) because we may not have actually 654 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 655 * headed toward player for entire distance.
605 */ 656 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 657 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); 658 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 659 }
660
609 if (diff > max) 661 if (diff > max)
610 return 0; 662 return 0;
611 } 663 }
664
612 /* If we reached the max, didn't find a direction in time */ 665 /* If we reached the max, didn't find a direction in time */
613 if (!max) 666 if (!max)
614 return 0; 667 return 0;
615 668
616 return firstdir; 669 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 696 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 697 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 698 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 699 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 700 {
648 remove_ob (op); 701 op->destroy ();
649 free_object (op);
650 continue; 702 continue;
651 } 703 }
652 } 704 }
653 705
654 /* This really needs to be better - we should really give 706 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 717 if (tmp->type == op->type && tmp->name == op->name)
666 break; 718 break;
667 719
668 if (tmp) 720 if (tmp)
669 { 721 {
670 remove_ob (op); 722 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 723 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 724 continue;
674 } 725 }
726
675 if (op->nrof > 1) 727 if (op->nrof > 1)
676 op->nrof = 1; 728 op->nrof = 1;
677 } 729 }
678 730
679 if (op->type == SPELLBOOK && op->inv) 731 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 743 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 744 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 745 }
694 if (op->type == SPELL) 746 if (op->type == SPELL)
695 { 747 {
696 remove_ob (op); 748 op->destroy ();
697 free_object (op);
698 continue; 749 continue;
699 } 750 }
700 else if (op->type == SKILL) 751 else if (op->type == SKILL)
701 { 752 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 753 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 762 /* Need to set up the skill pointers */
712 link_player_skills (pl); 763 link_player_skills (pl);
713} 764}
714 765
715void 766void
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) 767get_party_password (object *op, partylist *party)
800{ 768{
801 if (party == NULL) 769 if (party == NULL)
802 { 770 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 771 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 772 return;
805 } 773 }
774
806 op->contr->write_buf[0] = '\0'; 775 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 776 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 777 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 778 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 779}
811
812 780
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 781/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 782static int
815roll_stat (void) 783roll_stat (void)
816{ 784{
817 int a[4], i, j, k; 785 int a[4], i, j, k;
818 786
819 for (i = 0; i < 4; i++) 787 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 788 a[i] = (int) rndm (6) + 1;
821 789
822 for (i = 0, j = 0, k = 7; i < 4; i++) 790 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 791 if (a[i] < k)
824 k = a[i], j = i; 792 k = a[i], j = i;
825 793
826 for (i = 0, k = 0; i < 4; i++) 794 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 795 if (i != j)
829 k += a[i]; 796 k += a[i];
830 } 797
831 return k; 798 return k;
832} 799}
833 800
834void 801void
835roll_stats (object *op) 802object::roll_stats ()
836{ 803{
804 int statsort [NUM_STATS];
805
806 for (;;)
807 {
837 int sum = 0; 808 int sum = 0;
838 int i = 0, j = 0; 809 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 810 sum += statsort [i] = roll_stat ();
840 811
841 do 812 if (sum >= 82 && sum <= 116)
813 break;
842 { 814 }
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);
853 815
854 /* Sort the stats so that rerolling is easier... */ 816 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 817 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;
862 818
863 /* a quick and dirty bubblesort? */ 819 for (int i = 0; i < NUM_STATS; ++i)
864 do 820 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);
879 821
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; 822 stats.exp = 0;
899 op->stats.ac = 0; 823 stats.ac = 0;
900 824
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; 825 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
909 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
910} 837}
911 838
912void 839void
913Roll_Again (object *op) 840object::swap_stats (int a, int b)
914{ 841{
915 esrv_new_player (op->contr, 0); 842 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}
919 843
920void 844 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 845 stats.stat (i) = contr->orig_stats.stat (i);
846
847 //TODO: the following code looks so borked and should, at the very least,
848 // be merged with the similar code in roll_stats
849 stats.ac = 0;
850
851 level = 1;
852 stats.exp = 0;
853 stats.ac = 0;
854
855 stats.hp = stats.maxhp;
856 stats.sp = stats.maxsp;
857 stats.grace = stats.maxgrace;
858
859 if (contr)
860 {
861 contr->levhp[1] = 9;
862 contr->levsp[1] = 6;
863 contr->levgrace[1] = 3;
864
865 contr->orig_stats = stats;
866 }
867}
868
869static void
870start_info (object *op)
922{ 871{
923 signed char tmp;
924 char buf[MAX_BUF]; 872 char buf[MAX_BUF];
925 873
926 if (op->contr->Swap_First == -1) 874 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); 875 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 876 //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); 877 //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} 878}
1041 879
1042/* This function takes the key that is passed, and does the 880/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 881 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 882 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 883 * separate race and class; this actually changes the RACE,
1046 * not the class. 884 * not the class.
1047 */ 885 */
1048 886void
1049int 887player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 888{
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 */ 889 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 890 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 891
892 treasurelist *tl = treasurelist::find ("starting_wealth");
893 if (tl)
894 create_treasure (tl, ob, 0, 0, 0);
895
1068 INVOKE_PLAYER (BIRTH, op->contr); 896 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 897 INVOKE_PLAYER (LOGIN, ob->contr);
1070 898
1071 op->contr->state = ST_PLAYING; 899 ob->contr->ns->state = ST_PLAYING;
1072 900
1073 if (op->msg) 901 if (ob->msg)
1074 op->msg = NULL; 902 ob->msg = 0;
1075 903
1076 /* We create this now because some of the unique maps will need it 904 /* We create this now because some of the unique maps will need it
1077 * to save here. 905 * to save here.
1078 */ 906 */
907 {
908 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 909 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 910 make_path_to_file (buf);
911 }
1081 912
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 913 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 914 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 915 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 916 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 917 esrv_send_inventory (ob, ob);
1090 fix_player (op); 918 ob->update_stats ();
1091 919
1092 /* This moves the player to a different start map, if there 920 /* This moves the player to a different start map, if there
1093 * is one for this race 921 * is one for this race
1094 */ 922 */
1095 if (*first_map_ext_path) 923 if (*first_map_ext_path)
1096 { 924 {
1097 object *tmp; 925 object *tmp;
1098 char mapname[MAX_BUF]; 926 char mapname[MAX_BUF];
1099 927
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 928 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1101 tmp = get_object (); 929 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 930 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 931 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 932 EXIT_Y (tmp) = ob->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 933 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 934 * if the map isn't there, then stay on the
1107 * default initial map */ 935 * default initial map */
1108 free_object (tmp); 936 tmp->destroy ();
1109 } 937 }
1110 else 938 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 939 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 940}
1114 return 0;
1115 }
1116 941
942void
943player::chargen_race_next ()
944{
1117 /* Following actually changes the race - this is the default command 945 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 946 * if we don't match with one of the options above.
1119 */ 947 */
1120 948
1121 tmp_loop = 0; 949 do
1122 while (!tmp_loop)
1123 { 950 {
1124 shstr name = op->name; 951 shstr name = ob->name;
1125 int x = op->x, y = op->y; 952 int x = ob->x, y = ob->y;
1126 953
1127 remove_statbonus (op); 954 ob->remove_statbonus ();
1128 remove_ob (op); 955 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 956 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 957 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 958 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 959 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 960 ob->name = ob->name_pl = name;
1134 op->x = x; 961 ob->x = x;
1135 op->y = y; 962 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 963 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 964 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 965 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 966 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 967 }
968 while (!allowed_class (ob));
1142 969
1143 update_object (op, UP_OBJ_FACE); 970 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 971 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 972 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 973 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 974 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 975 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} 976}
1205 977
1206void 978void
1207flee_player (object *op) 979flee_player (object *op)
1208{ 980{
1238 { 1010 {
1239 op->enemy = NULL; 1011 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1013 return;
1242 } 1014 }
1015
1243 get_rangevector (op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1244 1017
1245 dir = absdir (4 + rv.direction); 1018 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1019 for (diff = 0; diff < 3; diff++)
1247 { 1020 {
1248 int m = 1 - (RANDOM () & 2); 1021 int m = 1 - (RANDOM () & 2);
1249 1022
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1024 return;
1253 }
1254 } 1025 }
1026
1255 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1029 op->enemy = NULL;
1258} 1030}
1259 1031
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 1032/* 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 1033 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 1034 * stop.
1264 */ 1035 */
1265int 1036int
1266check_pick (object *op) 1037check_pick (object *op)
1267{ 1038{
1268 object *tmp, *next; 1039 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1040 int stop = 0;
1271 int j, k, wvratio; 1041 int wvratio;
1272 char putstring[128], tmpstr[16]; 1042 char putstring[128];
1273
1274 1043
1275 /* if you're flying, you cna't pick up anything */ 1044 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1045 if (op->move_type & MOVE_FLYING)
1277 return 1; 1046 return 1;
1278 1047
1279 op_tag = op->count;
1280
1281 next = op->below; 1048 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1049
1285 /* loop while there are items on the floor that are not marked as 1050 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1051 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1052 while (next && !next->destroyed ())
1288 { 1053 {
1289 tmp = next; 1054 tmp = next;
1290 next = tmp->below; 1055 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1056
1294 if (was_destroyed (op, op_tag)) 1057 if (op->destroyed ())
1295 return 0; 1058 return 0;
1296 1059
1297 if (!can_pick (op, tmp)) 1060 if (!can_pick (op, tmp))
1298 continue; 1061 continue;
1299 1062
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 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)))); 1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1118 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1119 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)))); 1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1122 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 } 1123 }
1124
1389 /* philosophy: 1125 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1126 * 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 1127 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1128 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1129 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1130 * example.
1395 * The drawback: right now it has no frontend, so you need to 1131 * 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 1132 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1133 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1167 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1168 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1169 if (tmp->type == FOOD)
1434 { 1170 {
1435 pick_up (op, tmp); 1171 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1172 continue;
1439 } 1173 }
1174
1440 if (op->contr->mode & PU_DRINK) 1175 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1176 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1177 {
1443 pick_up (op, tmp); 1178 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1179 continue;
1447 } 1180 }
1448 1181
1449 if (op->contr->mode & PU_POTION) 1182 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1183 if (tmp->type == POTION)
1451 { 1184 {
1452 pick_up (op, tmp); 1185 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1186 continue;
1456 } 1187 }
1457 1188
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1189 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1190 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1191 if (tmp->type == SPELLBOOK)
1461 { 1192 {
1462 pick_up (op, tmp); 1193 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1194 continue;
1466 } 1195 }
1196
1467 if (op->contr->mode & PU_SKILLSCROLL) 1197 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1198 if (tmp->type == SKILLSCROLL)
1469 { 1199 {
1470 pick_up (op, tmp); 1200 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1201 continue;
1474 } 1202 }
1203
1475 if (op->contr->mode & PU_READABLES) 1204 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1205 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1206 {
1478 pick_up (op, tmp); 1207 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1208 continue;
1482 } 1209 }
1483 1210
1484 /* wands/staves/rods/horns */ 1211 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1212 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1213 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1214 {
1488 pick_up (op, tmp); 1215 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1216 continue;
1492 } 1217 }
1493 1218
1494 /* pick up all magical items */ 1219 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1220 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1221 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1222 {
1498 pick_up (op, tmp); 1223 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1224 continue;
1502 } 1225 }
1503 1226
1504 if (op->contr->mode & PU_VALUABLES) 1227 if (op->contr->mode & PU_VALUABLES)
1505 { 1228 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1229 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1230 {
1508 pick_up (op, tmp); 1231 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1232 continue;
1512 } 1233 }
1513 } 1234 }
1514 1235
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1236 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1237 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1238 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1239 {
1519 pick_up (op, tmp); 1240 pick_up (op, tmp);
1241 continue;
1520 if (0) 1242 }
1521 fprintf (stderr, "JEWELS\n"); 1243
1244 /* we don't forget dragon food */
1245 if (op->contr->mode & PU_FLESH)
1246 if (tmp->type == FLESH)
1247 {
1248 pick_up (op, tmp);
1522 continue; 1249 continue;
1523 } 1250 }
1524 1251
1525 /* bows and arrows. Bows are good for selling! */ 1252 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1253 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1254 if (tmp->type == BOW)
1528 { 1255 {
1529 pick_up (op, tmp); 1256 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1257 continue;
1533 } 1258 }
1259
1534 if (op->contr->mode & PU_ARROW) 1260 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1261 if (tmp->type == ARROW)
1536 { 1262 {
1537 pick_up (op, tmp); 1263 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1264 continue;
1541 } 1265 }
1542 1266
1543 /* all kinds of armor etc. */ 1267 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1268 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1269 if (tmp->type == ARMOUR)
1546 { 1270 {
1547 pick_up (op, tmp); 1271 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1272 continue;
1551 } 1273 }
1274
1552 if (op->contr->mode & PU_HELMET) 1275 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1276 if (tmp->type == HELMET)
1554 { 1277 {
1555 pick_up (op, tmp); 1278 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1279 continue;
1559 } 1280 }
1281
1560 if (op->contr->mode & PU_SHIELD) 1282 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1283 if (tmp->type == SHIELD)
1562 { 1284 {
1563 pick_up (op, tmp); 1285 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1286 continue;
1567 } 1287 }
1288
1568 if (op->contr->mode & PU_BOOTS) 1289 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1290 if (tmp->type == BOOTS)
1570 { 1291 {
1571 pick_up (op, tmp); 1292 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1293 continue;
1575 } 1294 }
1295
1576 if (op->contr->mode & PU_GLOVES) 1296 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1297 if (tmp->type == GLOVES)
1578 { 1298 {
1579 pick_up (op, tmp); 1299 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1300 continue;
1583 } 1301 }
1302
1584 if (op->contr->mode & PU_CLOAK) 1303 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1304 if (tmp->type == CLOAK)
1586 { 1305 {
1587 pick_up (op, tmp); 1306 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1307 continue;
1591 } 1308 }
1592 1309
1593 /* hoping to catch throwing daggers here */ 1310 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1311 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1312 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1313 {
1597 pick_up (op, tmp); 1314 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1315 continue;
1601 } 1316 }
1602 1317
1603 /* careful: chairs and tables are weapons! */ 1318 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1319 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1322 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1323 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1325 {
1611 pick_up (op, tmp); 1326 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1327 continue;
1615 } 1328 }
1616 } 1329 }
1330
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1331 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1332 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1333 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1334 {
1621 pick_up (op, tmp); 1335 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1336 continue;
1625 } 1337 }
1626 } 1338 }
1627 } 1339 }
1628 1340
1629 /* misc stuff that's useful */ 1341 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1342 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1343 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1344 {
1633 pick_up (op, tmp); 1345 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1346 continue;
1637 } 1347 }
1638 1348
1639 /* any of the last 4 bits set means we use the ratio for value 1349 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1350 * pickups */
1662 continue; 1372 continue;
1663 } 1373 }
1664 } 1374 }
1665 } /* the new pickup model */ 1375 } /* the new pickup model */
1666 } 1376 }
1377
1667 return !stop; 1378 return !stop;
1668} 1379}
1669 1380
1670/* 1381/*
1671 * Find an arrow in the inventory and after that 1382 * Find an arrow in the inventory and after that
1673 * found object is returned. 1384 * found object is returned.
1674 */ 1385 */
1675object * 1386object *
1676find_arrow (object *op, const char *type) 1387find_arrow (object *op, const char *type)
1677{ 1388{
1678 object *tmp = NULL; 1389 object *tmp = 0;
1679 1390
1680 for (op = op->inv; op; op = op->below) 1391 for (op = op->inv; op; op = op->below)
1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682 tmp = find_arrow (op, type); 1393 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1394 else if (op->type == ARROW && op->race == type)
1684 return op; 1395 return op;
1396
1685 return tmp; 1397 return tmp;
1686} 1398}
1687 1399
1688/* 1400/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * 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 1402 * 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 1403 * 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. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1405 */
1694
1695object * 1406object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1407find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1408{
1698 object *tmp = NULL, *arrow, *ntmp; 1409 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1410 int attacknum, attacktype, betterby = 0, i;
1765 * find_better_arrow to find a decent arrow to use. 1476 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1477 * op = the shooter
1767 * type = bow->race 1478 * type = bow->race
1768 * dir = fire direction 1479 * dir = fire direction
1769 */ 1480 */
1770
1771object * 1481object *
1772pick_arrow_target (object *op, const char *type, int dir) 1482pick_arrow_target (object *op, const char *type, int dir)
1773{ 1483{
1774 object *tmp = NULL; 1484 object *tmp = NULL;
1775 mapstruct *m; 1485 maptile *m;
1776 int i, mflags, found, number; 1486 int i, mflags, found, number;
1777 sint16 x, y; 1487 sint16 x, y;
1778 1488
1779 if (op->map == NULL) 1489 if (op->map == NULL)
1780 return find_arrow (op, type); 1490 return find_arrow (op, type);
1840 */ 1550 */
1841int 1551int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1552fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1553{
1844 object *left, *bow; 1554 object *left, *bow;
1845 tag_t left_tag, tag; 1555 int mflags;
1846 int bowspeed, mflags; 1556 maptile *m;
1847 mapstruct *m;
1848 1557
1849 if (!dir) 1558 if (!dir)
1850 { 1559 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1560 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1561 return 0;
1853 } 1562 }
1854 if (op->type == PLAYER) 1563
1855 bow = op->contr->ranges[range_bow]; 1564 if (op->contr)
1565 bow = op->current_weapon;
1856 else 1566 else
1857 { 1567 {
1858 for (bow = op->inv; bow; bow = bow->below) 1568 for (bow = op->inv; bow; bow = bow->below)
1859 /* Don't check for applied - monsters don't apply bows - in that way, they 1569 /* 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. 1570 * don't need to switch back and forth between bows and weapons.
1865 if (!bow) 1575 if (!bow)
1866 { 1576 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1577 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1578 return 0;
1869 } 1579 }
1580
1581 // optimisation: move object to top so we will find it quickly again
1582 if (bow->below)
1583 {
1584 bow->remove ();
1585 op->insert (bow);
1586 }
1587
1870 } 1588 }
1589
1871 if (!bow->race || !bow->skill) 1590 if (!bow->race || !bow->skill)
1872 { 1591 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1593 return 0;
1875 } 1594 }
1876
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878
1879 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1882 if (bowspeed < 1)
1883 bowspeed = 1;
1884 1595
1885 if (arrow == NULL) 1596 if (arrow == NULL)
1886 { 1597 {
1887 if ((arrow = find_arrow (op, bow->race)) == NULL) 1598 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 { 1599 {
1889 if (op->type == PLAYER) 1600 if (op->type == PLAYER)
1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1601 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 */ 1602 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1892 else 1603 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1604 CLEAR_FLAG (op, FLAG_READY_BOW);
1605
1894 return 0; 1606 return 0;
1895 } 1607 }
1896 } 1608 }
1609
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1610 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1611 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1612 return 0;
1901 } 1613
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1614 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1615 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1616 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1617 return 0;
1906 } 1618 }
1907 1619
1908 /* this should not happen, but sometimes does */ 1620 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1621 if (arrow->nrof == 0)
1910 { 1622 {
1911 remove_ob (arrow); 1623 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1624 return 0;
1914 } 1625 }
1915 1626
1916 left = arrow; /* these are arrows left to the player */ 1627 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1628 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1629 if (!arrow)
1920 { 1630 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1631 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1632 return 0;
1923 } 1633 }
1924 set_owner (arrow, op); 1634
1635 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1636 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1637 arrow->direction = dir;
1928 arrow->x = sx; 1638
1929 arrow->y = sy; 1639 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1640 arrow->stats.hp = arrow->stats.dam;
1641 arrow->stats.grace = arrow->attacktype;
1642
1643 if (arrow->slaying)
1644 arrow->spellarg = strdup (arrow->slaying);
1645
1646 if (player *pl = op->contr)
1647 {
1648 if (!pl->has_hit)
1649 {
1650 pl->has_hit = 1;
1651 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1652 }
1653#if 0
1654 float speed = pl->weapon_sp;
1655
1656 /* penalize ROF for bestarrow */
1657 if (pl->bowtype == bow_bestarrow)
1658 speed *= .9f;
1659 else
1660 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1661
1662 op->speed_left += speed - op->speed;
1663#endif
1664 }
1665
1666 SET_ANIMATION (arrow, arrow->direction);
1667
1668 /* update the speed */
1669 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1670 + bow->stats.dam / 7.0;
1671
1672 arrow->set_speed (max (arrow->speed, 2.0));
1673 arrow->speed_left = 0;
1674
1675 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1930 1676
1931 if (op->type == PLAYER) 1677 if (op->type == PLAYER)
1932 { 1678 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op);
1935 }
1936
1937 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying);
1943
1944 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper.
1946 */
1947
1948 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1949
1950 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953
1954 if (arrow->speed < 1.0)
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0;
1958
1959 if (op->type == PLAYER)
1960 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1962 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1963 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1964
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1679 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1680 wc -= dex_bonus[op->stats.Dex];
1681
1682 if (!arrow->slaying)
1683 arrow->slaying = op->slaying;
1684
1685 arrow->attacktype |= op->attacktype;
1966 } 1686 }
1967 else 1687 else
1968 { 1688 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1689 arrow->level = op->level;
1972 } 1690 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1691
1692 if (!arrow->slaying)
1693 arrow->slaying = bow->slaying;
1694
1974 arrow->attacktype |= bow->attacktype; 1695 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1696 }
1976 arrow->slaying = bow->slaying;
1977 1697
1978 arrow->map = m; 1698 wc -= arrow->level;
1699 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1700
1701 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1979 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1704
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1706 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1707
1986 if (!was_destroyed (arrow, tag)) 1708 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1709 move_arrow (arrow);
1988 1710
1989 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1990 { 1712 {
1991 if (was_destroyed (left, left_tag)) 1713 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1714 esrv_del_item (op->contr, left->count);
1993 else 1715 else
1994 esrv_send_item (op, left); 1716 esrv_send_item (op, left);
1995 } 1717 }
1718
1996 return 1; 1719 return 1;
1997} 1720}
1998 1721
1999/* Special fire code for players - this takes into 1722/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1723 * account the special fire modes players can have
2008{ 1731{
2009 int ret = 0, wcmod = 0; 1732 int ret = 0, wcmod = 0;
2010 1733
2011 if (op->contr->bowtype == bow_bestarrow) 1734 if (op->contr->bowtype == bow_bestarrow)
2012 { 1735 {
2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2014 } 1737 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1739 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1741 wcmod = -1;
1742
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1744 }
2021 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
2022 { 1746 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2027 else if (op->contr->bowtype == bow_spreadshot) 1751 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1752 {
2029 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 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); 1754 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); 1755 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2032
2033 } 1756 }
2034 else 1757 else
2035 { 1758 {
2036 /* Simple case */ 1759 /* Simple case */
2037 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1760 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2038 } 1761 }
1762
2039 return ret; 1763 return ret;
2040} 1764}
2041
2042 1765
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1766/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1767 * Broken apart from 'fire' to keep it more readable.
2045 */ 1768 */
2046void 1769void
2047fire_misc_object (object *op, int dir) 1770fire_misc_object (object *op, int dir)
2048{ 1771{
2049 object *item; 1772 object *item = op->contr->ranged_ob;
2050 1773
2051 if (!op->contr->ranges[range_misc]) 1774 if (!item)
2052 { 1775 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1776 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2054 return; 1777 return;
2055 } 1778 }
2056 1779
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1780 if (!item->inv)
2059 { 1781 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1782 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1783 return;
2062 } 1784 }
1785
1786 if (!op->change_weapon (item))
1787 return;
1788
2063 if (item->type == WAND) 1789 if (item->type == WAND)
2064 { 1790 {
2065 if (item->stats.food <= 0) 1791 if (item->stats.food <= 0)
2066 { 1792 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1793 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)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1795
2069 return; 1796 return;
2070 } 1797 }
2071 } 1798 }
2072 else if (item->type == ROD || item->type == HORN) 1799 else if (item->type == ROD || item->type == HORN)
2073 { 1800 {
2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1801 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2075 { 1802 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1803 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804
2077 if (item->type == ROD) 1805 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)); 1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079 else 1807 else
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1808 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1809
2081 return; 1810 return;
2082 } 1811 }
2083 } 1812 }
2084 1813
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1814 if (cast_spell (op, item, dir, item->inv, NULL))
2093 1822
2094 if (item->arch) 1823 if (item->arch)
2095 { 1824 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1825 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1826 item->face = item->arch->clone.face;
2098 item->speed = 0; 1827 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1828 }
1829
2101 if ((tmp = is_player_inv (item))) 1830 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1831 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1832 }
2104 } 1833 }
2105 else if (item->type == ROD || item->type == HORN) 1834 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1835 drain_rod_charge (item);
2108 }
2109 } 1836 }
2110} 1837}
2111 1838
2112/* Received a fire command for the player - go and do it. 1839/* Received a fire command for the player - go and do it.
2113 */ 1840 */
2118 1845
2119 /* check for loss of invisiblity/hide */ 1846 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1847 if (action_makes_visible (op))
2121 make_visible (op); 1848 make_visible (op);
2122 1849
2123 switch (op->contr->shoottype) 1850 player *pl = op->contr;
1851
1852 if (pl->golem)
2124 { 1853 {
2125 case range_none: 1854 control_golem (op->contr->golem, dir);
2126 return; 1855 return;
1856 }
2127 1857
2128 case range_bow: 1858 object *ob = pl->ranged_ob;
1859
1860 if (!ob)
1861 return;
1862
1863 if (!op->change_weapon (ob))
1864 return;
1865
1866 switch (ob->type)
1867 {
1868 case BOW:
2129 player_fire_bow (op, dir); 1869 player_fire_bow (op, dir);
2130 return; 1870 break;
2131 1871
2132 case range_magic: /* Casting spells */ 1872 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1873 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2134 return; 1874 break;
2135 1875
2136 case range_misc: 1876 case BUILDER:
1877 apply_map_builder (op, dir);
1878 break;
1879
1880 case SKILL:
1881 do_skill (op, op, ob, dir, 0);
1882 break;
1883
1884 default:
2137 fire_misc_object (op, dir); 1885 fire_misc_object (op, dir);
2138 return; 1886 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 } 1887 }
2167} 1888}
2168
2169
2170 1889
2171/* find_key 1890/* find_key
2172 * We try to find a key for the door as passed. If we find a key 1891 * 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 1892 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1893 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1895 * pl is the player,
2177 * inv is the objects inventory to searched 1896 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1897 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1898 * This function can be called recursively to search containers.
2180 */ 1899 */
2181
2182object * 1900object *
2183find_key (object *pl, object *container, object *door) 1901find_key (object *pl, object *container, object *door)
2184{ 1902{
2185 object *tmp, *key; 1903 object *tmp, *key;
2186 1904
2187 /* Should not happen, but sanity checking is never bad */ 1905 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1906 if (!container->inv)
2189 return NULL; 1907 return 0;
2190 1908
2191 /* First, lets try to find a key in the top level inventory */ 1909 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1911 {
2194 if (door->type == DOOR && tmp->type == KEY) 1912 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1913 break;
2196 /* For sanity, we should really check door type, but other stuff 1914 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1915 * (like containers) can be locked with special keys
2198 */ 1916 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1918 break;
2201 } 1919 }
1920
2202 /* No key found - lets search inventories now */ 1921 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1922 /* 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 1923 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1924 * a key, return
2206 */ 1925 */
2207 if (!tmp) 1926 if (!tmp)
2208 { 1927 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1928 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1929 {
2211 /* No reason to search empty containers */ 1930 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1931 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1932 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1933 if ((key = find_key (pl, tmp, door)))
2215 return key; 1934 return key;
2216 } 1935 }
2217 } 1936 }
1937
2218 if (!tmp) 1938 if (!tmp)
2219 return NULL; 1939 return NULL;
2220 } 1940 }
1941
2221 /* We get down here if we have found a key. Now if its in a container, 1942 /* 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 1943 * see if we actually want to use it
2223 */ 1944 */
2224 if (pl != container) 1945 if (pl != container)
2225 { 1946 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1967 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)); 1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1969 return NULL;
2249 } 1970 }
2250 } 1971 }
1972
2251 return tmp; 1973 return tmp;
2252} 1974}
2253 1975
2254/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1979 * 0 otherwise
2258 */ 1980 */
2259static int 1981static int
2260player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2261{ 1983{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* 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 - 1985 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2266 */ 1987 */
2267 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2270 if (key) 1991 if (key)
2271 { 1992 {
2272 object *container = key->env; 1993 object *container = key->env;
2273 1994
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
2275 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
2276 make_visible (op); 1998 make_visible (op);
1999
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 2001 spring_trap (door->inv, op);
2002
2279 if (door->type == DOOR) 2003 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2284 { 2006 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2007 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 ;-) */ 2008 remove_door2 (door); /* remove door without violence ;-) */
2287 } 2009 }
2010
2288 /* Do this after we print the message */ 2011 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 2012 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 2013 /* Need to update the weight the container the key was in */
2291 if (container != op) 2014 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 2015 esrv_update_item (UPD_WEIGHT, op, container);
2016
2293 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
2294 } 2018 }
2295 else if (door->type == LOCKED_DOOR) 2019 else if (door->type == LOCKED_DOOR)
2296 { 2020 {
2297 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 2023 return 1;
2300 } 2024 }
2025
2301 return 0; 2026 return 0;
2302} 2027}
2303 2028
2304/* This function is just part of a breakup from move_player. 2029/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2309 */ 2034 */
2310
2311void 2035void
2312move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2313{ 2037{
2314 object *tmp, *mon; 2038 object *tmp, *mon;
2315 sint16 nx, ny;
2316 int on_battleground; 2039 int on_battleground;
2317 mapstruct *m; 2040 maptile *m;
2318 2041
2319 nx = freearr_x[dir] + op->x; 2042 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2043 sint16 ny = freearr_y[dir] + op->y;
2321 2044
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2045 on_battleground = op_on_battleground (op, 0, 0);
2323 2046
2324 /* If braced, or can't move to the square, and it is not out of the 2047 /* 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 2048 * 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 2049 * 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 2050 * player. This is a pretty nasty hack, because if we could
2332 */ 2055 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2056 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2334 { 2057 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2058 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 { 2059 {
2337 m = get_map_from_coord (op->map, &nx, &ny); 2060 m = op->map->xy_find (nx, ny);
2338 if (!m) 2061 if (!m)
2339 return; /* Don't think this should happen */ 2062 return; /* Don't think this should happen */
2340 } 2063 }
2341 else 2064 else
2342 m = op->map; 2065 m = op->map;
2343 2066
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2067 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; 2068 return;
2348 }
2349 2069
2350 mon = NULL; 2070 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2071 /* 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. 2072 * 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 2073 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2074 * on the space
2355 */ 2075 */
2356 while (tmp != NULL) 2076 while (tmp)
2357 { 2077 {
2358 if (tmp == op) 2078 if (tmp == op)
2359 { 2079 {
2360 tmp = tmp->above; 2080 tmp = tmp->above;
2361 continue; 2081 continue;
2362 } 2082 }
2083
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2084 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2085 {
2365 mon = tmp; 2086 mon = tmp;
2366 break; 2087 break;
2367 } 2088 }
2089
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2090 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2091 mon = tmp;
2092
2370 tmp = tmp->above; 2093 tmp = tmp->above;
2371 } 2094 }
2372 2095
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2096 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2097 return; /* into a wall */
2375 2098
2376 if (mon->head != NULL) 2099 if (mon->head)
2377 mon = mon->head; 2100 mon = mon->head;
2378 2101
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2102 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2103 if (player_attack_door (op, mon))
2381 return; 2104 return;
2390 2113
2391 /* If the creature is a pet, push it even if the player is not 2114 /* If the creature is a pet, push it even if the player is not
2392 * peaceful. Our assumption is the creature is a pet if the 2115 * peaceful. Our assumption is the creature is a pet if the
2393 * player owns it and it is either friendly or unagressive. 2116 * player owns it and it is either friendly or unagressive.
2394 */ 2117 */
2395 if ((op->type == PLAYER) 2118 if (op->type == PLAYER
2396#if COZY_SERVER 2119 && ((mon->owner && mon->owner->contr
2397 &&
2398 ((get_owner (mon) && get_owner (mon)->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2120 && same_party (mon->owner->contr->party, op->contr->party))
2400#else 2121 || mon->owner == op)
2401 && get_owner (mon) == op
2402#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2122 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2123 {
2405 /* If we're braced, we don't want to switch places with it */ 2124 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2125 if (op->contr->braced)
2407 return; 2126 return;
2127
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide) 2130 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2131 make_visible (op);
2132
2412 return; 2133 return;
2413 } 2134 }
2414 2135
2415 /* in certain circumstances, you shouldn't attack friendly 2136 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2137 * creatures. Note that if you are braced, you can't push
2417 * someone, but put it inside this loop so that you won't 2138 * someone, but put it inside this loop so that you won't
2418 * attack them either. 2139 * attack them either.
2419 */ 2140 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2141 if ((mon->type == PLAYER || mon->enemy != op)
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2142 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2422#ifdef PROHIBIT_PLAYERKILL 2143 && ((op->contr->peaceful
2423 (op->contr->peaceful 2144 || (mon->type == PLAYER && mon->contr->peaceful))
2424 || (mon->type == PLAYER 2145 && !on_battleground))
2425 && mon->contr->
2426 peaceful)) &&
2427#else
2428 op->contr->peaceful &&
2429#endif
2430 !on_battleground))
2431 { 2146 {
2432 if (!op->contr->braced) 2147 if (!op->contr->braced)
2433 { 2148 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2149 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2150 push_ob (mon, dir, op);
2436 } 2151 }
2437 else 2152 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2153 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2154
2441 if (op->contr->tmp_invis || op->hide) 2155 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2156 make_visible (op);
2443 } 2157 }
2444 2158
2445 /* If the object is a boulder or other rollable object, then 2159 /* 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 2170 * 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: 2171 * 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 2172 * 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. 2173 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2174 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2175 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))) 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2177 {
2465
2466 /* If the player hasn't hit something this tick, and does
2467 * so, give them speed boost based on weapon speed. Doing
2468 * it here is better than process_players2, which basically
2469 * incurred a 1 tick offset.
2470 */
2471 if (!op->contr->has_hit) 2178 if (!op->contr->has_hit)
2472 { 2179 {
2180 op->contr->has_hit = 1;
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2181 op->speed_left += op->contr->weapon_speed () - op->speed;
2474
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2182 }
2477 2183
2478 skill_attack (mon, op, 0, NULL, NULL); 2184 skill_attack (mon, op, 0, 0, 0);
2479 2185
2480 /* If attacking another player, that player gets automatic 2186 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2187 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2188 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2189 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2192 {
2487 short luck = mon->stats.luck; 2193 short luck = mon->stats.luck;
2488 2194
2489 mon->contr->has_hit = 1; 2195 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2196 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2197 mon->stats.luck = luck;
2492 } 2198 }
2199
2493 if (action_makes_visible (op)) 2200 if (action_makes_visible (op))
2494 make_visible (op); 2201 make_visible (op);
2495 } 2202 }
2496 } /* if player should attack something */ 2203 } /* if player should attack something */
2497} 2204}
2499int 2206int
2500move_player (object *op, int dir) 2207move_player (object *op, int dir)
2501{ 2208{
2502 int pick; 2209 int pick;
2503 2210
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2212 return 0;
2506 2213
2507 /* Sanity check: make sure dir is valid */ 2214 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2215 if ((dir < 0) || (dir >= 9))
2509 { 2216 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2217 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2218 return 0;
2512 } 2219 }
2513 2220
2514 /* peterm: added following line */ 2221 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2223 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2224
2518 op->facing = dir; 2225 op->facing = dir;
2519 2226
2520 if (op->hide) 2227 if (op->hide)
2521 do_hidden_move (op); 2228 do_hidden_move (op);
2532 2239
2533 /* Add special check for newcs players and fire on - this way, the 2240 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2241 * server can handle repeat firing.
2535 */ 2242 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2243 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2244 op->direction = dir;
2539 }
2540 else 2245 else
2541 {
2542 op->direction = 0; 2246 op->direction = 0;
2543 } 2247
2544 /* Update how the player looks. Use the facing, so direction may 2248 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2249 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2250 * for players.
2547 */ 2251 */
2548 animate_object (op, op->facing); 2252 animate_object (op, op->facing);
2557 * Returns true if there are more actions we can do. 2261 * Returns true if there are more actions we can do.
2558 */ 2262 */
2559int 2263int
2560handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2561{ 2265{
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)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2267 {
2584 flee_player (op); 2268 flee_player (op);
2269
2585 /* If player is still scared, that is his action for this tick */ 2270 /* If player is still scared, that is his action for this tick */
2586 if (QUERY_FLAG (op, FLAG_SCARED)) 2271 if (op->flag [FLAG_SCARED])
2587 { 2272 {
2588 op->speed_left--; 2273 --op->speed_left;
2589 return 0; 2274 return 0;
2590 } 2275 }
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 } 2276 }
2604 2277
2605 /* call this here - we also will call this in do_ericserver, but 2278 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2279 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2280 * called, so we recheck it here.
2608 */ 2281 */
2609 HandleClient (&op->contr->socket, op->contr); 2282 if (op->contr->ns->handle_command ())
2610 if (op->speed_left < 0)
2611 return 0; 2283 return 1;
2612 2284
2285 if (op->speed_left > 0.f)
2286 {
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2287 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2288 {
2615 /* All move commands take 1 tick, at least for now */ 2289 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--; 2290 --op->speed_left;
2617 2291
2618 /* Instead of all the stuff below, let move_player take care 2292 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in 2293 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff. 2294 * there, as well as the confusion stuff.
2621 */ 2295 */
2622 move_player (op, op->direction); 2296 move_player (op, op->direction);
2623 if (op->speed_left > 0) 2297
2624 return 1; 2298 return op->speed_left > 0.f;
2625 else 2299 }
2626 return 0;
2627 } 2300 }
2301
2628 return 0; 2302 return 0;
2629} 2303}
2630 2304
2631int 2305int
2632save_life (object *op) 2306save_life (object *op)
2633{ 2307{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2308 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2309 return 0;
2638 2310
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2311 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2312 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2313 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2314 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)); 2315 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2316
2644 if (op->contr) 2317 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2318 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2319
2647 free_object (tmp); 2320 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2321 CLEAR_FLAG (op, FLAG_LIFESAVE);
2322
2649 if (op->stats.hp < 0) 2323 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2324 op->stats.hp = op->stats.maxhp;
2325
2651 if (op->stats.food < 0) 2326 if (op->stats.food < 0)
2652 op->stats.food = 999; 2327 op->stats.food = 999;
2653 fix_player (op); 2328
2329 op->update_stats ();
2654 return 1; 2330 return 1;
2655 } 2331 }
2332
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2333 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2334 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2335 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2336 return 0;
2660} 2337}
2665 * from. 2342 * from.
2666 */ 2343 */
2667void 2344void
2668remove_unpaid_objects (object *op, object *env) 2345remove_unpaid_objects (object *op, object *env)
2669{ 2346{
2670 object *next;
2671
2672 while (op) 2347 while (op)
2673 { 2348 {
2674 next = op->below; /* Make sure we have a good value, in case 2349 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2350
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2351 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2352 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2353 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2354 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2355
2356 op->insert_at (env);
2685 } 2357 }
2686 else if (op->inv) 2358 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2359 remove_unpaid_objects (op->inv, env);
2360
2688 op = next; 2361 op = next;
2689 } 2362 }
2690} 2363}
2691
2692 2364
2693/* 2365/*
2694 * Returns pointer a static string containing gravestone text 2366 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2367 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2368 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2379 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2380 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2381 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2382 else
2711 sprintf (buf, "%s\n", &op->name); 2383 sprintf (buf, "%s\n", &op->name);
2384
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2386 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2388 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2389 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2390 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2391
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2393 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2394 if (op->type == PLAYER)
2721 { 2395 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2396 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2397 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2398 strcat (buf2, buf);
2725 } 2399 }
2400
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2401 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2402 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2403 strcat (buf2, buf);
2404
2729 return buf2; 2405 return buf2;
2730} 2406}
2731
2732
2733 2407
2734void 2408void
2735do_some_living (object *op) 2409do_some_living (object *op)
2736{ 2410{
2737 int last_food = op->stats.food; 2411 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2417 int rate_grace = 2000;
2744 const int max_hp = 1; 2418 const int max_hp = 1;
2745 const int max_sp = 1; 2419 const int max_sp = 1;
2746 const int max_grace = 1; 2420 const int max_grace = 1;
2747 2421
2748 if (op->contr->outputs_sync) 2422 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 } 2423 {
2424 op->invisible = 1000;
2425 /* the socket code flashes the player visible/invisible
2426 * depending on the value of invisible, so we need to
2427 * alternate it here for it to work correctly.
2428 */
2429 if (pticks & 2)
2430 op->invisible--;
2431 }
2432 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2433 {
2434 if (!op->invisible--)
2435 {
2436 make_visible (op);
2437 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2438 }
2439 }
2754 2440
2755 if (op->contr->state == ST_PLAYING) 2441 if (op->contr->ns->state == ST_PLAYING)
2756 { 2442 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2443 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2444 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2445 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2446 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2447 else
2763 { 2448 {
2764 gen_hp = op->stats.maxhp; 2449 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2450 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2451 }
2452
2767 if (op->contr->gen_sp >= 0) 2453 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2454 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2455 else
2770 { 2456 {
2771 gen_sp = op->stats.maxsp; 2457 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2458 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2459 }
2460
2774 if (op->contr->gen_grace >= 0) 2461 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2462 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2463 else
2777 { 2464 {
2778 gen_grace = op->stats.maxgrace; 2465 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2466 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2467 }
2781 2468
2782 /* Regenerate Spell Points */ 2469 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2470 if (!op->contr->golem && --op->last_sp < 0)
2784 { 2471 {
2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2472 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) 2473 if (op->stats.sp < op->stats.maxsp)
2787 { 2474 {
2788 op->stats.sp++; 2475 op->stats.sp++;
2794 op->stats.food += op->contr->digestion; 2481 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2482 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2483 op->stats.food = last_food;
2797 } 2484 }
2798 } 2485 }
2486
2799 if (max_sp > 1) 2487 if (max_sp > 1)
2800 { 2488 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2489 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2490 if (over_sp > 0)
2803 { 2491 {
2804 if (op->stats.sp < op->stats.maxsp) 2492 if (op->stats.sp < op->stats.maxsp)
2805 { 2493 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2494 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2496 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2497 op->stats.sp--;
2498
2809 if (op->stats.sp > op->stats.maxsp) 2499 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2500 op->stats.sp = op->stats.maxsp;
2811 } 2501 }
2812 op->last_sp = 0; 2502 op->last_sp = 0;
2813 } 2503 }
2814 else 2504 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2506 }
2819 else 2507 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2509 }
2824 2510
2825 /* Regenerate Grace */ 2511 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2512 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2513 if (--op->last_grace < 0)
2828 { 2514 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2515 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2516 op->stats.grace++; /* no penalty in food for regaining grace */
2517
2831 if (max_grace > 1) 2518 if (max_grace > 1)
2832 { 2519 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2520 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2521 if (over_grace > 0)
2835 { 2522 {
2863 op->stats.food += op->contr->digestion; 2550 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2551 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2552 op->stats.food = last_food;
2866 } 2553 }
2867 } 2554 }
2555
2868 if (max_hp > 1) 2556 if (max_hp > 1)
2869 { 2557 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2558 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2559 if (over_hp > 0)
2872 { 2560 {
2885 } 2573 }
2886 2574
2887 /* Digestion */ 2575 /* Digestion */
2888 if (--op->last_eat < 0) 2576 if (--op->last_eat < 0)
2889 { 2577 {
2890#ifdef COZY_SERVER
2891 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2892 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2893#else
2894 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2578 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2895#endif
2896 2579
2897 if (op->contr->gen_hp > 0) 2580 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2581 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2582 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2583 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2584
2901 /* dms do not consume food */ 2585 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2586 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2587 op->stats.food--;
2904 } 2588 }
2905 }
2906 2589
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2590 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2591 {
2909 object *tmp, *flesh = NULL; 2592 object *tmp, *flesh = 0;
2910 2593
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2594 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2595 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2596 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2597 {
2598 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2599 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2600 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2601 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2602 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2603 break;
2921 } 2604 }
2922 else if (tmp->type == FLESH) 2605 else if (tmp->type == FLESH)
2923 flesh = tmp; 2606 flesh = tmp;
2924 } /* End if paid for object */ 2607 } /* End if paid for object */
2925 } /* end of for loop */ 2608 } /* end of for loop */
2609
2926 /* If player is still starving, it means they don't have any food, so 2610 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2611 * eat flesh instead.
2928 */ 2612 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2613 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2614 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2616 manual_apply (op, flesh, 0);
2933 } 2617 }
2934 } /* end if player is starving */ 2618 }
2935 2619
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2620 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2621 op->stats.food++, op->stats.hp--;
2938 2622
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2623 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2624 kill_player (op);
2625 }
2941} 2626}
2942
2943
2944 2627
2945/* If the player should die (lack of hp, food, etc), we call this. 2628/* 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 2629 * 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 2630 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2631 * file.
2952{ 2635{
2953 char buf[MAX_BUF]; 2636 char buf[MAX_BUF];
2954 int x, y; 2637 int x, y;
2955 2638
2956 //int i; 2639 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2640 maptile *map; /* this is for resurrection */
2958 2641
2959 /* int z; 2642 /* int z;
2960 int num_stats_lose; 2643 int num_stats_lose;
2961 int lost_a_stat; 2644 int lost_a_stat;
2962 int lose_this_stat; 2645 int lose_this_stat;
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2661 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..."); 2662 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2663
2981 /* restore player */ 2664 /* restore player */
2982 at = archetype::find ("poisoning"); 2665 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2666 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2667 {
2986 remove_ob (tmp); 2668 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2669 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2670 }
2990 2671
2991 at = archetype::find ("confusion"); 2672 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2673 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2674 {
2995 remove_ob (tmp); 2675 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2676 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2677 }
2999 2678
3000 cure_disease (op, 0); /* remove any disease */ 2679 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2680 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2681 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2682 op->stats.food = 999;
3004 2683
3005 /* create a bodypart-trophy to make the winner happy */ 2684 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2685 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2686 {
3009 sprintf (buf, "%s's finger", &op->name); 2687 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2688 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2689 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2690 " 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); 2691 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2692 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2693 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2694 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2695 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2696 }
3020 2697
3021 /* teleport defeated player to new destination */ 2698 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2699 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2700 op->contr->braced = 0;
3028 2705
3029 command_kill_pets (op, 0); 2706 command_kill_pets (op, 0);
3030 2707
3031 if (op->stats.food < 0) 2708 if (op->stats.food < 0)
3032 { 2709 {
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); 2710 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2711 strcpy (op->contr->killer, "starvation");
3042 } 2712 }
3043 else 2713 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); 2714 sprintf (buf, "%s died.", &op->name);
3053 } 2715
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2716 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2717
3056 /* save the map location for corpse, gravestone */ 2718 /* save the map location for corpse, gravestone */
3057 x = op->x; 2719 x = op->x;
3058 y = op->y; 2720 y = op->y;
3059 map = op->map; 2721 map = op->map;
3060 2722
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2723 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2724 * 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. 2725 * See the config.h file for a little more in depth detail about this.
3067 */ 2726 */
3068 2727
3069 /* Basically two ways to go - remove a stat permanently, or just 2728 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2729 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2730 * of death.
3072 */ 2731 */
3073#ifndef COZY_SERVER 2732#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2733 if (settings.balanced_stat_loss)
3075 { 2734 {
3076 /* If stat loss is permanent, lose one stat only. */ 2735 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2736 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2737 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2738 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2739 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2740 little bit harder. */
3082 /* GD */ 2741 /* GD */
3083 if (settings.stat_loss_on_death) 2742 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2743 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2744 else
3089 { 2745 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2746 }
2747 else
3090 num_stats_lose = 1; 2748 num_stats_lose = 1;
3091 } 2749
3092 lost_a_stat = 0; 2750 lost_a_stat = 0;
3093 2751
3094 for (z = 0; z < num_stats_lose; z++) 2752 for (z = 0; z < num_stats_lose; z++)
3095 { 2753 {
3096 i = RANDOM () % NUM_STATS; 2754 i = RANDOM () % NUM_STATS;
3097 2755
3098 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
3099 { 2757 {
3100 /* Pick a random stat and take a point off it. Tell the player 2758 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2759 * what he lost.
3102 */ 2760 */
3103 change_attr_value (&(op->stats), i, -1); 2761 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2762 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2763 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2764 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2765 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2766 lost_a_stat = 1;
2767 }
2768 else
2769 {
2770 /* deplete a stat */
2771 archetype *deparch = archetype::find ("depletion");
2772 object *dep;
2773
2774 dep = present_arch_in_ob (deparch, op);
2775 if (!dep)
2776 {
2777 dep = arch_to_object (deparch);
2778 insert_ob_in_ob (dep, op);
3109 } 2779 }
3110 else 2780 lose_this_stat = 1;
2781 if (settings.balanced_stat_loss)
3111 { 2782 {
3112 /* deplete a stat */ 2783 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2784 /* Get the stat that we're about to deplete. */
3114 object *dep; 2785 this_stat = get_attr_value (&(dep->stats), i);
3115 2786 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2787 {
3119 dep = arch_to_object (deparch); 2788 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2789 int keep_chance = this_stat * this_stat;
3121 } 2790
3122 lose_this_stat = 1; 2791 /* 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) 2792 if (keep_chance < 1)
2793 keep_chance = 1;
2794
2795 /* There is a maximum depletion total per level. */
2796 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2797 {
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; 2798 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2799 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2800 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 } 2801 }
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 */ 2802 else
3164 if (this_stat >= -50)
3165 { 2803 {
3166 change_attr_value (&(dep->stats), i, -1); 2804 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; 2805 lose_this_stat = 0;
2806 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2807 this_stat, keep_chance, loss_chance,
2808 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2809 }
3172 } 2810 }
3173 } 2811 }
2812
2813 if (lose_this_stat)
2814 {
2815 this_stat = get_attr_value (&(dep->stats), i);
2816 /* We could try to do something clever like find another
2817 * stat to reduce if this fails. But chances are, if
2818 * stats have been depleted to -50, all are pretty low
2819 * and should be roughly the same, so it shouldn't make a
2820 * difference.
2821 */
2822 if (this_stat >= -50)
2823 {
2824 change_attr_value (&(dep->stats), i, -1);
2825 SET_FLAG (dep, FLAG_APPLIED);
2826 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2827 op->update_stats ();
2828 lost_a_stat = 1;
2829 }
3174 } 2830 }
2831 }
2832 }
3175 /* If no stat lost, tell the player. */ 2833 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2834 if (!lost_a_stat)
3177 { 2835 {
3178 /* determine_god() seems to not work sometimes... why is this? 2836 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2837 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2838 const char *god = determine_god (op);
3181 2839
3182 if (god && (strcmp (god, "none"))) 2840 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); 2841 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2842 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2843 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2844 }
2845#else
2846 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2847#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 2848
3190 /* Put a gravestone up where the character 'almost' died. List the 2849 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2850 * exp loss on the stone.
3192 */ 2851 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2852 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2853 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2854 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2855 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2856 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); 2857 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; 2858 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2859 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2860 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2861
3203 /**************************************/ 2862 /**************************************/
3204 /* */ 2863 /* */
3205 /* Subtract the experience points, */ 2864 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2865 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2866 /* food, and reset HP's... */
3208 /* */ 2867 /* */
3209
3210 /**************************************/ 2868 /**************************************/
3211 2869
3212 /* remove any poisoning and confusion the character may be suffering. */ 2870 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2871 /* restore player */
3214 at = archetype::find ("poisoning"); 2872 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2873 tmp = present_arch_in_ob (at, op);
2874
3216 if (tmp) 2875 if (tmp)
3217 { 2876 {
3218 remove_ob (tmp); 2877 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2878 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2879 }
3222 2880
3223 at = archetype::find ("confusion"); 2881 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2882 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2883 if (tmp)
3226 { 2884 {
3227 remove_ob (tmp); 2885 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2886 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2887 }
2888
3231 cure_disease (op, 0); /* remove any disease */ 2889 cure_disease (op, 0); /* remove any disease */
3232 2890
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2891 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2892 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2893 if (op->stats.food < 100)
3236 op->stats.food = 900; 2894 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2895 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2896 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2897 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2898
3241 /* 2899 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2900 * 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 2901 * and put them back in the map.
3244 * in the map. 2902 */
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2903 remove_unpaid_objects (op->inv, op);
3249 2904
3250 /****************************************/ 2905 /****************************************/
3251 /* */ 2906 /* */
3252 /* Move player to his current respawn- */ 2907 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2908 /* position (usually last savebed) */
3254 /* */ 2909 /* */
3255
3256 /****************************************/ 2910 /****************************************/
3257 2911
3258 enter_player_savebed (op); 2912 enter_player_savebed (op);
3259 2913
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2914 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2915
3266 /* it is possible that the player has blown something up 2916 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2917 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2918 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2919 * on the space that might harm the player.
3270 */ 2920 */
3271 will_kill_again = 0; 2921 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2922 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2923 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2924 will_kill_again |= tmp->attacktype;
3276 } 2925
3277 if (will_kill_again) 2926 if (will_kill_again)
3278 { 2927 {
3279 object *force; 2928 object *force;
3280 int at; 2929 int at;
3281 2930
3282 force = get_archetype (FORCE_NAME); 2931 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2932 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2933 force->speed = 0.1f;
3285 force->speed_left = -5.0; 2934 force->speed_left = -5.f;
3286 SET_FLAG (force, FLAG_APPLIED); 2935 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2936 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2937 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2938 force->resist[at] = 100;
3291 } 2939
3292 insert_ob_in_ob (force, op); 2940 insert_ob_in_ob (force, op);
3293 fix_player (op); 2941 op->update_stats ();
3294 2942
3295 } 2943 }
3296 2944
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2945 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} 2946}
3366
3367 2947
3368void 2948void
3369loot_object (object *op) 2949loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2950{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2951 object *tmp, *tmp2, *next;
3372 2952
3373 if (op->container) 2953 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2954
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2955 for (tmp = op->inv; tmp; tmp = next)
3379 { 2956 {
3380 next = tmp->below; 2957 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2958
2959 if (tmp->invisible)
3382 continue; 2960 continue;
3383 remove_ob (tmp); 2961
2962 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2963 tmp->x = op->x, tmp->y = op->y;
2964
3385 if (tmp->type == CONTAINER) 2965 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2966 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2967
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2968 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2969 {
3391 if (tmp->nrof > 1) 2970 if (tmp->nrof > 1)
3392 { 2971 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2972 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2973 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2974 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2975 }
3397 else 2976 else
3398 free_object (tmp); 2977 tmp->destroy ();
3399 } 2978 }
3400 else 2979 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2980 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2981 }
3403} 2982}
3405/* 2984/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2985 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2986 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2987 * was changed.
3409 */ 2988 */
3410
3411void 2989void
3412fix_weight (void) 2990fix_weight (void)
3413{ 2991{
3414 player *pl; 2992 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2993 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2994 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 2995
3420 if (old == sum) 2996 if (old == sum)
3421 continue; 2997 continue;
3422 fix_player (pl->ob); 2998 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2999 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3000 }
3425} 3001}
3426 3002
3427void 3003void
3428fix_luck (void) 3004fix_luck (void)
3429{ 3005{
3430 player *pl; 3006 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3007 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3008 pl->ob->change_luck (0);
3435} 3009}
3436
3437 3010
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3011/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3012 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3013 * just treat this as any other spell casting object.
3441 */ 3014 */
3442
3443void 3015void
3444cast_dust (object *op, object *throw_ob, int dir) 3016cast_dust (object *op, object *throw_ob, int dir)
3445{ 3017{
3446 object *skop, *spob; 3018 object *skop, *spob;
3447 3019
3468 if (op->type == PLAYER) 3040 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3041 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3042
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3043 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3044
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3045 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3046}
3477 3047
3478void 3048void
3479make_visible (object *op) 3049make_visible (object *op)
3480{ 3050{
3483 if (op->type == PLAYER) 3053 if (op->type == PLAYER)
3484 { 3054 {
3485 op->contr->tmp_invis = 0; 3055 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3056 op->contr->invis_race = 0;
3487 } 3057 }
3058
3488 update_object (op, UP_OBJ_FACE); 3059 update_object (op, UP_OBJ_CHANGE);
3489} 3060}
3490 3061
3491int 3062int
3492is_true_undead (object *op) 3063is_true_undead (object *op)
3493{ 3064{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3065 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3066 return 1;
3498 3067
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; 3068 return 0;
3505} 3069}
3506 3070
3507/* look at the surrounding terrain to determine 3071/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3072 * the hideability of this object. Positive levels
3564 3128
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3129 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3130
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3131 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3132 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3133 if (!skop || num >= skop->level)
3571 { 3134 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3135 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3136 make_visible (op);
3574 return; 3137 return;
3575 } 3138 }
3576 else 3139 else
3577 num += 20; 3140 num += 20;
3578 } 3141
3579 num += op->map->difficulty; 3142 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3143 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3144 num -= hide;
3145
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3146 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3147 {
3584 make_visible (op); 3148 make_visible (op);
3585 if (op->type == PLAYER) 3149 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3150 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3151 }
3588 else if (op->type == PLAYER && skop) 3152 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3153 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3154}
3593 3155
3594/* determine if who is standing near a hostile creature. */ 3156/* determine if who is standing near a hostile creature. */
3595 3157
3596int 3158int
3597stand_near_hostile (object *who) 3159stand_near_hostile (object *who)
3598{ 3160{
3599 object *tmp = NULL; 3161 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3162 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3163 maptile *m;
3602 sint16 x, y; 3164 sint16 x, y;
3603 3165
3604 if (!who) 3166 if (!who)
3605 return 0; 3167 return 0;
3606 3168
3623 if (mflags & P_OUT_OF_MAP) 3185 if (mflags & P_OUT_OF_MAP)
3624 continue; 3186 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3187 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3188 continue;
3627 3189
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3190 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3191 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3192 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3193 return 1;
3632 else if (tmp->type == PLAYER) 3194 else if (tmp->type == PLAYER)
3633 { 3195 {
3663 if (pl->type != PLAYER) 3225 if (pl->type != PLAYER)
3664 { 3226 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3227 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3228 return -1;
3667 } 3229 }
3230
3668 if (!pl || !op) 3231 if (!pl || !op)
3669 return 0; 3232 return 0;
3670 3233
3671 if (op->head)
3672 {
3673 op = op->head; 3234 op = op->head_ ();
3674 } 3235
3675 get_rangevector (pl, op, &rv, 0x1); 3236 get_rangevector (pl, op, &rv, 0x1);
3676 3237
3677 /* starting with the 'head' part, lets loop 3238 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3239 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3240 * part that is in the los array but isnt on
3687 3248
3688 /* only the viewable area the player sees is updated by LOS 3249 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3250 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3251 * for any meaningful values.
3691 */ 3252 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3253 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3254 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3255 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3256 return 1;
3696 op = op->more; 3257 op = op->more;
3697 } 3258 }
3698 return 0; 3259 return 0;
3699} 3260}
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3357 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3358 int i = 0, j = 0;
3798 3359
3799 /* get the appropriate treasurelist */ 3360 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3361 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3362 trlist = treasurelist::find ("dragon_ability_fire");
3802 else if (atnr == ATNR_COLD) 3363 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3364 trlist = treasurelist::find ("dragon_ability_cold");
3804 else if (atnr == ATNR_ELECTRICITY) 3365 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3366 trlist = treasurelist::find ("dragon_ability_elec");
3806 else if (atnr == ATNR_POISON) 3367 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3368 trlist = treasurelist::find ("dragon_ability_poison");
3808 3369
3809 if (trlist == NULL || who->type != PLAYER) 3370 if (trlist == NULL || who->type != PLAYER)
3810 return; 3371 return;
3811 3372
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3373 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3374
3814 if (tr == NULL || tr->item == NULL) 3375 if (!tr || !tr->item)
3815 { 3376 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3377 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3378 return;
3818 } 3379 }
3819 3380
3885 { 3446 {
3886 /* forces in the treasurelist can alter the player's stats */ 3447 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3448 object *skin;
3888 3449
3889 /* first get the dragon skin force */ 3450 /* first get the dragon skin force */
3451 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); 3452 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3453 ;
3454
3891 if (skin == NULL) 3455 if (!skin)
3892 return; 3456 return;
3893 3457
3894 /* adding new spellpath attunements */ 3458 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3459 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3460 {
3941 * not readied. 3505 * not readied.
3942 */ 3506 */
3943void 3507void
3944player_unready_range_ob (player *pl, object *ob) 3508player_unready_range_ob (player *pl, object *ob)
3945{ 3509{
3946 rangetype i; 3510 if (pl->ob->current_weapon == ob)
3511 pl->ob->current_weapon = 0;
3947 3512
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3513 if (pl->combat_ob == ob)
3949 { 3514 pl->combat_ob = 0;
3515
3950 if (pl->ranges[i] == ob) 3516 if (pl->ranged_ob == ob)
3951 { 3517 pl->ranged_ob = 0;
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 3518}
3519
3520sint8
3521player::visibility_at (maptile *map, int x, int y) const
3522{
3523 if (!ns)
3524 return 0;
3525
3526 int dx, dy;
3527 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3528 return 0;
3529
3530 x += dx - ns->current_x + ns->mapx / 2;
3531 y += dy - ns->current_y + ns->mapy / 2;
3532
3533 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3534 return 0;
3535
3536 return 100 - blocked_los [x][y];
3537}

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