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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 1.141 by root, Fri May 18 15:05:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 37
81void 38void
82display_motd (const object *op) 39display_motd (const object *op)
83{ 40{
84 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 int comp; 44 int comp;
88 int size; 45 int size;
89 46
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 49 return;
94 } 50
95 motd[0] = '\0'; 51 motd[0] = '\0';
96 size = 0; 52 size = 0;
53
97 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
98 { 55 {
99 if (*buf == '#') 56 if (*buf == '#')
100 continue; 57 continue;
58
101 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 60 size += strlen (buf);
103 } 61 }
62
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
106} 65}
107 66
108void 67void
114 int comp; 73 int comp;
115 int size; 74 int size;
116 75
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 78 return;
121 } 79
122 rules[0] = '\0'; 80 rules[0] = '\0';
123 size = 0; 81 size = 0;
82
124 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
125 { 84 {
126 if (*buf == '#') 85 if (*buf == '#')
127 continue; 86 continue;
87
128 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
129 { 89 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 91 break;
132 } 92 }
93
133 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 95 size += strlen (buf);
135 } 96 }
97
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
138} 100}
139 101
140void 102void
148 int size; 110 int size;
149 111
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 114 return;
115
153 news[0] = '\0'; 116 news[0] = '\0';
154 subject[0] = '\0'; 117 subject[0] = '\0';
155 size = 0; 118 size = 0;
119
156 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
157 { 121 {
158 if (*buf == '#') 122 if (*buf == '#')
159 continue; 123 continue;
124
160 if (*buf == '%') 125 if (*buf == '%')
161 { /* send one news */ 126 { /* send one news */
162 if (size > 0) 127 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
164 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
165 strip_endline (subject); 131 strip_endline (subject);
166 size = 0; 132 size = 0;
167 news[0] = '\0'; 133 news[0] = '\0';
168 } 134 }
177 size += strlen (buf); 143 size += strlen (buf);
178 } 144 }
179 } 145 }
180 146
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 150}
310 151
311/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
312static void 153static void
313set_first_map (object *op) 154set_first_map (object *op)
314{ 155{
315 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
316 op->x = -1; 157 op->x = -1;
317 op->y = -1; 158 op->y = -1;
318 enter_exit (op, NULL);
319} 159}
320 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats ();
289
290 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0);
293
294 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this);
302}
303
304void
305player::disconnect ()
306{
307 if (ns)
308 {
309 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311
312 INVOKE_PLAYER (DISCONNECT, this);
313
314 ns->reset_stats ();
315 ns->pl = 0;
316 ns = 0;
317 }
318
319 if (ob)
320 ob->close_container (); //TODO: client-specific
321
322 deactivate ();
323}
324
325// the need for this function can be explained
326// by load_object not returning the object
327void
328player::set_object (object *op)
329{
330 ob = op;
331 ob->contr = this; /* this aren't yet in archetype */
332
333 ob->speed_left = 0.5f;
334 ob->speed = 1.0f;
335 ob->direction = 5; /* So player faces south */
336}
337
338player::player ()
339{
340 /* There are some elements we want initialised to non zero value -
341 * we deal with that below this point.
342 */
343 outputs_sync = 4;
344 outputs_count = 4;
345 unapply = unapply_nochoice;
346
347 savebed_map = first_map_path; /* Init. respawn position */
348
349 gen_sp_armour = 10;
350 bowtype = bow_normal;
351 petmode = pet_normal;
352 listening = 10;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356}
357
358void
359player::do_destroy ()
360{
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy ();
369 }
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
321/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
323 * mode. 380 * mode.
324 */ 381 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 382player *
383player::create ()
384{
385 player *pl = new player;
330 386
331 p = get_player (NULL); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 388
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 389 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 390 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 391 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)); 392
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); 393 set_first_map (pl->ob);
343 394
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; 395 return pl;
351} 396}
352 397
353/* 398/*
354 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
364 { 409 {
365 if (at == NULL || at->next == NULL) 410 if (at == NULL || at->next == NULL)
366 at = first_archetype; 411 at = first_archetype;
367 else 412 else
368 at = at->next; 413 at = at->next;
414
369 if (at->clone.type == PLAYER) 415 if (at->clone.type == PLAYER)
370 return at; 416 return at;
417
371 if (at == start) 418 if (at == start)
372 { 419 {
373 LOG (llevError, "No Player archetypes\n"); 420 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 421 exit (-1);
375 } 422 }
376 } 423 }
377} 424}
378 425
379
380object * 426object *
381get_nearest_player (object *mon) 427get_nearest_player (object *mon)
382{ 428{
383 object *op = NULL; 429 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 430 objectlink *ol;
386 unsigned lastdist; 431 unsigned lastdist;
387 rv_vector rv; 432 rv_vector rv;
388 433
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 434 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 435 {
391 /* We should not find free objects on this friendly list, but it 436 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it. 437 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 438 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 439 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 443 object *tmp = ol->ob;
399 444
400 /* Can't do much more other than log the fact, because the object 445 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared. 446 * itself will have been cleared.
402 */ 447 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 448 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
449 tmp->debug_desc ());
404 ol = ol->next; 450 ol = ol->next;
405 remove_friendly_object (tmp); 451 remove_friendly_object (tmp);
406 if (!ol) 452 if (!ol)
407 return op; 453 return op;
408 } 454 }
421 { 467 {
422 op = ol->ob; 468 op = ol->ob;
423 lastdist = rv.distance; 469 lastdist = rv.distance;
424 } 470 }
425 } 471 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 472
427 { 473 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 474 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 475 if (lastdist > rv.distance)
432 { 476 {
433 op = pl->ob; 477 op = pl->ob;
434 lastdist = rv.distance; 478 lastdist = rv.distance;
435 } 479 }
436 } 480
437 }
438#if 0 481#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 482 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 483#endif
441 return op; 484 return op;
442} 485}
460 * circling behaviour. Unfortunately, this function is also used to determined 503 * 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 504 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 505 * is probably not a good thing.
463 */ 506 */
464#define MAX_SPACES 50 507#define MAX_SPACES 50
465
466 508
467/* 509/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 510 * 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 511 * 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 512 * 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) 531path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 532{
491 rv_vector rv; 533 rv_vector rv;
492 sint16 x, y; 534 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 535 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 536 maptile *m, *lastmap;
495 537
496 get_rangevector (mon, pl, &rv, 0); 538 get_rangevector (mon, pl, &rv, 0);
497 539
498 if (rv.distance < mindiff) 540 if (rv.distance < mindiff)
499 return 0; 541 return 0;
501 x = mon->x; 543 x = mon->x;
502 y = mon->y; 544 y = mon->y;
503 m = mon->map; 545 m = mon->map;
504 dir = rv.direction; 546 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 547 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); 548 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
549
507 /* If we can't solve it within the search distance, return now. */ 550 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 551 if (diff > max)
509 return 0; 552 return 0;
553
510 while (diff > 1 && max > 0) 554 while (diff > 1 && max > 0)
511 { 555 {
512 lastx = x; 556 lastx = x;
513 lasty = y; 557 lasty = y;
514 lastmap = m; 558 lastmap = m;
596 max--; 640 max--;
597 lastdir = dir; 641 lastdir = dir;
598 if (!firstdir) 642 if (!firstdir)
599 firstdir = dir; 643 firstdir = dir;
600 } 644 }
645
601 if (diff <= 1) 646 if (diff <= 1)
602 { 647 {
603 /* Recalculate diff (distance) because we may not have actually 648 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 649 * headed toward player for entire distance.
605 */ 650 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 651 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); 652 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 653 }
654
609 if (diff > max) 655 if (diff > max)
610 return 0; 656 return 0;
611 } 657 }
658
612 /* If we reached the max, didn't find a direction in time */ 659 /* If we reached the max, didn't find a direction in time */
613 if (!max) 660 if (!max)
614 return 0; 661 return 0;
615 662
616 return firstdir; 663 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 690 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 691 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 692 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 693 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 694 {
648 remove_ob (op); 695 op->destroy ();
649 free_object (op);
650 continue; 696 continue;
651 } 697 }
652 } 698 }
653 699
654 /* This really needs to be better - we should really give 700 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 711 if (tmp->type == op->type && tmp->name == op->name)
666 break; 712 break;
667 713
668 if (tmp) 714 if (tmp)
669 { 715 {
670 remove_ob (op); 716 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 717 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 718 continue;
674 } 719 }
720
675 if (op->nrof > 1) 721 if (op->nrof > 1)
676 op->nrof = 1; 722 op->nrof = 1;
677 } 723 }
678 724
679 if (op->type == SPELLBOOK && op->inv) 725 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 737 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 738 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 739 }
694 if (op->type == SPELL) 740 if (op->type == SPELL)
695 { 741 {
696 remove_ob (op); 742 op->destroy ();
697 free_object (op);
698 continue; 743 continue;
699 } 744 }
700 else if (op->type == SKILL) 745 else if (op->type == SKILL)
701 { 746 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 747 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 756 /* Need to set up the skill pointers */
712 link_player_skills (pl); 757 link_player_skills (pl);
713} 758}
714 759
715void 760void
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) 761get_party_password (object *op, partylist *party)
800{ 762{
801 if (party == NULL) 763 if (party == NULL)
802 { 764 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 765 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 766 return;
805 } 767 }
768
806 op->contr->write_buf[0] = '\0'; 769 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 770 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 771 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 772 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 773}
811
812 774
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 775/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 776static int
815roll_stat (void) 777roll_stat (void)
816{ 778{
817 int a[4], i, j, k; 779 int a[4], i, j, k;
818 780
819 for (i = 0; i < 4; i++) 781 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 782 a[i] = (int) rndm (6) + 1;
821 783
822 for (i = 0, j = 0, k = 7; i < 4; i++) 784 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 785 if (a[i] < k)
824 k = a[i], j = i; 786 k = a[i], j = i;
825 787
826 for (i = 0, k = 0; i < 4; i++) 788 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 789 if (i != j)
829 k += a[i]; 790 k += a[i];
830 } 791
831 return k; 792 return k;
832} 793}
833 794
834void 795void
835roll_stats (object *op) 796object::roll_stats ()
836{ 797{
798 int statsort [NUM_STATS];
799
800 for (;;)
801 {
837 int sum = 0; 802 int sum = 0;
838 int i = 0, j = 0; 803 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 804 sum += statsort [i] = roll_stat ();
840 805
841 do 806 if (sum >= 82 && sum <= 116)
807 break;
842 { 808 }
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);
853 809
854 /* Sort the stats so that rerolling is easier... */ 810 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 811 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;
862 812
863 /* a quick and dirty bubblesort? */ 813 for (int i = 0; i < NUM_STATS; ++i)
864 do 814 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);
879 815
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; 816 stats.exp = 0;
899 op->stats.ac = 0; 817 stats.ac = 0;
900 818
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; 819 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 820 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
825 contr->levhp[1] = 9;
826 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3;
828
909 op->contr->orig_stats = op->stats; 829 contr->orig_stats = stats;
830 }
910} 831}
911 832
912void 833void
913Roll_Again (object *op) 834object::swap_stats (int a, int b)
914{ 835{
915 esrv_new_player (op->contr, 0); 836 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}
919 837
920void 838 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 839 stats.stat (i) = contr->orig_stats.stat (i);
840
841 //TODO: the following code looks so borked and should, at the very least,
842 // be merged with the similar code in roll_stats
843 stats.ac = 0;
844
845 level = 1;
846 stats.exp = 0;
847 stats.ac = 0;
848
849 stats.hp = stats.maxhp;
850 stats.sp = stats.maxsp;
851 stats.grace = stats.maxgrace;
852
853 if (contr)
854 {
855 contr->levhp[1] = 9;
856 contr->levsp[1] = 6;
857 contr->levgrace[1] = 3;
858
859 contr->orig_stats = stats;
860 }
861}
862
863static void
864start_info (object *op)
922{ 865{
923 signed char tmp;
924 char buf[MAX_BUF]; 866 char buf[MAX_BUF];
925 867
926 if (op->contr->Swap_First == -1) 868 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); 869 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 870 //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); 871 //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} 872}
1041 873
1042/* This function takes the key that is passed, and does the 874/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 875 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 876 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 877 * separate race and class; this actually changes the RACE,
1046 * not the class. 878 * not the class.
1047 */ 879 */
1048 880void
1049int 881player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 882{
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 */ 883 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 884 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 885
886 treasurelist *tl = treasurelist::find ("starting_wealth");
887 if (tl)
888 create_treasure (tl, ob, 0, 0, 0);
889
1068 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, ob->contr);
1070 892
1071 op->contr->state = ST_PLAYING; 893 ob->contr->ns->state = ST_PLAYING;
1072 894
1073 if (op->msg) 895 if (ob->msg)
1074 op->msg = NULL; 896 ob->msg = 0;
1075 897
1076 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
1077 * to save here. 899 * to save here.
1078 */ 900 */
901 {
902 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 904 make_path_to_file (buf);
905 }
1081 906
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 907 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 909 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 910 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 911 esrv_send_inventory (ob, ob);
1090 fix_player (op); 912 ob->update_stats ();
1091 913
1092 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1093 * is one for this race 915 * is one for this race
1094 */ 916 */
1095 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1096 { 918 {
1097 object *tmp; 919 object *tmp;
1098 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1099 921
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1101 tmp = get_object (); 923 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = ob->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 927 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1107 * default initial map */ 929 * default initial map */
1108 free_object (tmp); 930 tmp->destroy ();
1109 } 931 }
1110 else 932 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 934}
1114 return 0;
1115 }
1116 935
936void
937player::chargen_race_next ()
938{
1117 /* Following actually changes the race - this is the default command 939 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 940 * if we don't match with one of the options above.
1119 */ 941 */
1120 942
1121 tmp_loop = 0; 943 do
1122 while (!tmp_loop)
1123 { 944 {
1124 shstr name = op->name; 945 shstr name = ob->name;
1125 int x = op->x, y = op->y; 946 int x = ob->x, y = ob->y;
1126 947
1127 remove_statbonus (op); 948 ob->remove_statbonus ();
1128 remove_ob (op); 949 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 950 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 951 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 952 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 953 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 954 ob->name = ob->name_pl = name;
1134 op->x = x; 955 ob->x = x;
1135 op->y = y; 956 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 959 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 960 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 961 }
962 while (!allowed_class (ob));
1142 963
1143 update_object (op, UP_OBJ_FACE); 964 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 966 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 967 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 968 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 969 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} 970}
1205 971
1206void 972void
1207flee_player (object *op) 973flee_player (object *op)
1208{ 974{
1238 { 1004 {
1239 op->enemy = NULL; 1005 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1007 return;
1242 } 1008 }
1009
1243 get_rangevector (op, op->enemy, &rv, 0); 1010 get_rangevector (op, op->enemy, &rv, 0);
1244 1011
1245 dir = absdir (4 + rv.direction); 1012 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1013 for (diff = 0; diff < 3; diff++)
1247 { 1014 {
1248 int m = 1 - (RANDOM () & 2); 1015 int m = 1 - (RANDOM () & 2);
1249 1016
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1018 return;
1253 }
1254 } 1019 }
1020
1255 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1023 op->enemy = NULL;
1258} 1024}
1259 1025
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 1026/* 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 1027 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 1028 * stop.
1264 */ 1029 */
1265int 1030int
1266check_pick (object *op) 1031check_pick (object *op)
1267{ 1032{
1268 object *tmp, *next; 1033 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1034 int stop = 0;
1271 int j, k, wvratio; 1035 int wvratio;
1272 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1273
1274 1037
1275 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1277 return 1; 1040 return 1;
1278 1041
1279 op_tag = op->count;
1280
1281 next = op->below; 1042 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1043
1285 /* loop while there are items on the floor that are not marked as 1044 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1045 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1046 while (next && !next->destroyed ())
1288 { 1047 {
1289 tmp = next; 1048 tmp = next;
1290 next = tmp->below; 1049 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1050
1294 if (was_destroyed (op, op_tag)) 1051 if (op->destroyed ())
1295 return 0; 1052 return 0;
1296 1053
1297 if (!can_pick (op, tmp)) 1054 if (!can_pick (op, tmp))
1298 continue; 1055 continue;
1299 1056
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 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)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1112 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 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)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 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 } 1117 }
1118
1389 /* philosophy: 1119 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1120 * 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 1121 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1124 * example.
1395 * The drawback: right now it has no frontend, so you need to 1125 * 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 1126 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1161 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1162 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1163 if (tmp->type == FOOD)
1434 { 1164 {
1435 pick_up (op, tmp); 1165 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1166 continue;
1439 } 1167 }
1168
1440 if (op->contr->mode & PU_DRINK) 1169 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1171 {
1443 pick_up (op, tmp); 1172 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1173 continue;
1447 } 1174 }
1448 1175
1449 if (op->contr->mode & PU_POTION) 1176 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1177 if (tmp->type == POTION)
1451 { 1178 {
1452 pick_up (op, tmp); 1179 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1180 continue;
1456 } 1181 }
1457 1182
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1183 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1184 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1185 if (tmp->type == SPELLBOOK)
1461 { 1186 {
1462 pick_up (op, tmp); 1187 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1188 continue;
1466 } 1189 }
1190
1467 if (op->contr->mode & PU_SKILLSCROLL) 1191 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1192 if (tmp->type == SKILLSCROLL)
1469 { 1193 {
1470 pick_up (op, tmp); 1194 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1195 continue;
1474 } 1196 }
1197
1475 if (op->contr->mode & PU_READABLES) 1198 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1200 {
1478 pick_up (op, tmp); 1201 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1202 continue;
1482 } 1203 }
1483 1204
1484 /* wands/staves/rods/horns */ 1205 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1208 {
1488 pick_up (op, tmp); 1209 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1210 continue;
1492 } 1211 }
1493 1212
1494 /* pick up all magical items */ 1213 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1214 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1216 {
1498 pick_up (op, tmp); 1217 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1218 continue;
1502 } 1219 }
1503 1220
1504 if (op->contr->mode & PU_VALUABLES) 1221 if (op->contr->mode & PU_VALUABLES)
1505 { 1222 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1223 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1224 {
1508 pick_up (op, tmp); 1225 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1226 continue;
1512 } 1227 }
1513 } 1228 }
1514 1229
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1230 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1231 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1232 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1233 {
1519 pick_up (op, tmp); 1234 pick_up (op, tmp);
1235 continue;
1520 if (0) 1236 }
1521 fprintf (stderr, "JEWELS\n"); 1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1522 continue; 1243 continue;
1523 } 1244 }
1524 1245
1525 /* bows and arrows. Bows are good for selling! */ 1246 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1247 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1248 if (tmp->type == BOW)
1528 { 1249 {
1529 pick_up (op, tmp); 1250 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1251 continue;
1533 } 1252 }
1253
1534 if (op->contr->mode & PU_ARROW) 1254 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1255 if (tmp->type == ARROW)
1536 { 1256 {
1537 pick_up (op, tmp); 1257 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1258 continue;
1541 } 1259 }
1542 1260
1543 /* all kinds of armor etc. */ 1261 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1262 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1263 if (tmp->type == ARMOUR)
1546 { 1264 {
1547 pick_up (op, tmp); 1265 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1266 continue;
1551 } 1267 }
1268
1552 if (op->contr->mode & PU_HELMET) 1269 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1270 if (tmp->type == HELMET)
1554 { 1271 {
1555 pick_up (op, tmp); 1272 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1273 continue;
1559 } 1274 }
1275
1560 if (op->contr->mode & PU_SHIELD) 1276 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1277 if (tmp->type == SHIELD)
1562 { 1278 {
1563 pick_up (op, tmp); 1279 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1280 continue;
1567 } 1281 }
1282
1568 if (op->contr->mode & PU_BOOTS) 1283 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1284 if (tmp->type == BOOTS)
1570 { 1285 {
1571 pick_up (op, tmp); 1286 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1287 continue;
1575 } 1288 }
1289
1576 if (op->contr->mode & PU_GLOVES) 1290 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1291 if (tmp->type == GLOVES)
1578 { 1292 {
1579 pick_up (op, tmp); 1293 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1294 continue;
1583 } 1295 }
1296
1584 if (op->contr->mode & PU_CLOAK) 1297 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1298 if (tmp->type == CLOAK)
1586 { 1299 {
1587 pick_up (op, tmp); 1300 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1301 continue;
1591 } 1302 }
1592 1303
1593 /* hoping to catch throwing daggers here */ 1304 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1305 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1307 {
1597 pick_up (op, tmp); 1308 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1309 continue;
1601 } 1310 }
1602 1311
1603 /* careful: chairs and tables are weapons! */ 1312 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1313 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1316 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1319 {
1611 pick_up (op, tmp); 1320 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1321 continue;
1615 } 1322 }
1616 } 1323 }
1324
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1325 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1326 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1328 {
1621 pick_up (op, tmp); 1329 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1330 continue;
1625 } 1331 }
1626 } 1332 }
1627 } 1333 }
1628 1334
1629 /* misc stuff that's useful */ 1335 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1336 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1338 {
1633 pick_up (op, tmp); 1339 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1340 continue;
1637 } 1341 }
1638 1342
1639 /* any of the last 4 bits set means we use the ratio for value 1343 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1344 * pickups */
1662 continue; 1366 continue;
1663 } 1367 }
1664 } 1368 }
1665 } /* the new pickup model */ 1369 } /* the new pickup model */
1666 } 1370 }
1371
1667 return !stop; 1372 return !stop;
1668} 1373}
1669 1374
1670/* 1375/*
1671 * Find an arrow in the inventory and after that 1376 * Find an arrow in the inventory and after that
1673 * found object is returned. 1378 * found object is returned.
1674 */ 1379 */
1675object * 1380object *
1676find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1677{ 1382{
1678 object *tmp = NULL; 1383 object *tmp = 0;
1679 1384
1680 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1684 return op; 1389 return op;
1390
1685 return tmp; 1391 return tmp;
1686} 1392}
1687 1393
1688/* 1394/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * 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 1396 * 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 1397 * 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. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1399 */
1694
1695object * 1400object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1402{
1698 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1765 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1471 * op = the shooter
1767 * type = bow->race 1472 * type = bow->race
1768 * dir = fire direction 1473 * dir = fire direction
1769 */ 1474 */
1770
1771object * 1475object *
1772pick_arrow_target (object *op, const char *type, int dir) 1476pick_arrow_target (object *op, const char *type, int dir)
1773{ 1477{
1774 object *tmp = NULL; 1478 object *tmp = NULL;
1775 mapstruct *m; 1479 maptile *m;
1776 int i, mflags, found, number; 1480 int i, mflags, found, number;
1777 sint16 x, y; 1481 sint16 x, y;
1778 1482
1779 if (op->map == NULL) 1483 if (op->map == NULL)
1780 return find_arrow (op, type); 1484 return find_arrow (op, type);
1840 */ 1544 */
1841int 1545int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1546fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1547{
1844 object *left, *bow; 1548 object *left, *bow;
1845 tag_t left_tag, tag; 1549 int mflags;
1846 int bowspeed, mflags; 1550 maptile *m;
1847 mapstruct *m;
1848 1551
1849 if (!dir) 1552 if (!dir)
1850 { 1553 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1555 return 0;
1853 } 1556 }
1854 if (op->type == PLAYER) 1557
1855 bow = op->contr->ranges[range_bow]; 1558 if (op->contr)
1559 bow = op->current_weapon;
1856 else 1560 else
1857 { 1561 {
1858 for (bow = op->inv; bow; bow = bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1859 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* 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. 1564 * don't need to switch back and forth between bows and weapons.
1865 if (!bow) 1569 if (!bow)
1866 { 1570 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1572 return 0;
1869 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1870 } 1582 }
1583
1871 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1872 { 1585 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1587 return 0;
1875 } 1588 }
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 1589
1885 if (arrow == NULL) 1590 if (arrow == NULL)
1886 { 1591 {
1887 if ((arrow = find_arrow (op, bow->race)) == NULL) 1592 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 { 1593 {
1889 if (op->type == PLAYER) 1594 if (op->type == PLAYER)
1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1595 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 */ 1596 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1892 else 1597 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1598 CLEAR_FLAG (op, FLAG_READY_BOW);
1599
1894 return 0; 1600 return 0;
1895 } 1601 }
1896 } 1602 }
1603
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1604 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1605 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1606 return 0;
1901 } 1607
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1608 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1609 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1610 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1611 return 0;
1906 } 1612 }
1907 1613
1908 /* this should not happen, but sometimes does */ 1614 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1615 if (arrow->nrof == 0)
1910 { 1616 {
1911 remove_ob (arrow); 1617 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1618 return 0;
1914 } 1619 }
1915 1620
1916 left = arrow; /* these are arrows left to the player */ 1621 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1622 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1623 if (!arrow)
1920 { 1624 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1626 return 0;
1923 } 1627 }
1924 set_owner (arrow, op); 1628
1629 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1630 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1631 arrow->direction = dir;
1928 arrow->x = sx; 1632
1929 arrow->y = sy; 1633 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1634 arrow->stats.hp = arrow->stats.dam;
1635 arrow->stats.grace = arrow->attacktype;
1636
1637 if (arrow->slaying)
1638 arrow->spellarg = strdup (arrow->slaying);
1639
1640 if (player *pl = op->contr)
1641 {
1642 if (!pl->has_hit)
1643 {
1644 pl->has_hit = 1;
1645 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed;
1646 }
1647#if 0
1648 float speed = pl->weapon_sp;
1649
1650 /* penalize ROF for bestarrow */
1651 if (pl->bowtype == bow_bestarrow)
1652 speed *= .9f;
1653 else
1654 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1655
1656 op->speed_left += speed - op->speed;
1657#endif
1658 }
1659
1660 SET_ANIMATION (arrow, arrow->direction);
1661
1662 /* update the speed */
1663 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1664 + bow->stats.dam / 7.0;
1665
1666 arrow->set_speed (max (arrow->speed, 2.0));
1667 arrow->speed_left = 0;
1668
1669 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1930 1670
1931 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1932 { 1672 {
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; 1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1674 wc -= dex_bonus[op->stats.Dex];
1675
1676 if (!arrow->slaying)
1677 arrow->slaying = op->slaying;
1678
1679 arrow->attacktype |= op->attacktype;
1966 } 1680 }
1967 else 1681 else
1968 { 1682 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1683 arrow->level = op->level;
1972 } 1684 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1685
1686 if (!arrow->slaying)
1687 arrow->slaying = bow->slaying;
1688
1974 arrow->attacktype |= bow->attacktype; 1689 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1690 }
1976 arrow->slaying = bow->slaying;
1977 1691
1978 arrow->map = m; 1692 wc -= arrow->level;
1693 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1694
1695 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1979 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1698
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1700 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1701
1986 if (!was_destroyed (arrow, tag)) 1702 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1703 move_arrow (arrow);
1988 1704
1989 if (op->type == PLAYER) 1705 if (op->type == PLAYER)
1990 { 1706 {
1991 if (was_destroyed (left, left_tag)) 1707 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1708 esrv_del_item (op->contr, left->count);
1993 else 1709 else
1994 esrv_send_item (op, left); 1710 esrv_send_item (op, left);
1995 } 1711 }
1712
1996 return 1; 1713 return 1;
1997} 1714}
1998 1715
1999/* Special fire code for players - this takes into 1716/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1717 * account the special fire modes players can have
2008{ 1725{
2009 int ret = 0, wcmod = 0; 1726 int ret = 0, wcmod = 0;
2010 1727
2011 if (op->contr->bowtype == bow_bestarrow) 1728 if (op->contr->bowtype == bow_bestarrow)
2012 { 1729 {
2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2014 } 1731 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1733 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1735 wcmod = -1;
1736
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1737 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1738 }
2021 else if (op->contr->bowtype == bow_threewide) 1739 else if (op->contr->bowtype == bow_threewide)
2022 { 1740 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1741 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2027 else if (op->contr->bowtype == bow_spreadshot) 1745 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1746 {
2029 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);
2030 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1748 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); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2032
2033 } 1750 }
2034 else 1751 else
2035 { 1752 {
2036 /* Simple case */ 1753 /* Simple case */
2037 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2038 } 1755 }
1756
2039 return ret; 1757 return ret;
2040} 1758}
2041
2042 1759
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1760/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1761 * Broken apart from 'fire' to keep it more readable.
2045 */ 1762 */
2046void 1763void
2047fire_misc_object (object *op, int dir) 1764fire_misc_object (object *op, int dir)
2048{ 1765{
2049 object *item; 1766 object *item = op->contr->ranged_ob;
2050 1767
2051 if (!op->contr->ranges[range_misc]) 1768 if (!item)
2052 { 1769 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2054 return; 1771 return;
2055 } 1772 }
2056 1773
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1774 if (!item->inv)
2059 { 1775 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1776 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1777 return;
2062 } 1778 }
1779
1780 if (!op->change_weapon (item))
1781 return;
1782
2063 if (item->type == WAND) 1783 if (item->type == WAND)
2064 { 1784 {
2065 if (item->stats.food <= 0) 1785 if (item->stats.food <= 0)
2066 { 1786 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 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)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
2069 return; 1790 return;
2070 } 1791 }
2071 } 1792 }
2072 else if (item->type == ROD || item->type == HORN) 1793 else if (item->type == ROD || item->type == HORN)
2073 { 1794 {
2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2075 { 1796 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
2077 if (item->type == ROD) 1799 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)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079 else 1801 else
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803
2081 return; 1804 return;
2082 } 1805 }
2083 } 1806 }
2084 1807
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1808 if (cast_spell (op, item, dir, item->inv, NULL))
2093 1816
2094 if (item->arch) 1817 if (item->arch)
2095 { 1818 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1819 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1820 item->face = item->arch->clone.face;
2098 item->speed = 0; 1821 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1822 }
1823
2101 if ((tmp = is_player_inv (item))) 1824 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1825 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1826 }
2104 } 1827 }
2105 else if (item->type == ROD || item->type == HORN) 1828 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1829 drain_rod_charge (item);
2108 }
2109 } 1830 }
2110} 1831}
2111 1832
2112/* Received a fire command for the player - go and do it. 1833/* Received a fire command for the player - go and do it.
2113 */ 1834 */
2118 1839
2119 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1841 if (action_makes_visible (op))
2121 make_visible (op); 1842 make_visible (op);
2122 1843
2123 switch (op->contr->shoottype) 1844 player *pl = op->contr;
1845
1846 if (pl->golem)
2124 { 1847 {
2125 case range_none: 1848 control_golem (op->contr->golem, dir);
2126 return; 1849 return;
1850 }
2127 1851
2128 case range_bow: 1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 if (!op->change_weapon (ob))
1858 return;
1859
1860 switch (ob->type)
1861 {
1862 case BOW:
2129 player_fire_bow (op, dir); 1863 player_fire_bow (op, dir);
2130 return; 1864 break;
2131 1865
2132 case range_magic: /* Casting spells */ 1866 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1867 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2134 return; 1868 break;
2135 1869
2136 case range_misc: 1870 case BUILDER:
1871 apply_map_builder (op, dir);
1872 break;
1873
1874 case SKILL:
1875 do_skill (op, op, ob, dir, 0);
1876 break;
1877
1878 default:
2137 fire_misc_object (op, dir); 1879 fire_misc_object (op, dir);
2138 return; 1880 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 } 1881 }
2167} 1882}
2168
2169
2170 1883
2171/* find_key 1884/* find_key
2172 * We try to find a key for the door as passed. If we find a key 1885 * 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 1886 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1887 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1889 * pl is the player,
2177 * inv is the objects inventory to searched 1890 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1891 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1892 * This function can be called recursively to search containers.
2180 */ 1893 */
2181
2182object * 1894object *
2183find_key (object *pl, object *container, object *door) 1895find_key (object *pl, object *container, object *door)
2184{ 1896{
2185 object *tmp, *key; 1897 object *tmp, *key;
2186 1898
2187 /* Should not happen, but sanity checking is never bad */ 1899 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1900 if (!container->inv)
2189 return NULL; 1901 return 0;
2190 1902
2191 /* First, lets try to find a key in the top level inventory */ 1903 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1904 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1905 {
2194 if (door->type == DOOR && tmp->type == KEY) 1906 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1907 break;
2196 /* For sanity, we should really check door type, but other stuff 1908 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1909 * (like containers) can be locked with special keys
2198 */ 1910 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1911 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1912 break;
2201 } 1913 }
1914
2202 /* No key found - lets search inventories now */ 1915 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1916 /* 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 1917 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1918 * a key, return
2206 */ 1919 */
2207 if (!tmp) 1920 if (!tmp)
2208 { 1921 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1922 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1923 {
2211 /* No reason to search empty containers */ 1924 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1925 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1926 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1927 if ((key = find_key (pl, tmp, door)))
2215 return key; 1928 return key;
2216 } 1929 }
2217 } 1930 }
1931
2218 if (!tmp) 1932 if (!tmp)
2219 return NULL; 1933 return NULL;
2220 } 1934 }
1935
2221 /* We get down here if we have found a key. Now if its in a container, 1936 /* 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 1937 * see if we actually want to use it
2223 */ 1938 */
2224 if (pl != container) 1939 if (pl != container)
2225 { 1940 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1961 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)); 1962 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1963 return NULL;
2249 } 1964 }
2250 } 1965 }
1966
2251 return tmp; 1967 return tmp;
2252} 1968}
2253 1969
2254/* moved door processing out of move_player_attack. 1970/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1971 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1973 * 0 otherwise
2258 */ 1974 */
2259static int 1975static int
2260player_attack_door (object *op, object *door) 1976player_attack_door (object *op, object *door)
2261{ 1977{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1978 /* 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 - 1979 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1980 * otherwise, we fall through to the rest of the code.
2266 */ 1981 */
2267 object *key = find_key (op, op, door); 1982 object *key = find_key (op, op, door);
2270 if (key) 1985 if (key)
2271 { 1986 {
2272 object *container = key->env; 1987 object *container = key->env;
2273 1988
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1989 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990
2275 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2276 make_visible (op); 1992 make_visible (op);
1993
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1994 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1995 spring_trap (door->inv, op);
1996
2279 if (door->type == DOOR) 1997 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1998 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1999 else if (door->type == LOCKED_DOOR)
2284 { 2000 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2001 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 ;-) */ 2002 remove_door2 (door); /* remove door without violence ;-) */
2287 } 2003 }
2004
2288 /* Do this after we print the message */ 2005 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 2006 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 2007 /* Need to update the weight the container the key was in */
2291 if (container != op) 2008 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 2009 esrv_update_item (UPD_WEIGHT, op, container);
2010
2293 return 1; /* Nothing more to do below */ 2011 return 1; /* Nothing more to do below */
2294 } 2012 }
2295 else if (door->type == LOCKED_DOOR) 2013 else if (door->type == LOCKED_DOOR)
2296 { 2014 {
2297 /* Might as well return now - no other way to open this */ 2015 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2016 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 2017 return 1;
2300 } 2018 }
2019
2301 return 0; 2020 return 0;
2302} 2021}
2303 2022
2304/* This function is just part of a breakup from move_player. 2023/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 2024 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2025 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2026 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2027 * going to try and move (not fire weapons).
2309 */ 2028 */
2310
2311void 2029void
2312move_player_attack (object *op, int dir) 2030move_player_attack (object *op, int dir)
2313{ 2031{
2314 object *tmp, *mon; 2032 object *tmp, *mon;
2315 sint16 nx, ny;
2316 int on_battleground; 2033 int on_battleground;
2317 mapstruct *m; 2034 maptile *m;
2318 2035
2319 nx = freearr_x[dir] + op->x; 2036 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2037 sint16 ny = freearr_y[dir] + op->y;
2321 2038
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2039 on_battleground = op_on_battleground (op, 0, 0);
2323 2040
2324 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2325 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2326 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2327 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2332 */ 2049 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2050 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2334 { 2051 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2052 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 { 2053 {
2337 m = get_map_from_coord (op->map, &nx, &ny); 2054 m = op->map->xy_find (nx, ny);
2338 if (!m) 2055 if (!m)
2339 return; /* Don't think this should happen */ 2056 return; /* Don't think this should happen */
2340 } 2057 }
2341 else 2058 else
2342 m = op->map; 2059 m = op->map;
2343 2060
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2061 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; 2062 return;
2348 }
2349 2063
2350 mon = NULL; 2064 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* 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. 2066 * 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 2067 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2068 * on the space
2355 */ 2069 */
2356 while (tmp != NULL) 2070 while (tmp)
2357 { 2071 {
2358 if (tmp == op) 2072 if (tmp == op)
2359 { 2073 {
2360 tmp = tmp->above; 2074 tmp = tmp->above;
2361 continue; 2075 continue;
2362 } 2076 }
2077
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2078 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2079 {
2365 mon = tmp; 2080 mon = tmp;
2366 break; 2081 break;
2367 } 2082 }
2083
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2084 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2085 mon = tmp;
2086
2370 tmp = tmp->above; 2087 tmp = tmp->above;
2371 } 2088 }
2372 2089
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2090 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2091 return; /* into a wall */
2375 2092
2376 if (mon->head != NULL) 2093 if (mon->head)
2377 mon = mon->head; 2094 mon = mon->head;
2378 2095
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2096 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2097 if (player_attack_door (op, mon))
2381 return; 2098 return;
2390 2107
2391 /* If the creature is a pet, push it even if the player is not 2108 /* 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 2109 * peaceful. Our assumption is the creature is a pet if the
2393 * player owns it and it is either friendly or unagressive. 2110 * player owns it and it is either friendly or unagressive.
2394 */ 2111 */
2395 if ((op->type == PLAYER) 2112 if (op->type == PLAYER
2396#if COZY_SERVER 2113 && ((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) 2114 && same_party (mon->owner->contr->party, op->contr->party))
2400#else 2115 || mon->owner == op)
2401 && get_owner (mon) == op
2402#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2116 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2117 {
2405 /* If we're braced, we don't want to switch places with it */ 2118 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2119 if (op->contr->braced)
2407 return; 2120 return;
2121
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2122 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op); 2123 push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide) 2124 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2125 make_visible (op);
2126
2412 return; 2127 return;
2413 } 2128 }
2414 2129
2415 /* in certain circumstances, you shouldn't attack friendly 2130 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2131 * creatures. Note that if you are braced, you can't push
2417 * someone, but put it inside this loop so that you won't 2132 * someone, but put it inside this loop so that you won't
2418 * attack them either. 2133 * attack them either.
2419 */ 2134 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2135 if ((mon->type == PLAYER || mon->enemy != op)
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2136 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2422#ifdef PROHIBIT_PLAYERKILL 2137 && ((op->contr->peaceful
2423 (op->contr->peaceful 2138 || (mon->type == PLAYER && mon->contr->peaceful))
2424 || (mon->type == PLAYER 2139 && !on_battleground))
2425 && mon->contr->
2426 peaceful)) &&
2427#else
2428 op->contr->peaceful &&
2429#endif
2430 !on_battleground))
2431 { 2140 {
2432 if (!op->contr->braced) 2141 if (!op->contr->braced)
2433 { 2142 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2436 } 2145 }
2437 else 2146 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2148
2441 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2150 make_visible (op);
2443 } 2151 }
2444 2152
2445 /* If the object is a boulder or other rollable object, then 2153 /* 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 2164 * 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: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2168 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 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))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2171 {
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) 2172 if (!op->contr->has_hit)
2472 { 2173 {
2174 op->contr->has_hit = 1;
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2175 op->speed_left += op->contr->weapon_sp - op->speed;
2474
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2176 }
2477 2177
2478 skill_attack (mon, op, 0, NULL, NULL); 2178 skill_attack (mon, op, 0, 0, 0);
2479 2179
2480 /* If attacking another player, that player gets automatic 2180 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2181 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2182 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2183 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2185 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2186 {
2487 short luck = mon->stats.luck; 2187 short luck = mon->stats.luck;
2488 2188
2489 mon->contr->has_hit = 1; 2189 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2190 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2191 mon->stats.luck = luck;
2492 } 2192 }
2193
2493 if (action_makes_visible (op)) 2194 if (action_makes_visible (op))
2494 make_visible (op); 2195 make_visible (op);
2495 } 2196 }
2496 } /* if player should attack something */ 2197 } /* if player should attack something */
2497} 2198}
2499int 2200int
2500move_player (object *op, int dir) 2201move_player (object *op, int dir)
2501{ 2202{
2502 int pick; 2203 int pick;
2503 2204
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2205 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2206 return 0;
2506 2207
2507 /* Sanity check: make sure dir is valid */ 2208 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2209 if ((dir < 0) || (dir >= 9))
2509 { 2210 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2211 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2212 return 0;
2512 } 2213 }
2513 2214
2514 /* peterm: added following line */ 2215 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2216 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2217 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2218
2518 op->facing = dir; 2219 op->facing = dir;
2519 2220
2520 if (op->hide) 2221 if (op->hide)
2521 do_hidden_move (op); 2222 do_hidden_move (op);
2532 2233
2533 /* Add special check for newcs players and fire on - this way, the 2234 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2235 * server can handle repeat firing.
2535 */ 2236 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2237 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2238 op->direction = dir;
2539 }
2540 else 2239 else
2541 {
2542 op->direction = 0; 2240 op->direction = 0;
2543 } 2241
2544 /* Update how the player looks. Use the facing, so direction may 2242 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2243 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2244 * for players.
2547 */ 2245 */
2548 animate_object (op, op->facing); 2246 animate_object (op, op->facing);
2557 * Returns true if there are more actions we can do. 2255 * Returns true if there are more actions we can do.
2558 */ 2256 */
2559int 2257int
2560handle_newcs_player (object *op) 2258handle_newcs_player (object *op)
2561{ 2259{
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)) 2260 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2261 {
2584 flee_player (op); 2262 flee_player (op);
2263
2585 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2586 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (op->flag [FLAG_SCARED])
2587 { 2266 {
2588 op->speed_left--; 2267 --op->speed_left;
2589 return 0; 2268 return 0;
2590 } 2269 }
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 } 2270 }
2604 2271
2605 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2274 * called, so we recheck it here.
2608 */ 2275 */
2609 HandleClient (&op->contr->socket, op->contr); 2276 if (op->contr->ns->handle_command ())
2610 if (op->speed_left < 0)
2611 return 0; 2277 return 1;
2612 2278
2279 if (op->speed_left > 0.f)
2280 {
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2282 {
2615 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--; 2284 --op->speed_left;
2617 2285
2618 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in 2287 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2621 */ 2289 */
2622 move_player (op, op->direction); 2290 move_player (op, op->direction);
2623 if (op->speed_left > 0) 2291
2624 return 1; 2292 return op->speed_left > 0.f;
2625 else 2293 }
2626 return 0;
2627 } 2294 }
2295
2628 return 0; 2296 return 0;
2629} 2297}
2630 2298
2631int 2299int
2632save_life (object *op) 2300save_life (object *op)
2633{ 2301{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2302 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2303 return 0;
2638 2304
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2305 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2306 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2307 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2308 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)); 2309 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310
2644 if (op->contr) 2311 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2312 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2313
2647 free_object (tmp); 2314 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2315 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316
2649 if (op->stats.hp < 0) 2317 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2318 op->stats.hp = op->stats.maxhp;
2319
2651 if (op->stats.food < 0) 2320 if (op->stats.food < 0)
2652 op->stats.food = 999; 2321 op->stats.food = 999;
2653 fix_player (op); 2322
2323 op->update_stats ();
2654 return 1; 2324 return 1;
2655 } 2325 }
2326
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2327 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2328 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2329 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2330 return 0;
2660} 2331}
2665 * from. 2336 * from.
2666 */ 2337 */
2667void 2338void
2668remove_unpaid_objects (object *op, object *env) 2339remove_unpaid_objects (object *op, object *env)
2669{ 2340{
2670 object *next;
2671
2672 while (op) 2341 while (op)
2673 { 2342 {
2674 next = op->below; /* Make sure we have a good value, in case 2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2344
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2346 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2347 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2348 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2349
2350 op->insert_at (env);
2685 } 2351 }
2686 else if (op->inv) 2352 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2353 remove_unpaid_objects (op->inv, env);
2354
2688 op = next; 2355 op = next;
2689 } 2356 }
2690} 2357}
2691
2692 2358
2693/* 2359/*
2694 * Returns pointer a static string containing gravestone text 2360 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2361 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2362 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2373 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2374 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2375 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2376 else
2711 sprintf (buf, "%s\n", &op->name); 2377 sprintf (buf, "%s\n", &op->name);
2378
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2380 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2382 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2383 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2384 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2385
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2387 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2721 { 2389 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2390 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2391 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2392 strcat (buf2, buf);
2725 } 2393 }
2394
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2395 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2397 strcat (buf2, buf);
2398
2729 return buf2; 2399 return buf2;
2730} 2400}
2731
2732
2733 2401
2734void 2402void
2735do_some_living (object *op) 2403do_some_living (object *op)
2736{ 2404{
2737 int last_food = op->stats.food; 2405 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2411 int rate_grace = 2000;
2744 const int max_hp = 1; 2412 const int max_hp = 1;
2745 const int max_sp = 1; 2413 const int max_sp = 1;
2746 const int max_grace = 1; 2414 const int max_grace = 1;
2747 2415
2748 if (op->contr->outputs_sync) 2416 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 } 2417 {
2418 op->invisible = 1000;
2419 /* the socket code flashes the player visible/invisible
2420 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly.
2422 */
2423 if (pticks & 2)
2424 op->invisible--;
2425 }
2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2427 {
2428 if (!op->invisible--)
2429 {
2430 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2432 }
2433 }
2754 2434
2755 if (op->contr->state == ST_PLAYING) 2435 if (op->contr->ns->state == ST_PLAYING)
2756 { 2436 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2438 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2439 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2440 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2441 else
2763 { 2442 {
2764 gen_hp = op->stats.maxhp; 2443 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2444 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2445 }
2446
2767 if (op->contr->gen_sp >= 0) 2447 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2448 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2449 else
2770 { 2450 {
2771 gen_sp = op->stats.maxsp; 2451 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2452 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2453 }
2454
2774 if (op->contr->gen_grace >= 0) 2455 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2456 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2457 else
2777 { 2458 {
2778 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2461 }
2781 2462
2782 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2784 { 2465 {
2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2466 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) 2467 if (op->stats.sp < op->stats.maxsp)
2787 { 2468 {
2788 op->stats.sp++; 2469 op->stats.sp++;
2794 op->stats.food += op->contr->digestion; 2475 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2477 op->stats.food = last_food;
2797 } 2478 }
2798 } 2479 }
2480
2799 if (max_sp > 1) 2481 if (max_sp > 1)
2800 { 2482 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2483 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2484 if (over_sp > 0)
2803 { 2485 {
2804 if (op->stats.sp < op->stats.maxsp) 2486 if (op->stats.sp < op->stats.maxsp)
2805 { 2487 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2491 op->stats.sp--;
2492
2809 if (op->stats.sp > op->stats.maxsp) 2493 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2494 op->stats.sp = op->stats.maxsp;
2811 } 2495 }
2812 op->last_sp = 0; 2496 op->last_sp = 0;
2813 } 2497 }
2814 else 2498 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2500 }
2819 else 2501 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2503 }
2824 2504
2825 /* Regenerate Grace */ 2505 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2507 if (--op->last_grace < 0)
2828 { 2508 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2509 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2510 op->stats.grace++; /* no penalty in food for regaining grace */
2511
2831 if (max_grace > 1) 2512 if (max_grace > 1)
2832 { 2513 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2514 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2515 if (over_grace > 0)
2835 { 2516 {
2863 op->stats.food += op->contr->digestion; 2544 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2546 op->stats.food = last_food;
2866 } 2547 }
2867 } 2548 }
2549
2868 if (max_hp > 1) 2550 if (max_hp > 1)
2869 { 2551 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2553 if (over_hp > 0)
2872 { 2554 {
2885 } 2567 }
2886 2568
2887 /* Digestion */ 2569 /* Digestion */
2888 if (--op->last_eat < 0) 2570 if (--op->last_eat < 0)
2889 { 2571 {
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; 2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2895#endif
2896 2573
2897 if (op->contr->gen_hp > 0) 2574 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2575 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2576 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2577 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2578
2901 /* dms do not consume food */ 2579 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2580 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2581 op->stats.food--;
2904 } 2582 }
2905 }
2906 2583
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2584 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2585 {
2909 object *tmp, *flesh = NULL; 2586 object *tmp, *flesh = 0;
2910 2587
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2588 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2589 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2590 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2591 {
2592 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2593 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2594 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2595 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2596 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2597 break;
2921 } 2598 }
2922 else if (tmp->type == FLESH) 2599 else if (tmp->type == FLESH)
2923 flesh = tmp; 2600 flesh = tmp;
2924 } /* End if paid for object */ 2601 } /* End if paid for object */
2925 } /* end of for loop */ 2602 } /* end of for loop */
2603
2926 /* If player is still starving, it means they don't have any food, so 2604 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2605 * eat flesh instead.
2928 */ 2606 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2607 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2608 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2610 manual_apply (op, flesh, 0);
2933 } 2611 }
2934 } /* end if player is starving */ 2612 }
2935 2613
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2614 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2615 op->stats.food++, op->stats.hp--;
2938 2616
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2617 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2618 kill_player (op);
2619 }
2941} 2620}
2942
2943
2944 2621
2945/* If the player should die (lack of hp, food, etc), we call this. 2622/* 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 2623 * 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 2624 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2625 * file.
2952{ 2629{
2953 char buf[MAX_BUF]; 2630 char buf[MAX_BUF];
2954 int x, y; 2631 int x, y;
2955 2632
2956 //int i; 2633 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2634 maptile *map; /* this is for resurrection */
2958 2635
2959 /* int z; 2636 /* int z;
2960 int num_stats_lose; 2637 int num_stats_lose;
2961 int lost_a_stat; 2638 int lost_a_stat;
2962 int lose_this_stat; 2639 int lose_this_stat;
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2655 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..."); 2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2657
2981 /* restore player */ 2658 /* restore player */
2982 at = archetype::find ("poisoning"); 2659 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2660 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2661 {
2986 remove_ob (tmp); 2662 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2663 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2664 }
2990 2665
2991 at = archetype::find ("confusion"); 2666 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2667 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2668 {
2995 remove_ob (tmp); 2669 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2670 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2671 }
2999 2672
3000 cure_disease (op, 0); /* remove any disease */ 2673 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2674 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2675 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2676 op->stats.food = 999;
3004 2677
3005 /* create a bodypart-trophy to make the winner happy */ 2678 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2679 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2680 {
3009 sprintf (buf, "%s's finger", &op->name); 2681 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2682 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2683 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2684 " 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); 2685 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2686 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2687 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2688 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2689 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2690 }
3020 2691
3021 /* teleport defeated player to new destination */ 2692 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2693 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2694 op->contr->braced = 0;
3028 2699
3029 command_kill_pets (op, 0); 2700 command_kill_pets (op, 0);
3030 2701
3031 if (op->stats.food < 0) 2702 if (op->stats.food < 0)
3032 { 2703 {
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); 2704 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2705 strcpy (op->contr->killer, "starvation");
3042 } 2706 }
3043 else 2707 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); 2708 sprintf (buf, "%s died.", &op->name);
3053 } 2709
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2710 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2711
3056 /* save the map location for corpse, gravestone */ 2712 /* save the map location for corpse, gravestone */
3057 x = op->x; 2713 x = op->x;
3058 y = op->y; 2714 y = op->y;
3059 map = op->map; 2715 map = op->map;
3060 2716
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2717 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2718 * 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. 2719 * See the config.h file for a little more in depth detail about this.
3067 */ 2720 */
3068 2721
3069 /* Basically two ways to go - remove a stat permanently, or just 2722 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2723 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2724 * of death.
3072 */ 2725 */
3073#ifndef COZY_SERVER 2726#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2727 if (settings.balanced_stat_loss)
3075 { 2728 {
3076 /* If stat loss is permanent, lose one stat only. */ 2729 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2730 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2731 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2732 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2733 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2734 little bit harder. */
3082 /* GD */ 2735 /* GD */
3083 if (settings.stat_loss_on_death) 2736 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2737 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2738 else
3089 { 2739 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2740 }
2741 else
3090 num_stats_lose = 1; 2742 num_stats_lose = 1;
3091 } 2743
3092 lost_a_stat = 0; 2744 lost_a_stat = 0;
3093 2745
3094 for (z = 0; z < num_stats_lose; z++) 2746 for (z = 0; z < num_stats_lose; z++)
3095 { 2747 {
3096 i = RANDOM () % NUM_STATS; 2748 i = RANDOM () % NUM_STATS;
3097 2749
3098 if (settings.stat_loss_on_death) 2750 if (settings.stat_loss_on_death)
3099 { 2751 {
3100 /* Pick a random stat and take a point off it. Tell the player 2752 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2753 * what he lost.
3102 */ 2754 */
3103 change_attr_value (&(op->stats), i, -1); 2755 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2756 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2757 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2758 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2759 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2760 lost_a_stat = 1;
2761 }
2762 else
2763 {
2764 /* deplete a stat */
2765 archetype *deparch = archetype::find ("depletion");
2766 object *dep;
2767
2768 dep = present_arch_in_ob (deparch, op);
2769 if (!dep)
2770 {
2771 dep = arch_to_object (deparch);
2772 insert_ob_in_ob (dep, op);
3109 } 2773 }
3110 else 2774 lose_this_stat = 1;
2775 if (settings.balanced_stat_loss)
3111 { 2776 {
3112 /* deplete a stat */ 2777 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2778 /* Get the stat that we're about to deplete. */
3114 object *dep; 2779 this_stat = get_attr_value (&(dep->stats), i);
3115 2780 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2781 {
3119 dep = arch_to_object (deparch); 2782 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2783 int keep_chance = this_stat * this_stat;
3121 } 2784
3122 lose_this_stat = 1; 2785 /* 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) 2786 if (keep_chance < 1)
2787 keep_chance = 1;
2788
2789 /* There is a maximum depletion total per level. */
2790 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2791 {
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; 2792 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2793 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2794 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 } 2795 }
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 */ 2796 else
3164 if (this_stat >= -50)
3165 { 2797 {
3166 change_attr_value (&(dep->stats), i, -1); 2798 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; 2799 lose_this_stat = 0;
2800 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2801 this_stat, keep_chance, loss_chance,
2802 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2803 }
3172 } 2804 }
3173 } 2805 }
2806
2807 if (lose_this_stat)
2808 {
2809 this_stat = get_attr_value (&(dep->stats), i);
2810 /* We could try to do something clever like find another
2811 * stat to reduce if this fails. But chances are, if
2812 * stats have been depleted to -50, all are pretty low
2813 * and should be roughly the same, so it shouldn't make a
2814 * difference.
2815 */
2816 if (this_stat >= -50)
2817 {
2818 change_attr_value (&(dep->stats), i, -1);
2819 SET_FLAG (dep, FLAG_APPLIED);
2820 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2821 op->update_stats ();
2822 lost_a_stat = 1;
2823 }
3174 } 2824 }
2825 }
2826 }
3175 /* If no stat lost, tell the player. */ 2827 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2828 if (!lost_a_stat)
3177 { 2829 {
3178 /* determine_god() seems to not work sometimes... why is this? 2830 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2831 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2832 const char *god = determine_god (op);
3181 2833
3182 if (god && (strcmp (god, "none"))) 2834 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); 2835 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2836 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2838 }
2839#else
2840 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2841#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 2842
3190 /* Put a gravestone up where the character 'almost' died. List the 2843 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2844 * exp loss on the stone.
3192 */ 2845 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2846 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2847 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2848 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2849 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2850 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); 2851 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; 2852 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2853 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2854 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2855
3203 /**************************************/ 2856 /**************************************/
3204 /* */ 2857 /* */
3205 /* Subtract the experience points, */ 2858 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2859 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2860 /* food, and reset HP's... */
3208 /* */ 2861 /* */
3209
3210 /**************************************/ 2862 /**************************************/
3211 2863
3212 /* remove any poisoning and confusion the character may be suffering. */ 2864 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2865 /* restore player */
3214 at = archetype::find ("poisoning"); 2866 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2867 tmp = present_arch_in_ob (at, op);
2868
3216 if (tmp) 2869 if (tmp)
3217 { 2870 {
3218 remove_ob (tmp); 2871 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2872 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2873 }
3222 2874
3223 at = archetype::find ("confusion"); 2875 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2876 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2877 if (tmp)
3226 { 2878 {
3227 remove_ob (tmp); 2879 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2880 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2881 }
2882
3231 cure_disease (op, 0); /* remove any disease */ 2883 cure_disease (op, 0); /* remove any disease */
3232 2884
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2885 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2886 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2887 if (op->stats.food < 100)
3236 op->stats.food = 900; 2888 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2889 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2890 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2891 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2892
3241 /* 2893 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2894 * 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 2895 * and put them back in the map.
3244 * in the map. 2896 */
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2897 remove_unpaid_objects (op->inv, op);
3249 2898
3250 /****************************************/ 2899 /****************************************/
3251 /* */ 2900 /* */
3252 /* Move player to his current respawn- */ 2901 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2902 /* position (usually last savebed) */
3254 /* */ 2903 /* */
3255
3256 /****************************************/ 2904 /****************************************/
3257 2905
3258 enter_player_savebed (op); 2906 enter_player_savebed (op);
3259 2907
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2908 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2909
3266 /* it is possible that the player has blown something up 2910 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2911 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2912 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2913 * on the space that might harm the player.
3270 */ 2914 */
3271 will_kill_again = 0; 2915 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2916 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2917 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2918 will_kill_again |= tmp->attacktype;
3276 } 2919
3277 if (will_kill_again) 2920 if (will_kill_again)
3278 { 2921 {
3279 object *force; 2922 object *force;
3280 int at; 2923 int at;
3281 2924
3282 force = get_archetype (FORCE_NAME); 2925 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2926 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2927 force->speed = 0.1f;
3285 force->speed_left = -5.0; 2928 force->speed_left = -5.f;
3286 SET_FLAG (force, FLAG_APPLIED); 2929 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2930 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2931 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2932 force->resist[at] = 100;
3291 } 2933
3292 insert_ob_in_ob (force, op); 2934 insert_ob_in_ob (force, op);
3293 fix_player (op); 2935 op->update_stats ();
3294 2936
3295 } 2937 }
3296 2938
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2939 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} 2940}
3366
3367 2941
3368void 2942void
3369loot_object (object *op) 2943loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2944{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2945 object *tmp, *tmp2, *next;
3372 2946
3373 if (op->container) 2947 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2948
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2949 for (tmp = op->inv; tmp; tmp = next)
3379 { 2950 {
3380 next = tmp->below; 2951 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2952
2953 if (tmp->invisible)
3382 continue; 2954 continue;
3383 remove_ob (tmp); 2955
2956 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2957 tmp->x = op->x, tmp->y = op->y;
2958
3385 if (tmp->type == CONTAINER) 2959 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2960 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2961
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2962 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2963 {
3391 if (tmp->nrof > 1) 2964 if (tmp->nrof > 1)
3392 { 2965 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2966 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2967 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2968 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2969 }
3397 else 2970 else
3398 free_object (tmp); 2971 tmp->destroy ();
3399 } 2972 }
3400 else 2973 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2974 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2975 }
3403} 2976}
3405/* 2978/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2979 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2980 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2981 * was changed.
3409 */ 2982 */
3410
3411void 2983void
3412fix_weight (void) 2984fix_weight (void)
3413{ 2985{
3414 player *pl; 2986 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2987 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2988 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 2989
3420 if (old == sum) 2990 if (old == sum)
3421 continue; 2991 continue;
3422 fix_player (pl->ob); 2992 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2993 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 2994 }
3425} 2995}
3426 2996
3427void 2997void
3428fix_luck (void) 2998fix_luck (void)
3429{ 2999{
3430 player *pl; 3000 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3001 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3002 pl->ob->change_luck (0);
3435} 3003}
3436
3437 3004
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3005/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3006 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3007 * just treat this as any other spell casting object.
3441 */ 3008 */
3442
3443void 3009void
3444cast_dust (object *op, object *throw_ob, int dir) 3010cast_dust (object *op, object *throw_ob, int dir)
3445{ 3011{
3446 object *skop, *spob; 3012 object *skop, *spob;
3447 3013
3468 if (op->type == PLAYER) 3034 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3035 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3036
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3037 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3038
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3039 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3040}
3477 3041
3478void 3042void
3479make_visible (object *op) 3043make_visible (object *op)
3480{ 3044{
3483 if (op->type == PLAYER) 3047 if (op->type == PLAYER)
3484 { 3048 {
3485 op->contr->tmp_invis = 0; 3049 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3050 op->contr->invis_race = 0;
3487 } 3051 }
3052
3488 update_object (op, UP_OBJ_FACE); 3053 update_object (op, UP_OBJ_CHANGE);
3489} 3054}
3490 3055
3491int 3056int
3492is_true_undead (object *op) 3057is_true_undead (object *op)
3493{ 3058{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3059 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3060 return 1;
3498 3061
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; 3062 return 0;
3505} 3063}
3506 3064
3507/* look at the surrounding terrain to determine 3065/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3066 * the hideability of this object. Positive levels
3564 3122
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3123 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3124
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3125 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3126 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3127 if (!skop || num >= skop->level)
3571 { 3128 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3129 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3130 make_visible (op);
3574 return; 3131 return;
3575 } 3132 }
3576 else 3133 else
3577 num += 20; 3134 num += 20;
3578 } 3135
3579 num += op->map->difficulty; 3136 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3137 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3138 num -= hide;
3139
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3140 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3141 {
3584 make_visible (op); 3142 make_visible (op);
3585 if (op->type == PLAYER) 3143 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3144 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3145 }
3588 else if (op->type == PLAYER && skop) 3146 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3147 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3148}
3593 3149
3594/* determine if who is standing near a hostile creature. */ 3150/* determine if who is standing near a hostile creature. */
3595 3151
3596int 3152int
3597stand_near_hostile (object *who) 3153stand_near_hostile (object *who)
3598{ 3154{
3599 object *tmp = NULL; 3155 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3156 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3157 maptile *m;
3602 sint16 x, y; 3158 sint16 x, y;
3603 3159
3604 if (!who) 3160 if (!who)
3605 return 0; 3161 return 0;
3606 3162
3623 if (mflags & P_OUT_OF_MAP) 3179 if (mflags & P_OUT_OF_MAP)
3624 continue; 3180 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3181 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3182 continue;
3627 3183
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3184 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3185 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3186 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3187 return 1;
3632 else if (tmp->type == PLAYER) 3188 else if (tmp->type == PLAYER)
3633 { 3189 {
3663 if (pl->type != PLAYER) 3219 if (pl->type != PLAYER)
3664 { 3220 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3221 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3222 return -1;
3667 } 3223 }
3224
3668 if (!pl || !op) 3225 if (!pl || !op)
3669 return 0; 3226 return 0;
3670 3227
3671 if (op->head)
3672 {
3673 op = op->head; 3228 op = op->head_ ();
3674 } 3229
3675 get_rangevector (pl, op, &rv, 0x1); 3230 get_rangevector (pl, op, &rv, 0x1);
3676 3231
3677 /* starting with the 'head' part, lets loop 3232 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3233 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3234 * part that is in the los array but isnt on
3687 3242
3688 /* only the viewable area the player sees is updated by LOS 3243 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3244 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3245 * for any meaningful values.
3691 */ 3246 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3247 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3248 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3249 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3250 return 1;
3696 op = op->more; 3251 op = op->more;
3697 } 3252 }
3698 return 0; 3253 return 0;
3699} 3254}
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3351 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3352 int i = 0, j = 0;
3798 3353
3799 /* get the appropriate treasurelist */ 3354 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3355 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3356 trlist = treasurelist::find ("dragon_ability_fire");
3802 else if (atnr == ATNR_COLD) 3357 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3358 trlist = treasurelist::find ("dragon_ability_cold");
3804 else if (atnr == ATNR_ELECTRICITY) 3359 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3360 trlist = treasurelist::find ("dragon_ability_elec");
3806 else if (atnr == ATNR_POISON) 3361 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3362 trlist = treasurelist::find ("dragon_ability_poison");
3808 3363
3809 if (trlist == NULL || who->type != PLAYER) 3364 if (trlist == NULL || who->type != PLAYER)
3810 return; 3365 return;
3811 3366
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3367 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3368
3814 if (tr == NULL || tr->item == NULL) 3369 if (!tr || !tr->item)
3815 { 3370 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3371 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3372 return;
3818 } 3373 }
3819 3374
3885 { 3440 {
3886 /* forces in the treasurelist can alter the player's stats */ 3441 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3442 object *skin;
3888 3443
3889 /* first get the dragon skin force */ 3444 /* first get the dragon skin force */
3445 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); 3446 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 ;
3448
3891 if (skin == NULL) 3449 if (!skin)
3892 return; 3450 return;
3893 3451
3894 /* adding new spellpath attunements */ 3452 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3453 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3454 {
3941 * not readied. 3499 * not readied.
3942 */ 3500 */
3943void 3501void
3944player_unready_range_ob (player *pl, object *ob) 3502player_unready_range_ob (player *pl, object *ob)
3945{ 3503{
3946 rangetype i; 3504 if (pl->ob->current_weapon == ob)
3505 pl->ob->current_weapon = 0;
3947 3506
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3507 if (pl->combat_ob == ob)
3949 { 3508 pl->combat_ob = 0;
3509
3950 if (pl->ranges[i] == ob) 3510 if (pl->ranged_ob == ob)
3951 { 3511 pl->ranged_ob = 0;
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 3512}
3513
3514sint8
3515player::visibility_at (maptile *map, int x, int y) const
3516{
3517 if (!ns)
3518 return 0;
3519
3520 int dx, dy;
3521 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3522 return 0;
3523
3524 x += dx - ns->current_x + ns->mapx / 2;
3525 y += dy - ns->current_y + ns->mapy / 2;
3526
3527 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3528 return 0;
3529
3530 return 100 - blocked_los [x][y];
3531}

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