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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 1.142 by root, Fri May 18 19:46:22 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 = 1.0f;
334 ob->speed_left = 0.5f;
335
336 ob->direction = 5; /* So player faces south */
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers;
355 peaceful = 1; /* default peaceful */
356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
360}
361
362void
363player::do_destroy ()
364{
365 disconnect ();
366
367 attachable::do_destroy ();
368
369 if (ob)
370 {
371 ob->destroy_inv (false);
372 ob->destroy ();
373 }
374}
375
376player::~player ()
377{
378 /* Clear item stack */
379 free (stack_items);
380}
381
321/* Tries to add player on the connection passwd in ns. 382/* 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 383 * All we can really get in this is some settings like host and display
323 * mode. 384 * mode.
324 */ 385 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 386player *
387player::create ()
388{
389 player *pl = new player;
330 390
331 p = get_player (NULL); 391 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 392
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 393 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 394 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 395 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)); 396
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); 397 set_first_map (pl->ob);
343 398
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; 399 return pl;
351} 400}
352 401
353/* 402/*
354 * get_player_archetype() return next player archetype from archetype 403 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 404 * list. Not very efficient routine, but used only creating new players.
364 { 413 {
365 if (at == NULL || at->next == NULL) 414 if (at == NULL || at->next == NULL)
366 at = first_archetype; 415 at = first_archetype;
367 else 416 else
368 at = at->next; 417 at = at->next;
418
369 if (at->clone.type == PLAYER) 419 if (at->clone.type == PLAYER)
370 return at; 420 return at;
421
371 if (at == start) 422 if (at == start)
372 { 423 {
373 LOG (llevError, "No Player archetypes\n"); 424 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 425 exit (-1);
375 } 426 }
376 } 427 }
377} 428}
378 429
379
380object * 430object *
381get_nearest_player (object *mon) 431get_nearest_player (object *mon)
382{ 432{
383 object *op = NULL; 433 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 434 objectlink *ol;
386 unsigned lastdist; 435 unsigned lastdist;
387 rv_vector rv; 436 rv_vector rv;
388 437
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 439 {
391 /* We should not find free objects on this friendly list, but it 440 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it. 441 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 442 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 443 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 447 object *tmp = ol->ob;
399 448
400 /* Can't do much more other than log the fact, because the object 449 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared. 450 * itself will have been cleared.
402 */ 451 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
404 ol = ol->next; 454 ol = ol->next;
405 remove_friendly_object (tmp); 455 remove_friendly_object (tmp);
406 if (!ol) 456 if (!ol)
407 return op; 457 return op;
408 } 458 }
421 { 471 {
422 op = ol->ob; 472 op = ol->ob;
423 lastdist = rv.distance; 473 lastdist = rv.distance;
424 } 474 }
425 } 475 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 476
427 { 477 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 478 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 479 if (lastdist > rv.distance)
432 { 480 {
433 op = pl->ob; 481 op = pl->ob;
434 lastdist = rv.distance; 482 lastdist = rv.distance;
435 } 483 }
436 } 484
437 }
438#if 0 485#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 486 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 487#endif
441 return op; 488 return op;
442} 489}
460 * circling behaviour. Unfortunately, this function is also used to determined 507 * 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 508 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 509 * is probably not a good thing.
463 */ 510 */
464#define MAX_SPACES 50 511#define MAX_SPACES 50
465
466 512
467/* 513/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 514 * 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 515 * 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 516 * 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) 535path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 536{
491 rv_vector rv; 537 rv_vector rv;
492 sint16 x, y; 538 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 539 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 540 maptile *m, *lastmap;
495 541
496 get_rangevector (mon, pl, &rv, 0); 542 get_rangevector (mon, pl, &rv, 0);
497 543
498 if (rv.distance < mindiff) 544 if (rv.distance < mindiff)
499 return 0; 545 return 0;
501 x = mon->x; 547 x = mon->x;
502 y = mon->y; 548 y = mon->y;
503 m = mon->map; 549 m = mon->map;
504 dir = rv.direction; 550 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 551 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); 552 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
553
507 /* If we can't solve it within the search distance, return now. */ 554 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 555 if (diff > max)
509 return 0; 556 return 0;
557
510 while (diff > 1 && max > 0) 558 while (diff > 1 && max > 0)
511 { 559 {
512 lastx = x; 560 lastx = x;
513 lasty = y; 561 lasty = y;
514 lastmap = m; 562 lastmap = m;
596 max--; 644 max--;
597 lastdir = dir; 645 lastdir = dir;
598 if (!firstdir) 646 if (!firstdir)
599 firstdir = dir; 647 firstdir = dir;
600 } 648 }
649
601 if (diff <= 1) 650 if (diff <= 1)
602 { 651 {
603 /* Recalculate diff (distance) because we may not have actually 652 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 653 * headed toward player for entire distance.
605 */ 654 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 655 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); 656 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 657 }
658
609 if (diff > max) 659 if (diff > max)
610 return 0; 660 return 0;
611 } 661 }
662
612 /* If we reached the max, didn't find a direction in time */ 663 /* If we reached the max, didn't find a direction in time */
613 if (!max) 664 if (!max)
614 return 0; 665 return 0;
615 666
616 return firstdir; 667 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 694 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 695 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 696 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 697 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 698 {
648 remove_ob (op); 699 op->destroy ();
649 free_object (op);
650 continue; 700 continue;
651 } 701 }
652 } 702 }
653 703
654 /* This really needs to be better - we should really give 704 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 715 if (tmp->type == op->type && tmp->name == op->name)
666 break; 716 break;
667 717
668 if (tmp) 718 if (tmp)
669 { 719 {
670 remove_ob (op); 720 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 721 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 722 continue;
674 } 723 }
724
675 if (op->nrof > 1) 725 if (op->nrof > 1)
676 op->nrof = 1; 726 op->nrof = 1;
677 } 727 }
678 728
679 if (op->type == SPELLBOOK && op->inv) 729 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 741 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 742 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 743 }
694 if (op->type == SPELL) 744 if (op->type == SPELL)
695 { 745 {
696 remove_ob (op); 746 op->destroy ();
697 free_object (op);
698 continue; 747 continue;
699 } 748 }
700 else if (op->type == SKILL) 749 else if (op->type == SKILL)
701 { 750 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 751 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 760 /* Need to set up the skill pointers */
712 link_player_skills (pl); 761 link_player_skills (pl);
713} 762}
714 763
715void 764void
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) 765get_party_password (object *op, partylist *party)
800{ 766{
801 if (party == NULL) 767 if (party == NULL)
802 { 768 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 769 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 770 return;
805 } 771 }
772
806 op->contr->write_buf[0] = '\0'; 773 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 774 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 775 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 776 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 777}
811
812 778
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 779/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 780static int
815roll_stat (void) 781roll_stat (void)
816{ 782{
817 int a[4], i, j, k; 783 int a[4], i, j, k;
818 784
819 for (i = 0; i < 4; i++) 785 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 786 a[i] = (int) rndm (6) + 1;
821 787
822 for (i = 0, j = 0, k = 7; i < 4; i++) 788 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 789 if (a[i] < k)
824 k = a[i], j = i; 790 k = a[i], j = i;
825 791
826 for (i = 0, k = 0; i < 4; i++) 792 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 793 if (i != j)
829 k += a[i]; 794 k += a[i];
830 } 795
831 return k; 796 return k;
832} 797}
833 798
834void 799void
835roll_stats (object *op) 800object::roll_stats ()
836{ 801{
802 int statsort [NUM_STATS];
803
804 for (;;)
805 {
837 int sum = 0; 806 int sum = 0;
838 int i = 0, j = 0; 807 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 808 sum += statsort [i] = roll_stat ();
840 809
841 do 810 if (sum >= 82 && sum <= 116)
811 break;
842 { 812 }
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);
853 813
854 /* Sort the stats so that rerolling is easier... */ 814 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 815 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;
862 816
863 /* a quick and dirty bubblesort? */ 817 for (int i = 0; i < NUM_STATS; ++i)
864 do 818 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);
879 819
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; 820 stats.exp = 0;
899 op->stats.ac = 0; 821 stats.ac = 0;
900 822
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; 823 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
909 op->contr->orig_stats = op->stats; 833 contr->orig_stats = stats;
834 }
910} 835}
911 836
912void 837void
913Roll_Again (object *op) 838object::swap_stats (int a, int b)
914{ 839{
915 esrv_new_player (op->contr, 0); 840 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}
919 841
920void 842 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 843 stats.stat (i) = contr->orig_stats.stat (i);
844
845 //TODO: the following code looks so borked and should, at the very least,
846 // be merged with the similar code in roll_stats
847 stats.ac = 0;
848
849 level = 1;
850 stats.exp = 0;
851 stats.ac = 0;
852
853 stats.hp = stats.maxhp;
854 stats.sp = stats.maxsp;
855 stats.grace = stats.maxgrace;
856
857 if (contr)
858 {
859 contr->levhp[1] = 9;
860 contr->levsp[1] = 6;
861 contr->levgrace[1] = 3;
862
863 contr->orig_stats = stats;
864 }
865}
866
867static void
868start_info (object *op)
922{ 869{
923 signed char tmp;
924 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
925 871
926 if (op->contr->Swap_First == -1) 872 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); 873 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 874 //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); 875 //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} 876}
1041 877
1042/* This function takes the key that is passed, and does the 878/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 879 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 880 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 881 * separate race and class; this actually changes the RACE,
1046 * not the class. 882 * not the class.
1047 */ 883 */
1048 884void
1049int 885player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 886{
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 */ 887 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 889
890 treasurelist *tl = treasurelist::find ("starting_wealth");
891 if (tl)
892 create_treasure (tl, ob, 0, 0, 0);
893
1068 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, ob->contr);
1070 896
1071 op->contr->state = ST_PLAYING; 897 ob->contr->ns->state = ST_PLAYING;
1072 898
1073 if (op->msg) 899 if (ob->msg)
1074 op->msg = NULL; 900 ob->msg = 0;
1075 901
1076 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
1077 * to save here. 903 * to save here.
1078 */ 904 */
905 {
906 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 908 make_path_to_file (buf);
909 }
1081 910
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 911 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 913 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 914 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 915 esrv_send_inventory (ob, ob);
1090 fix_player (op); 916 ob->update_stats ();
1091 917
1092 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
1093 * is one for this race 919 * is one for this race
1094 */ 920 */
1095 if (*first_map_ext_path) 921 if (*first_map_ext_path)
1096 { 922 {
1097 object *tmp; 923 object *tmp;
1098 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
1099 925
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1101 tmp = get_object (); 927 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = ob->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
1107 * default initial map */ 933 * default initial map */
1108 free_object (tmp); 934 tmp->destroy ();
1109 } 935 }
1110 else 936 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 938}
1114 return 0;
1115 }
1116 939
940void
941player::chargen_race_next ()
942{
1117 /* Following actually changes the race - this is the default command 943 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 944 * if we don't match with one of the options above.
1119 */ 945 */
1120 946
1121 tmp_loop = 0; 947 do
1122 while (!tmp_loop)
1123 { 948 {
1124 shstr name = op->name; 949 shstr name = ob->name;
1125 int x = op->x, y = op->y; 950 int x = ob->x, y = ob->y;
1126 951
1127 remove_statbonus (op); 952 ob->remove_statbonus ();
1128 remove_ob (op); 953 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 954 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 955 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 956 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 957 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 958 ob->name = ob->name_pl = name;
1134 op->x = x; 959 ob->x = x;
1135 op->y = y; 960 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 963 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 964 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 965 }
966 while (!allowed_class (ob));
1142 967
1143 update_object (op, UP_OBJ_FACE); 968 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 970 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 971 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 972 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 973 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} 974}
1205 975
1206void 976void
1207flee_player (object *op) 977flee_player (object *op)
1208{ 978{
1238 { 1008 {
1239 op->enemy = NULL; 1009 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1011 return;
1242 } 1012 }
1013
1243 get_rangevector (op, op->enemy, &rv, 0); 1014 get_rangevector (op, op->enemy, &rv, 0);
1244 1015
1245 dir = absdir (4 + rv.direction); 1016 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1017 for (diff = 0; diff < 3; diff++)
1247 { 1018 {
1248 int m = 1 - (RANDOM () & 2); 1019 int m = 1 - (RANDOM () & 2);
1249 1020
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1021 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1022 return;
1253 }
1254 } 1023 }
1024
1255 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1027 op->enemy = NULL;
1258} 1028}
1259 1029
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* 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 1031 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 1032 * stop.
1264 */ 1033 */
1265int 1034int
1266check_pick (object *op) 1035check_pick (object *op)
1267{ 1036{
1268 object *tmp, *next; 1037 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1038 int stop = 0;
1271 int j, k, wvratio; 1039 int wvratio;
1272 char putstring[128], tmpstr[16]; 1040 char putstring[128];
1273
1274 1041
1275 /* if you're flying, you cna't pick up anything */ 1042 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1043 if (op->move_type & MOVE_FLYING)
1277 return 1; 1044 return 1;
1278 1045
1279 op_tag = op->count;
1280
1281 next = op->below; 1046 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1047
1285 /* loop while there are items on the floor that are not marked as 1048 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1049 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1050 while (next && !next->destroyed ())
1288 { 1051 {
1289 tmp = next; 1052 tmp = next;
1290 next = tmp->below; 1053 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1054
1294 if (was_destroyed (op, op_tag)) 1055 if (op->destroyed ())
1295 return 0; 1056 return 0;
1296 1057
1297 if (!can_pick (op, tmp)) 1058 if (!can_pick (op, tmp))
1298 continue; 1059 continue;
1299 1060
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 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)))); 1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1116 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 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)))); 1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1120 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 } 1121 }
1122
1389 /* philosophy: 1123 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1124 * 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 1125 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1126 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1127 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1128 * example.
1395 * The drawback: right now it has no frontend, so you need to 1129 * 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 1130 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1131 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1165 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1166 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1167 if (tmp->type == FOOD)
1434 { 1168 {
1435 pick_up (op, tmp); 1169 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1170 continue;
1439 } 1171 }
1172
1440 if (op->contr->mode & PU_DRINK) 1173 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1174 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1175 {
1443 pick_up (op, tmp); 1176 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1177 continue;
1447 } 1178 }
1448 1179
1449 if (op->contr->mode & PU_POTION) 1180 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1181 if (tmp->type == POTION)
1451 { 1182 {
1452 pick_up (op, tmp); 1183 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1184 continue;
1456 } 1185 }
1457 1186
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1187 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1188 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1189 if (tmp->type == SPELLBOOK)
1461 { 1190 {
1462 pick_up (op, tmp); 1191 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1192 continue;
1466 } 1193 }
1194
1467 if (op->contr->mode & PU_SKILLSCROLL) 1195 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1196 if (tmp->type == SKILLSCROLL)
1469 { 1197 {
1470 pick_up (op, tmp); 1198 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1199 continue;
1474 } 1200 }
1201
1475 if (op->contr->mode & PU_READABLES) 1202 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1203 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1204 {
1478 pick_up (op, tmp); 1205 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1206 continue;
1482 } 1207 }
1483 1208
1484 /* wands/staves/rods/horns */ 1209 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1210 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1211 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1212 {
1488 pick_up (op, tmp); 1213 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1214 continue;
1492 } 1215 }
1493 1216
1494 /* pick up all magical items */ 1217 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1218 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1220 {
1498 pick_up (op, tmp); 1221 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1222 continue;
1502 } 1223 }
1503 1224
1504 if (op->contr->mode & PU_VALUABLES) 1225 if (op->contr->mode & PU_VALUABLES)
1505 { 1226 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1227 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1228 {
1508 pick_up (op, tmp); 1229 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1230 continue;
1512 } 1231 }
1513 } 1232 }
1514 1233
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1234 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1235 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1236 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1237 {
1519 pick_up (op, tmp); 1238 pick_up (op, tmp);
1239 continue;
1520 if (0) 1240 }
1521 fprintf (stderr, "JEWELS\n"); 1241
1242 /* we don't forget dragon food */
1243 if (op->contr->mode & PU_FLESH)
1244 if (tmp->type == FLESH)
1245 {
1246 pick_up (op, tmp);
1522 continue; 1247 continue;
1523 } 1248 }
1524 1249
1525 /* bows and arrows. Bows are good for selling! */ 1250 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1251 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1252 if (tmp->type == BOW)
1528 { 1253 {
1529 pick_up (op, tmp); 1254 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1255 continue;
1533 } 1256 }
1257
1534 if (op->contr->mode & PU_ARROW) 1258 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1259 if (tmp->type == ARROW)
1536 { 1260 {
1537 pick_up (op, tmp); 1261 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1262 continue;
1541 } 1263 }
1542 1264
1543 /* all kinds of armor etc. */ 1265 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1266 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1267 if (tmp->type == ARMOUR)
1546 { 1268 {
1547 pick_up (op, tmp); 1269 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1270 continue;
1551 } 1271 }
1272
1552 if (op->contr->mode & PU_HELMET) 1273 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1274 if (tmp->type == HELMET)
1554 { 1275 {
1555 pick_up (op, tmp); 1276 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1277 continue;
1559 } 1278 }
1279
1560 if (op->contr->mode & PU_SHIELD) 1280 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1281 if (tmp->type == SHIELD)
1562 { 1282 {
1563 pick_up (op, tmp); 1283 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1284 continue;
1567 } 1285 }
1286
1568 if (op->contr->mode & PU_BOOTS) 1287 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1288 if (tmp->type == BOOTS)
1570 { 1289 {
1571 pick_up (op, tmp); 1290 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1291 continue;
1575 } 1292 }
1293
1576 if (op->contr->mode & PU_GLOVES) 1294 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1295 if (tmp->type == GLOVES)
1578 { 1296 {
1579 pick_up (op, tmp); 1297 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1298 continue;
1583 } 1299 }
1300
1584 if (op->contr->mode & PU_CLOAK) 1301 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1302 if (tmp->type == CLOAK)
1586 { 1303 {
1587 pick_up (op, tmp); 1304 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1305 continue;
1591 } 1306 }
1592 1307
1593 /* hoping to catch throwing daggers here */ 1308 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1309 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1310 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1311 {
1597 pick_up (op, tmp); 1312 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1313 continue;
1601 } 1314 }
1602 1315
1603 /* careful: chairs and tables are weapons! */ 1316 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1317 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1320 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1321 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1322 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1323 {
1611 pick_up (op, tmp); 1324 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1325 continue;
1615 } 1326 }
1616 } 1327 }
1328
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1329 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1330 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1331 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1332 {
1621 pick_up (op, tmp); 1333 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1334 continue;
1625 } 1335 }
1626 } 1336 }
1627 } 1337 }
1628 1338
1629 /* misc stuff that's useful */ 1339 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1340 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1341 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1342 {
1633 pick_up (op, tmp); 1343 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1344 continue;
1637 } 1345 }
1638 1346
1639 /* any of the last 4 bits set means we use the ratio for value 1347 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1348 * pickups */
1662 continue; 1370 continue;
1663 } 1371 }
1664 } 1372 }
1665 } /* the new pickup model */ 1373 } /* the new pickup model */
1666 } 1374 }
1375
1667 return !stop; 1376 return !stop;
1668} 1377}
1669 1378
1670/* 1379/*
1671 * Find an arrow in the inventory and after that 1380 * Find an arrow in the inventory and after that
1673 * found object is returned. 1382 * found object is returned.
1674 */ 1383 */
1675object * 1384object *
1676find_arrow (object *op, const char *type) 1385find_arrow (object *op, const char *type)
1677{ 1386{
1678 object *tmp = NULL; 1387 object *tmp = 0;
1679 1388
1680 for (op = op->inv; op; op = op->below) 1389 for (op = op->inv; op; op = op->below)
1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682 tmp = find_arrow (op, type); 1391 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1392 else if (op->type == ARROW && op->race == type)
1684 return op; 1393 return op;
1394
1685 return tmp; 1395 return tmp;
1686} 1396}
1687 1397
1688/* 1398/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1399 * 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 1400 * 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 1401 * 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. 1402 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1403 */
1694
1695object * 1404object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1405find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1406{
1698 object *tmp = NULL, *arrow, *ntmp; 1407 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1408 int attacknum, attacktype, betterby = 0, i;
1765 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1475 * op = the shooter
1767 * type = bow->race 1476 * type = bow->race
1768 * dir = fire direction 1477 * dir = fire direction
1769 */ 1478 */
1770
1771object * 1479object *
1772pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1773{ 1481{
1774 object *tmp = NULL; 1482 object *tmp = NULL;
1775 mapstruct *m; 1483 maptile *m;
1776 int i, mflags, found, number; 1484 int i, mflags, found, number;
1777 sint16 x, y; 1485 sint16 x, y;
1778 1486
1779 if (op->map == NULL) 1487 if (op->map == NULL)
1780 return find_arrow (op, type); 1488 return find_arrow (op, type);
1840 */ 1548 */
1841int 1549int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1551{
1844 object *left, *bow; 1552 object *left, *bow;
1845 tag_t left_tag, tag; 1553 int mflags;
1846 int bowspeed, mflags; 1554 maptile *m;
1847 mapstruct *m;
1848 1555
1849 if (!dir) 1556 if (!dir)
1850 { 1557 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1559 return 0;
1853 } 1560 }
1854 if (op->type == PLAYER) 1561
1855 bow = op->contr->ranges[range_bow]; 1562 if (op->contr)
1563 bow = op->current_weapon;
1856 else 1564 else
1857 { 1565 {
1858 for (bow = op->inv; bow; bow = bow->below) 1566 for (bow = op->inv; bow; bow = bow->below)
1859 /* Don't check for applied - monsters don't apply bows - in that way, they 1567 /* 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. 1568 * don't need to switch back and forth between bows and weapons.
1865 if (!bow) 1573 if (!bow)
1866 { 1574 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1576 return 0;
1869 } 1577 }
1578
1579 // optimisation: move object to top so we will find it quickly again
1580 if (bow->below)
1581 {
1582 bow->remove ();
1583 op->insert (bow);
1584 }
1585
1870 } 1586 }
1587
1871 if (!bow->race || !bow->skill) 1588 if (!bow->race || !bow->skill)
1872 { 1589 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1591 return 0;
1875 } 1592 }
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 1593
1885 if (arrow == NULL) 1594 if (arrow == NULL)
1886 { 1595 {
1887 if ((arrow = find_arrow (op, bow->race)) == NULL) 1596 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 { 1597 {
1889 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1599 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1891 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1892 else 1601 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1894 return 0; 1604 return 0;
1895 } 1605 }
1896 } 1606 }
1607
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1609 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1610 return 0;
1901 } 1611
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1612 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1613 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1614 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1615 return 0;
1906 } 1616 }
1907 1617
1908 /* this should not happen, but sometimes does */ 1618 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1619 if (arrow->nrof == 0)
1910 { 1620 {
1911 remove_ob (arrow); 1621 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1622 return 0;
1914 } 1623 }
1915 1624
1916 left = arrow; /* these are arrows left to the player */ 1625 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1626 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1627 if (!arrow)
1920 { 1628 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1630 return 0;
1923 } 1631 }
1924 set_owner (arrow, op); 1632
1633 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1635 arrow->direction = dir;
1928 arrow->x = sx; 1636
1929 arrow->y = sy; 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644#if 0
1645 if (player *pl = op->contr)
1646 {
1647 float speed = pl->weapon_sp;
1648
1649 /* penalize ROF for bestarrow */
1650 if (pl->bowtype == bow_bestarrow)
1651 speed *= .9f;
1652 else
1653 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1654
1655 op->speed_left += speed - op->speed;
1656 }
1657#endif
1658
1659 SET_ANIMATION (arrow, arrow->direction);
1660
1661 /* update the speed */
1662 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1663 + bow->stats.dam / 7.f;
1664
1665 arrow->set_speed (max (arrow->speed, 2.f));
1666 arrow->speed_left = 0;
1667
1668 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1930 1669
1931 if (op->type == PLAYER) 1670 if (op->type == PLAYER)
1932 { 1671 {
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; 1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1673 wc -= dex_bonus[op->stats.Dex];
1674
1675 if (!arrow->slaying)
1676 arrow->slaying = op->slaying;
1677
1678 arrow->attacktype |= op->attacktype;
1966 } 1679 }
1967 else 1680 else
1968 { 1681 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1682 arrow->level = op->level;
1972 } 1683 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1684
1685 if (!arrow->slaying)
1686 arrow->slaying = bow->slaying;
1687
1974 arrow->attacktype |= bow->attacktype; 1688 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1689 }
1976 arrow->slaying = bow->slaying;
1977 1690
1978 arrow->map = m; 1691 wc -= arrow->level;
1692 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1693
1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1979 arrow->move_type = MOVE_FLY_LOW; 1695 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1697
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1699 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1700
1986 if (!was_destroyed (arrow, tag)) 1701 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1702 move_arrow (arrow);
1988 1703
1989 if (op->type == PLAYER) 1704 if (op->type == PLAYER)
1990 { 1705 {
1991 if (was_destroyed (left, left_tag)) 1706 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1707 esrv_del_item (op->contr, left->count);
1993 else 1708 else
1994 esrv_send_item (op, left); 1709 esrv_send_item (op, left);
1995 } 1710 }
1711
1996 return 1; 1712 return 1;
1997} 1713}
1998 1714
1999/* Special fire code for players - this takes into 1715/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1716 * account the special fire modes players can have
2008{ 1724{
2009 int ret = 0, wcmod = 0; 1725 int ret = 0, wcmod = 0;
2010 1726
2011 if (op->contr->bowtype == bow_bestarrow) 1727 if (op->contr->bowtype == bow_bestarrow)
2012 { 1728 {
2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2014 } 1730 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1731 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1732 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1734 wcmod = -1;
1735
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1737 }
2021 else if (op->contr->bowtype == bow_threewide) 1738 else if (op->contr->bowtype == bow_threewide)
2022 { 1739 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2027 else if (op->contr->bowtype == bow_spreadshot) 1744 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1745 {
2029 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 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); 1747 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); 1748 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2032
2033 } 1749 }
2034 else 1750 else
2035 { 1751 {
2036 /* Simple case */ 1752 /* Simple case */
2037 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2038 } 1754 }
1755
2039 return ret; 1756 return ret;
2040} 1757}
2041
2042 1758
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1759/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1760 * Broken apart from 'fire' to keep it more readable.
2045 */ 1761 */
2046void 1762void
2047fire_misc_object (object *op, int dir) 1763fire_misc_object (object *op, int dir)
2048{ 1764{
2049 object *item; 1765 object *item = op->contr->ranged_ob;
2050 1766
2051 if (!op->contr->ranges[range_misc]) 1767 if (!item)
2052 { 1768 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1769 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2054 return; 1770 return;
2055 } 1771 }
2056 1772
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1773 if (!item->inv)
2059 { 1774 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1775 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1776 return;
2062 } 1777 }
1778
1779 if (!op->change_weapon (item))
1780 return;
1781
2063 if (item->type == WAND) 1782 if (item->type == WAND)
2064 { 1783 {
2065 if (item->stats.food <= 0) 1784 if (item->stats.food <= 0)
2066 { 1785 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 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)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788
2069 return; 1789 return;
2070 } 1790 }
2071 } 1791 }
2072 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
2073 { 1793 {
2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2075 { 1795 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797
2077 if (item->type == ROD) 1798 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)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079 else 1800 else
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802
2081 return; 1803 return;
2082 } 1804 }
2083 } 1805 }
2084 1806
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1807 if (cast_spell (op, item, dir, item->inv, NULL))
2093 1815
2094 if (item->arch) 1816 if (item->arch)
2095 { 1817 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1818 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1819 item->face = item->arch->clone.face;
2098 item->speed = 0; 1820 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1821 }
1822
2101 if ((tmp = is_player_inv (item))) 1823 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1824 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1825 }
2104 } 1826 }
2105 else if (item->type == ROD || item->type == HORN) 1827 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1828 drain_rod_charge (item);
2108 }
2109 } 1829 }
2110} 1830}
2111 1831
2112/* Received a fire command for the player - go and do it. 1832/* Received a fire command for the player - go and do it.
2113 */ 1833 */
2114void 1834bool
2115fire (object *op, int dir) 1835fire (object *op, int dir)
2116{ 1836{
2117 int spellcost = 0; 1837 int spellcost = 0;
2118 1838
2119 /* check for loss of invisiblity/hide */ 1839 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1840 if (action_makes_visible (op))
2121 make_visible (op); 1841 make_visible (op);
2122 1842
2123 switch (op->contr->shoottype) 1843 player *pl = op->contr;
1844
1845 if (pl->golem)
1846 {
1847 control_golem (op->contr->golem, dir);
1848 return false;
2124 { 1849 }
2125 case range_none:
2126 return;
2127 1850
2128 case range_bow: 1851 object *ob = pl->ranged_ob;
1852
1853 if (!ob)
1854 return false;
1855
1856 if (!op->change_weapon (ob))
1857 return false;
1858
1859 if (op->speed_left > 0.f)
1860 --op->speed_left;
1861 else
1862 return false;
1863
1864 switch (ob->type)
1865 {
1866 case BOW:
2129 player_fire_bow (op, dir); 1867 player_fire_bow (op, dir);
2130 return; 1868 break;
2131 1869
2132 case range_magic: /* Casting spells */ 1870 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1871 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2134 return; 1872 break;
2135 1873
2136 case range_misc: 1874 case BUILDER:
1875 apply_map_builder (op, dir);
1876 break;
1877
1878 case SKILL:
1879 do_skill (op, op, ob, dir, 0);
1880 break;
1881
1882 default:
2137 fire_misc_object (op, dir); 1883 fire_misc_object (op, dir);
2138 return; 1884 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 } 1885 }
2167}
2168 1886
2169 1887 return true;
1888}
2170 1889
2171/* find_key 1890/* find_key
2172 * We try to find a key for the door as passed. If we find a key 1891 * We try to find a key for the door as passed. If we find a key
2173 * and successfully use it, we return the key, otherwise NULL 1892 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1893 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1895 * pl is the player,
2177 * inv is the objects inventory to searched 1896 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1897 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1898 * This function can be called recursively to search containers.
2180 */ 1899 */
2181
2182object * 1900object *
2183find_key (object *pl, object *container, object *door) 1901find_key (object *pl, object *container, object *door)
2184{ 1902{
2185 object *tmp, *key; 1903 object *tmp, *key;
2186 1904
2187 /* Should not happen, but sanity checking is never bad */ 1905 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1906 if (!container->inv)
2189 return NULL; 1907 return 0;
2190 1908
2191 /* First, lets try to find a key in the top level inventory */ 1909 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1911 {
2194 if (door->type == DOOR && tmp->type == KEY) 1912 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1913 break;
2196 /* For sanity, we should really check door type, but other stuff 1914 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1915 * (like containers) can be locked with special keys
2198 */ 1916 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1918 break;
2201 } 1919 }
1920
2202 /* No key found - lets search inventories now */ 1921 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1922 /* If we find and use a key in an inventory, return at that time.
2204 * otherwise, if we search all the inventories and still don't find 1923 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1924 * a key, return
2206 */ 1925 */
2207 if (!tmp) 1926 if (!tmp)
2208 { 1927 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1928 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1929 {
2211 /* No reason to search empty containers */ 1930 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1931 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1932 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1933 if ((key = find_key (pl, tmp, door)))
2215 return key; 1934 return key;
2216 } 1935 }
2217 } 1936 }
1937
2218 if (!tmp) 1938 if (!tmp)
2219 return NULL; 1939 return NULL;
2220 } 1940 }
1941
2221 /* We get down here if we have found a key. Now if its in a container, 1942 /* We get down here if we have found a key. Now if its in a container,
2222 * see if we actually want to use it 1943 * see if we actually want to use it
2223 */ 1944 */
2224 if (pl != container) 1945 if (pl != container)
2225 { 1946 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1967 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2247 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1969 return NULL;
2249 } 1970 }
2250 } 1971 }
1972
2251 return tmp; 1973 return tmp;
2252} 1974}
2253 1975
2254/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1979 * 0 otherwise
2258 */ 1980 */
2259static int 1981static int
2260player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2261{ 1983{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a key. If we do destroy the door,
2264 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2266 */ 1987 */
2267 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2268 1989
2269 /* IF we found a key, do some extra work */ 1990 /* If we found a key, do some extra work */
2270 if (key) 1991 if (key)
2271 { 1992 {
2272 object *container = key->env; 1993 object *container = key->env;
2273 1994
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
2275 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
2276 make_visible (op); 1998 make_visible (op);
1999
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 2001 spring_trap (door->inv, op);
2002
2279 if (door->type == DOOR) 2003 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2284 { 2006 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2007 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2286 remove_door2 (door); /* remove door without violence ;-) */ 2008 remove_door2 (door); /* remove door without violence ;-) */
2287 } 2009 }
2010
2288 /* Do this after we print the message */ 2011 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 2012 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 2013 /* Need to update the weight the container the key was in */
2291 if (container != op) 2014 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 2015 esrv_update_item (UPD_WEIGHT, op, container);
2016
2293 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
2294 } 2018 }
2295 else if (door->type == LOCKED_DOOR) 2019 else if (door->type == LOCKED_DOOR)
2296 { 2020 {
2297 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 2023 return 1;
2300 } 2024 }
2025
2301 return 0; 2026 return 0;
2302} 2027}
2303 2028
2304/* This function is just part of a breakup from move_player. 2029/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2309 */ 2034 */
2310 2035bool
2311void
2312move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2313{ 2037{
2314 object *tmp, *mon;
2315 sint16 nx, ny;
2316 int on_battleground; 2038 int on_battleground;
2317 mapstruct *m;
2318 2039
2319 nx = freearr_x[dir] + op->x; 2040 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2041 sint16 ny = freearr_y[dir] + op->y;
2321 2042
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2043 on_battleground = op_on_battleground (op, 0, 0);
2044
2045 if (out_of_map (op->map, nx, ny))
2046 return false;
2047
2048 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2049 {
2050 --op->speed_left;
2051 return true;
2052 }
2323 2053
2324 /* If braced, or can't move to the square, and it is not out of the 2054 /* 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 2055 * 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 2056 * 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 2057 * player. This is a pretty nasty hack, because if we could
2328 * move to some space, it then means that if we are braced, we should 2058 * move to some space, it then means that if we are braced, we should
2329 * do nothing at all. As it is, if we are braced, we go through 2059 * do nothing at all. As it is, if we are braced, we go through
2330 * quite a bit of processing. However, it probably is less than what 2060 * quite a bit of processing. However, it probably is less than what
2331 * move_ob uses. 2061 * move_ob uses.
2332 */ 2062 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2063 maptile *m = op->map->xy_find (nx, ny);
2334 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 {
2337 m = get_map_from_coord (op->map, &nx, &ny);
2338 if (!m)
2339 return; /* Don't think this should happen */
2340 }
2341 else
2342 m = op->map;
2343 2064
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return;
2348 }
2349
2350 mon = NULL;
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 object *mon;
2357 { 2071 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2358 if (tmp == op) 2072 {
2359 { 2073 if ((mon->flag [FLAG_ALIVE]
2360 tmp = tmp->above; 2074 || mon->type == LOCKED_DOOR
2361 continue; 2075 || mon->flag [FLAG_CAN_ROLL])
2362 }
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 {
2365 mon = tmp; 2076 && mon != op)
2366 break; 2077 break;
2367 } 2078 }
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp;
2370 tmp = tmp->above;
2371 }
2372 2079
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2081 return false; /* into a wall */
2375 2082
2376 if (mon->head != NULL)
2377 mon = mon->head; 2083 mon = mon->head_ ();
2378 2084
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (op->contr->weapon_sp_left > 0.f)
2380 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2088 {
2089 --op->contr->weapon_sp_left;
2381 return; 2090 return true;
2091 }
2382 2092
2383 /* The following deals with possibly attacking peaceful 2093 /* The following deals with possibly attacking peaceful
2384 * or frienddly creatures. Basically, all players are considered 2094 * or friendly creatures. Basically, all players are considered
2385 * unaggressive. If the moving player has peaceful set, then the 2095 * unaggressive. If the moving player has peaceful set, then the
2386 * object should be pushed instead of attacked. It is assumed that 2096 * object should be pushed instead of attacked. It is assumed that
2387 * if you are braced, you will not attack friends accidently, 2097 * if you are braced, you will not attack friends accidently,
2388 * and thus will not push them. 2098 * and thus will not push them.
2389 */ 2099 */
2390 2100
2391 /* If the creature is a pet, push it even if the player is not 2101 /* 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 2102 * peaceful. Our assumption is the creature is a pet if the
2393 * player owns it and it is either friendly or unagressive. 2103 * player owns it and it is either friendly or unagressive.
2394 */ 2104 */
2395 if ((op->type == PLAYER) 2105 if (op->type == PLAYER
2396#if COZY_SERVER 2106 && ((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) 2107 && same_party (mon->owner->contr->party, op->contr->party))
2400#else 2108 || mon->owner == op)
2401 && get_owner (mon) == op
2402#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2110 {
2405 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2112 if (op->contr->braced)
2407 return; 2113 return false;
2114
2115 if (op->speed_left > 0.f)
2116 {
2117 --op->speed_left;
2118
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2121
2410 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2123 make_visible (op);
2124
2412 return; 2125 return true;
2413 } 2126 }
2127 else
2128 return false;
2129 }
2414 2130
2415 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2417 * someone, but put it inside this loop so that you won't 2133 * someone, but put it inside this loop so that you won't
2418 * attack them either. 2134 * attack them either.
2419 */ 2135 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op)
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2137 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2422#ifdef PROHIBIT_PLAYERKILL 2138 && ((op->contr->peaceful
2423 (op->contr->peaceful 2139 || (mon->type == PLAYER && mon->contr->peaceful))
2424 || (mon->type == PLAYER 2140 && !on_battleground))
2425 && mon->contr-> 2141 {
2426 peaceful)) && 2142 if (op->speed_left > 0.f)
2427#else
2428 op->contr->peaceful &&
2429#endif
2430 !on_battleground))
2431 { 2143 {
2144 --op->speed_left;
2145
2432 if (!op->contr->braced) 2146 if (!op->contr->braced)
2433 { 2147 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2436 } 2150 }
2437 else 2151 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2153
2441 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2155 make_visible (op);
2443 }
2444 2156
2157 return true;
2158 }
2159 }
2445 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2446 * roll it if not braced. You can't roll it if you are braced. 2161 * roll it if not braced. You can't roll it if you are braced.
2447 */ 2162 */
2448 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2164 {
2165 if (op->speed_left > 0.f)
2449 { 2166 {
2167 --op->speed_left;
2168
2450 recursive_roll (mon, dir, op); 2169 recursive_roll (mon, dir, op);
2451 if (action_makes_visible (op)) 2170 if (action_makes_visible (op))
2452 make_visible (op); 2171 make_visible (op);
2453 }
2454 2172
2173 return true;
2174 }
2175 }
2455 /* Any generic living creature. Including things like doors. 2176 /* Any generic living creature. Including things like doors.
2456 * Way it works is like this: First, it must have some hit points 2177 * 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: 2178 * 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 2179 * 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. 2180 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2181 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 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))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2184 {
2465 2185 if (op->contr->weapon_sp_left > 0.f)
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)
2472 { 2186 {
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2187 --op->contr->weapon_sp_left;
2474 2188
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 }
2477
2478 skill_attack (mon, op, 0, NULL, NULL); 2189 skill_attack (mon, op, 0, 0, 0);
2479 2190
2480 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is
2483 * the wiz.
2484 */
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 {
2487 short luck = mon->stats.luck;
2488
2489 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL);
2491 mon->stats.luck = luck;
2492 }
2493 if (action_makes_visible (op)) 2191 if (action_makes_visible (op))
2494 make_visible (op); 2192 make_visible (op);
2495 }
2496 } /* if player should attack something */
2497}
2498 2193
2499int 2194 return true;
2195 }
2196 }
2197
2198 return false;
2199}
2200
2201bool
2500move_player (object *op, int dir) 2202move_player (object *op, int dir)
2501{ 2203{
2502 int pick; 2204 int pick;
2503 2205
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2207 return 0;
2506 2208
2507 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2509 { 2211 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2213 return 0;
2512 } 2214 }
2513 2215
2514 /* peterm: added following line */ 2216 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2219
2518 op->facing = dir; 2220 op->facing = dir;
2519 2221
2520 if (op->hide) 2222 if (op->hide)
2521 do_hidden_move (op); 2223 do_hidden_move (op);
2522 2224
2225 bool retval;
2226
2523 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2524 /*nop */ ; 2228 retval = RESULT_INT (0);
2525 else if (op->contr->fire_on) 2229 else if (op->contr->fire_on)
2526 fire (op, dir); 2230 retval = fire (op, dir);
2527 else 2231 else
2528 { 2232 {
2529 move_player_attack (op, dir); 2233 retval = move_player_attack (op, dir);
2530 pick = check_pick (op); 2234 pick = check_pick (op);
2531 } 2235 }
2532 2236
2533 /* Add special check for newcs players and fire on - this way, the 2237 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2238 * server can handle repeat firing.
2535 */ 2239 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2240 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2241 op->direction = dir;
2539 }
2540 else 2242 else
2541 {
2542 op->direction = 0; 2243 op->direction = 0;
2543 } 2244
2544 /* Update how the player looks. Use the facing, so direction may 2245 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2246 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2247 * for players.
2547 */ 2248 */
2548 animate_object (op, op->facing); 2249 animate_object (op, op->facing);
2549 return 0; 2250
2251 return retval;
2550} 2252}
2551 2253
2552/* This is similar to handle_player, below, but is only used by the 2254/* This is similar to handle_player, below, but is only used by the
2553 * new client/server stuff. 2255 * new client/server stuff.
2554 * This is sort of special, in that the new client/server actually uses 2256 * This is sort of special, in that the new client/server actually uses
2555 * the new speed values for commands. 2257 * the new speed values for commands.
2556 * 2258 *
2557 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do. Should not do
2260 * many actions in a row, as that would be too unfair to other
2261 * players.
2558 */ 2262 */
2559int 2263bool
2560handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2561{ 2265{
2562 if (op->contr->hidden)
2563 {
2564 op->invisible = 1000;
2565 /* the socket code flashes the player visible/invisible
2566 * depending on the value of invisible, so we need to
2567 * alternate it here for it to work correctly.
2568 */
2569 if (pticks & 2)
2570 op->invisible--;
2571 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2574 op->invisible--;
2575 if (!op->invisible)
2576 {
2577 make_visible (op);
2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2579 }
2580 }
2581
2582 if (QUERY_FLAG (op, FLAG_SCARED)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2267 {
2584 flee_player (op); 2268 if (op->speed_left > 0.f)
2585 /* If player is still scared, that is his action for this tick */
2586 if (QUERY_FLAG (op, FLAG_SCARED))
2587 { 2269 {
2588 op->speed_left--; 2270 --op->speed_left;
2271 flee_player (op);
2272
2589 return 0; 2273 return true;
2590 } 2274 }
2591 } 2275 else
2592 2276 return false;
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 } 2277 }
2604 2278
2605 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2281 * called, so we recheck it here.
2608 */ 2282 */
2609 HandleClient (&op->contr->socket, op->contr); 2283 if (op->contr->ns->handle_command ())
2610 if (op->speed_left < 0)
2611 return 0; 2284 return true;
2612 2285
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 {
2615 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--;
2617
2618 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff.
2621 */
2622 move_player (op, op->direction); 2287 return move_player (op, op->direction);
2623 if (op->speed_left > 0) 2288
2624 return 1;
2625 else
2626 return 0;
2627 }
2628 return 0; 2289 return false;
2629} 2290}
2630 2291
2631int 2292int
2632save_life (object *op) 2293save_life (object *op)
2633{ 2294{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2295 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2296 return 0;
2638 2297
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2298 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2299 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2300 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2301 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)); 2302 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303
2644 if (op->contr) 2304 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2305 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2306
2647 free_object (tmp); 2307 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2309
2649 if (op->stats.hp < 0) 2310 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2311 op->stats.hp = op->stats.maxhp;
2312
2651 if (op->stats.food < 0) 2313 if (op->stats.food < 0)
2652 op->stats.food = 999; 2314 op->stats.food = 999;
2653 fix_player (op); 2315
2316 op->update_stats ();
2654 return 1; 2317 return 1;
2655 } 2318 }
2319
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2320 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2321 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2322 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2323 return 0;
2660} 2324}
2665 * from. 2329 * from.
2666 */ 2330 */
2667void 2331void
2668remove_unpaid_objects (object *op, object *env) 2332remove_unpaid_objects (object *op, object *env)
2669{ 2333{
2670 object *next;
2671
2672 while (op) 2334 while (op)
2673 { 2335 {
2674 next = op->below; /* Make sure we have a good value, in case 2336 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2337
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2338 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2339 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2340 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2341 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2342
2343 op->insert_at (env);
2685 } 2344 }
2686 else if (op->inv) 2345 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2346 remove_unpaid_objects (op->inv, env);
2347
2688 op = next; 2348 op = next;
2689 } 2349 }
2690} 2350}
2691
2692 2351
2693/* 2352/*
2694 * Returns pointer a static string containing gravestone text 2353 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2354 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2355 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2366 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2368 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2369 else
2711 sprintf (buf, "%s\n", &op->name); 2370 sprintf (buf, "%s\n", &op->name);
2371
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2372 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2373 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2374 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2375 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2376 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2377 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2378
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2380 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2721 { 2382 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2383 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2384 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2385 strcat (buf2, buf);
2725 } 2386 }
2387
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2388 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2389 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2390 strcat (buf2, buf);
2391
2729 return buf2; 2392 return buf2;
2730} 2393}
2731
2732
2733 2394
2734void 2395void
2735do_some_living (object *op) 2396do_some_living (object *op)
2736{ 2397{
2737 int last_food = op->stats.food; 2398 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2404 int rate_grace = 2000;
2744 const int max_hp = 1; 2405 const int max_hp = 1;
2745 const int max_sp = 1; 2406 const int max_sp = 1;
2746 const int max_grace = 1; 2407 const int max_grace = 1;
2747 2408
2748 if (op->contr->outputs_sync) 2409 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 } 2410 {
2411 op->invisible = 1000;
2412 /* the socket code flashes the player visible/invisible
2413 * depending on the value of invisible, so we need to
2414 * alternate it here for it to work correctly.
2415 */
2416 if (pticks & 2)
2417 op->invisible--;
2418 }
2419 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2420 {
2421 if (!op->invisible--)
2422 {
2423 make_visible (op);
2424 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2425 }
2426 }
2754 2427
2755 if (op->contr->state == ST_PLAYING) 2428 if (op->contr->ns->state == ST_PLAYING)
2756 { 2429 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2430 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2431 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2432 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2433 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2434 else
2763 { 2435 {
2764 gen_hp = op->stats.maxhp; 2436 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2437 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2438 }
2439
2767 if (op->contr->gen_sp >= 0) 2440 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2441 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2442 else
2770 { 2443 {
2771 gen_sp = op->stats.maxsp; 2444 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2445 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2446 }
2447
2774 if (op->contr->gen_grace >= 0) 2448 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2449 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2450 else
2777 { 2451 {
2778 gen_grace = op->stats.maxgrace; 2452 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2454 }
2781 2455
2782 /* Regenerate Spell Points */ 2456 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2784 { 2458 {
2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2459 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) 2460 if (op->stats.sp < op->stats.maxsp)
2787 { 2461 {
2788 op->stats.sp++; 2462 op->stats.sp++;
2794 op->stats.food += op->contr->digestion; 2468 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2470 op->stats.food = last_food;
2797 } 2471 }
2798 } 2472 }
2473
2799 if (max_sp > 1) 2474 if (max_sp > 1)
2800 { 2475 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2476 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2477 if (over_sp > 0)
2803 { 2478 {
2804 if (op->stats.sp < op->stats.maxsp) 2479 if (op->stats.sp < op->stats.maxsp)
2805 { 2480 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2484 op->stats.sp--;
2485
2809 if (op->stats.sp > op->stats.maxsp) 2486 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2487 op->stats.sp = op->stats.maxsp;
2811 } 2488 }
2812 op->last_sp = 0; 2489 op->last_sp = 0;
2813 } 2490 }
2814 else 2491 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2493 }
2819 else 2494 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2496 }
2824 2497
2825 /* Regenerate Grace */ 2498 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2500 if (--op->last_grace < 0)
2828 { 2501 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2502 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504
2831 if (max_grace > 1) 2505 if (max_grace > 1)
2832 { 2506 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2507 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2508 if (over_grace > 0)
2835 { 2509 {
2863 op->stats.food += op->contr->digestion; 2537 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2538 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2539 op->stats.food = last_food;
2866 } 2540 }
2867 } 2541 }
2542
2868 if (max_hp > 1) 2543 if (max_hp > 1)
2869 { 2544 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2545 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2546 if (over_hp > 0)
2872 { 2547 {
2885 } 2560 }
2886 2561
2887 /* Digestion */ 2562 /* Digestion */
2888 if (--op->last_eat < 0) 2563 if (--op->last_eat < 0)
2889 { 2564 {
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; 2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2895#endif
2896 2566
2897 if (op->contr->gen_hp > 0) 2567 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2568 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2569 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2571
2901 /* dms do not consume food */ 2572 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2573 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2574 op->stats.food--;
2904 } 2575 }
2905 }
2906 2576
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2577 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2578 {
2909 object *tmp, *flesh = NULL; 2579 object *tmp, *flesh = 0;
2910 2580
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2581 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 { 2582 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2583 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2916 { 2584 {
2585 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2586 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2588 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2589 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2590 break;
2921 } 2591 }
2922 else if (tmp->type == FLESH) 2592 else if (tmp->type == FLESH)
2923 flesh = tmp; 2593 flesh = tmp;
2924 } /* End if paid for object */ 2594 } /* End if paid for object */
2925 } /* end of for loop */ 2595 } /* end of for loop */
2596
2926 /* If player is still starving, it means they don't have any food, so 2597 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2598 * eat flesh instead.
2928 */ 2599 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2600 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2601 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2602 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2603 manual_apply (op, flesh, 0);
2933 } 2604 }
2934 } /* end if player is starving */ 2605 }
2935 2606
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2607 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2608 op->stats.food++, op->stats.hp--;
2938 2609
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2610 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2611 kill_player (op);
2612 }
2941} 2613}
2942
2943
2944 2614
2945/* If the player should die (lack of hp, food, etc), we call this. 2615/* 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 2616 * 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 2617 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2618 * file.
2952{ 2622{
2953 char buf[MAX_BUF]; 2623 char buf[MAX_BUF];
2954 int x, y; 2624 int x, y;
2955 2625
2956 //int i; 2626 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2627 maptile *map; /* this is for resurrection */
2958 2628
2959 /* int z; 2629 /* int z;
2960 int num_stats_lose; 2630 int num_stats_lose;
2961 int lost_a_stat; 2631 int lost_a_stat;
2962 int lose_this_stat; 2632 int lose_this_stat;
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2648 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..."); 2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2650
2981 /* restore player */ 2651 /* restore player */
2982 at = archetype::find ("poisoning"); 2652 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2653 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2654 {
2986 remove_ob (tmp); 2655 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2656 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2657 }
2990 2658
2991 at = archetype::find ("confusion"); 2659 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2660 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2661 {
2995 remove_ob (tmp); 2662 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2663 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2664 }
2999 2665
3000 cure_disease (op, 0); /* remove any disease */ 2666 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2667 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2668 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2669 op->stats.food = 999;
3004 2670
3005 /* create a bodypart-trophy to make the winner happy */ 2671 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2672 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2673 {
3009 sprintf (buf, "%s's finger", &op->name); 2674 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2675 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2676 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2677 " 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); 2678 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2679 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2680 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2681 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2682 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2683 }
3020 2684
3021 /* teleport defeated player to new destination */ 2685 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2686 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2687 op->contr->braced = 0;
3028 2692
3029 command_kill_pets (op, 0); 2693 command_kill_pets (op, 0);
3030 2694
3031 if (op->stats.food < 0) 2695 if (op->stats.food < 0)
3032 { 2696 {
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); 2697 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2698 strcpy (op->contr->killer, "starvation");
3042 } 2699 }
3043 else 2700 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); 2701 sprintf (buf, "%s died.", &op->name);
3053 } 2702
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2703 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2704
3056 /* save the map location for corpse, gravestone */ 2705 /* save the map location for corpse, gravestone */
3057 x = op->x; 2706 x = op->x;
3058 y = op->y; 2707 y = op->y;
3059 map = op->map; 2708 map = op->map;
3060 2709
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2710 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2711 * 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. 2712 * See the config.h file for a little more in depth detail about this.
3067 */ 2713 */
3068 2714
3069 /* Basically two ways to go - remove a stat permanently, or just 2715 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2716 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2717 * of death.
3072 */ 2718 */
3073#ifndef COZY_SERVER 2719#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2720 if (settings.balanced_stat_loss)
3075 { 2721 {
3076 /* If stat loss is permanent, lose one stat only. */ 2722 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2723 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2724 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2725 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2726 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2727 little bit harder. */
3082 /* GD */ 2728 /* GD */
3083 if (settings.stat_loss_on_death) 2729 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2730 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2731 else
3089 { 2732 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2733 }
2734 else
3090 num_stats_lose = 1; 2735 num_stats_lose = 1;
3091 } 2736
3092 lost_a_stat = 0; 2737 lost_a_stat = 0;
3093 2738
3094 for (z = 0; z < num_stats_lose; z++) 2739 for (z = 0; z < num_stats_lose; z++)
3095 { 2740 {
3096 i = RANDOM () % NUM_STATS; 2741 i = RANDOM () % NUM_STATS;
3097 2742
3098 if (settings.stat_loss_on_death) 2743 if (settings.stat_loss_on_death)
2744 {
2745 /* Pick a random stat and take a point off it. Tell the player
2746 * what he lost.
2747 */
2748 change_attr_value (&(op->stats), i, -1);
2749 check_stat_bounds (&(op->stats));
2750 change_attr_value (&(op->contr->orig_stats), i, -1);
2751 check_stat_bounds (&(op->contr->orig_stats));
2752 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2753 lost_a_stat = 1;
2754 }
2755 else
2756 {
2757 /* deplete a stat */
2758 archetype *deparch = archetype::find ("depletion");
2759 object *dep;
2760
2761 dep = present_arch_in_ob (deparch, op);
2762 if (!dep)
3099 { 2763 {
3100 /* Pick a random stat and take a point off it. Tell the player 2764 dep = arch_to_object (deparch);
3101 * what he lost. 2765 insert_ob_in_ob (dep, op);
3102 */
3103 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1;
3109 } 2766 }
3110 else 2767 lose_this_stat = 1;
2768 if (settings.balanced_stat_loss)
3111 { 2769 {
3112 /* deplete a stat */ 2770 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2771 /* Get the stat that we're about to deplete. */
3114 object *dep; 2772 this_stat = get_attr_value (&(dep->stats), i);
3115 2773 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2774 {
3119 dep = arch_to_object (deparch); 2775 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2776 int keep_chance = this_stat * this_stat;
3121 } 2777
3122 lose_this_stat = 1; 2778 /* 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) 2779 if (keep_chance < 1)
2780 keep_chance = 1;
2781
2782 /* There is a maximum depletion total per level. */
2783 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2784 {
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; 2785 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2786 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2787 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 } 2788 }
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 */ 2789 else
3164 if (this_stat >= -50)
3165 { 2790 {
3166 change_attr_value (&(dep->stats), i, -1); 2791 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; 2792 lose_this_stat = 0;
2793 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2794 this_stat, keep_chance, loss_chance,
2795 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2796 }
3172 } 2797 }
3173 } 2798 }
2799
2800 if (lose_this_stat)
2801 {
2802 this_stat = get_attr_value (&(dep->stats), i);
2803 /* We could try to do something clever like find another
2804 * stat to reduce if this fails. But chances are, if
2805 * stats have been depleted to -50, all are pretty low
2806 * and should be roughly the same, so it shouldn't make a
2807 * difference.
2808 */
2809 if (this_stat >= -50)
2810 {
2811 change_attr_value (&(dep->stats), i, -1);
2812 SET_FLAG (dep, FLAG_APPLIED);
2813 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2814 op->update_stats ();
2815 lost_a_stat = 1;
2816 }
3174 } 2817 }
2818 }
2819 }
3175 /* If no stat lost, tell the player. */ 2820 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2821 if (!lost_a_stat)
3177 { 2822 {
3178 /* determine_god() seems to not work sometimes... why is this? 2823 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2824 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2825 const char *god = determine_god (op);
3181 2826
3182 if (god && (strcmp (god, "none"))) 2827 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); 2828 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2829 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2830 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2831 }
2832#else
2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2834#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 2835
3190 /* Put a gravestone up where the character 'almost' died. List the 2836 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2837 * exp loss on the stone.
3192 */ 2838 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2839 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2840 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2841 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2842 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2843 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); 2844 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; 2845 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2846 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2847 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2848
3203 /**************************************/ 2849 /**************************************/
3204 /* */ 2850 /* */
3205 /* Subtract the experience points, */ 2851 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2852 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2853 /* food, and reset HP's... */
3208 /* */ 2854 /* */
3209
3210 /**************************************/ 2855 /**************************************/
3211 2856
3212 /* remove any poisoning and confusion the character may be suffering. */ 2857 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2858 /* restore player */
3214 at = archetype::find ("poisoning"); 2859 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2860 tmp = present_arch_in_ob (at, op);
2861
3216 if (tmp) 2862 if (tmp)
3217 { 2863 {
3218 remove_ob (tmp); 2864 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2865 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2866 }
3222 2867
3223 at = archetype::find ("confusion"); 2868 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2869 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2870 if (tmp)
3226 { 2871 {
3227 remove_ob (tmp); 2872 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2873 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2874 }
2875
3231 cure_disease (op, 0); /* remove any disease */ 2876 cure_disease (op, 0); /* remove any disease */
3232 2877
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2878 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2879 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2880 if (op->stats.food < 100)
3236 op->stats.food = 900; 2881 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2882 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2883 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2884 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2885
3241 /* 2886 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2887 * 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 2888 * and put them back in the map.
3244 * in the map. 2889 */
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2890 remove_unpaid_objects (op->inv, op);
3249 2891
3250 /****************************************/ 2892 /****************************************/
3251 /* */ 2893 /* */
3252 /* Move player to his current respawn- */ 2894 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2895 /* position (usually last savebed) */
3254 /* */ 2896 /* */
3255
3256 /****************************************/ 2897 /****************************************/
3257 2898
3258 enter_player_savebed (op); 2899 enter_player_savebed (op);
3259 2900
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2901 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2902
3266 /* it is possible that the player has blown something up 2903 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2904 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2905 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2906 * on the space that might harm the player.
3270 */ 2907 */
3271 will_kill_again = 0; 2908 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2909 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2910 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2911 will_kill_again |= tmp->attacktype;
3276 } 2912
3277 if (will_kill_again) 2913 if (will_kill_again)
3278 { 2914 {
3279 object *force; 2915 object *force;
3280 int at; 2916 int at;
3281 2917
3282 force = get_archetype (FORCE_NAME); 2918 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2919 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2920 force->speed = 0.1f;
3285 force->speed_left = -5.0; 2921 force->speed_left = -5.f;
3286 SET_FLAG (force, FLAG_APPLIED); 2922 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2923 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2924 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2925 force->resist[at] = 100;
3291 } 2926
3292 insert_ob_in_ob (force, op); 2927 insert_ob_in_ob (force, op);
3293 fix_player (op); 2928 op->update_stats ();
3294 2929
3295 } 2930 }
3296 2931
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2932 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} 2933}
3366
3367 2934
3368void 2935void
3369loot_object (object *op) 2936loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2937{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2938 object *tmp, *tmp2, *next;
3372 2939
3373 if (op->container) 2940 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2941
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2942 for (tmp = op->inv; tmp; tmp = next)
3379 { 2943 {
3380 next = tmp->below; 2944 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2945
2946 if (tmp->invisible)
3382 continue; 2947 continue;
3383 remove_ob (tmp); 2948
2949 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2950 tmp->x = op->x, tmp->y = op->y;
2951
3385 if (tmp->type == CONTAINER) 2952 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2953 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2954
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2955 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2956 {
3391 if (tmp->nrof > 1) 2957 if (tmp->nrof > 1)
3392 { 2958 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2959 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2960 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2961 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2962 }
3397 else 2963 else
3398 free_object (tmp); 2964 tmp->destroy ();
3399 } 2965 }
3400 else 2966 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2967 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2968 }
3403} 2969}
3405/* 2971/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2972 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2973 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2974 * was changed.
3409 */ 2975 */
3410
3411void 2976void
3412fix_weight (void) 2977fix_weight (void)
3413{ 2978{
3414 player *pl; 2979 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2980 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2981 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 2982
3420 if (old == sum) 2983 if (old == sum)
3421 continue; 2984 continue;
3422 fix_player (pl->ob); 2985 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2986 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 2987 }
3425} 2988}
3426 2989
3427void 2990void
3428fix_luck (void) 2991fix_luck (void)
3429{ 2992{
3430 player *pl; 2993 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 2994 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 2995 pl->ob->change_luck (0);
3435} 2996}
3436
3437 2997
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 2998/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 2999 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3000 * just treat this as any other spell casting object.
3441 */ 3001 */
3442
3443void 3002void
3444cast_dust (object *op, object *throw_ob, int dir) 3003cast_dust (object *op, object *throw_ob, int dir)
3445{ 3004{
3446 object *skop, *spob; 3005 object *skop, *spob;
3447 3006
3468 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3028 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3029
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3030 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3031
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3032 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3033}
3477 3034
3478void 3035void
3479make_visible (object *op) 3036make_visible (object *op)
3480{ 3037{
3483 if (op->type == PLAYER) 3040 if (op->type == PLAYER)
3484 { 3041 {
3485 op->contr->tmp_invis = 0; 3042 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3043 op->contr->invis_race = 0;
3487 } 3044 }
3045
3488 update_object (op, UP_OBJ_FACE); 3046 update_object (op, UP_OBJ_CHANGE);
3489} 3047}
3490 3048
3491int 3049int
3492is_true_undead (object *op) 3050is_true_undead (object *op)
3493{ 3051{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3052 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3053 return 1;
3498 3054
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; 3055 return 0;
3505} 3056}
3506 3057
3507/* look at the surrounding terrain to determine 3058/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3059 * the hideability of this object. Positive levels
3550/* For Hidden creatures - a chance of becoming 'unhidden' 3101/* For Hidden creatures - a chance of becoming 'unhidden'
3551 * every time they move - as we subtract off 'invisibility' 3102 * every time they move - as we subtract off 'invisibility'
3552 * AND, for players, if they move into a ridiculously unhideable 3103 * AND, for players, if they move into a ridiculously unhideable
3553 * spot (surrounded by clear terrain in broad daylight). -b.t. 3104 * spot (surrounded by clear terrain in broad daylight). -b.t.
3554 */ 3105 */
3555
3556void 3106void
3557do_hidden_move (object *op) 3107do_hidden_move (object *op)
3558{ 3108{
3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3560 object *skop; 3110 object *skop;
3564 3114
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3115 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3116
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3117 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3118 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3119 if (!skop || num >= skop->level)
3571 { 3120 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3121 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3122 make_visible (op);
3574 return; 3123 return;
3575 } 3124 }
3576 else 3125 else
3577 num += 20; 3126 num += 20;
3578 } 3127
3579 num += op->map->difficulty; 3128 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3129 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3130 num -= hide;
3131
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3132 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3133 {
3584 make_visible (op); 3134 make_visible (op);
3585 if (op->type == PLAYER) 3135 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3136 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3137 }
3588 else if (op->type == PLAYER && skop) 3138 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3139 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3140}
3593 3141
3594/* determine if who is standing near a hostile creature. */ 3142/* determine if who is standing near a hostile creature. */
3595 3143
3596int 3144int
3597stand_near_hostile (object *who) 3145stand_near_hostile (object *who)
3598{ 3146{
3599 object *tmp = NULL; 3147 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3148 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3149 maptile *m;
3602 sint16 x, y; 3150 sint16 x, y;
3603 3151
3604 if (!who) 3152 if (!who)
3605 return 0; 3153 return 0;
3606 3154
3623 if (mflags & P_OUT_OF_MAP) 3171 if (mflags & P_OUT_OF_MAP)
3624 continue; 3172 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3173 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3174 continue;
3627 3175
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3176 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3177 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3178 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3179 return 1;
3632 else if (tmp->type == PLAYER) 3180 else if (tmp->type == PLAYER)
3633 { 3181 {
3663 if (pl->type != PLAYER) 3211 if (pl->type != PLAYER)
3664 { 3212 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3213 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3214 return -1;
3667 } 3215 }
3216
3668 if (!pl || !op) 3217 if (!pl || !op)
3669 return 0; 3218 return 0;
3670 3219
3671 if (op->head)
3672 {
3673 op = op->head; 3220 op = op->head_ ();
3674 } 3221
3675 get_rangevector (pl, op, &rv, 0x1); 3222 get_rangevector (pl, op, &rv, 0x1);
3676 3223
3677 /* starting with the 'head' part, lets loop 3224 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3225 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3226 * part that is in the los array but isnt on
3687 3234
3688 /* only the viewable area the player sees is updated by LOS 3235 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3236 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3237 * for any meaningful values.
3691 */ 3238 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3239 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3240 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3241 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3242 return 1;
3696 op = op->more; 3243 op = op->more;
3697 } 3244 }
3698 return 0; 3245 return 0;
3699} 3246}
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3343 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3344 int i = 0, j = 0;
3798 3345
3799 /* get the appropriate treasurelist */ 3346 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3347 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3348 trlist = treasurelist::find ("dragon_ability_fire");
3802 else if (atnr == ATNR_COLD) 3349 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3350 trlist = treasurelist::find ("dragon_ability_cold");
3804 else if (atnr == ATNR_ELECTRICITY) 3351 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3352 trlist = treasurelist::find ("dragon_ability_elec");
3806 else if (atnr == ATNR_POISON) 3353 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3354 trlist = treasurelist::find ("dragon_ability_poison");
3808 3355
3809 if (trlist == NULL || who->type != PLAYER) 3356 if (trlist == NULL || who->type != PLAYER)
3810 return; 3357 return;
3811 3358
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3359 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3360
3814 if (tr == NULL || tr->item == NULL) 3361 if (!tr || !tr->item)
3815 { 3362 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3363 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3364 return;
3818 } 3365 }
3819 3366
3885 { 3432 {
3886 /* forces in the treasurelist can alter the player's stats */ 3433 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3434 object *skin;
3888 3435
3889 /* first get the dragon skin force */ 3436 /* first get the dragon skin force */
3437 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); 3438 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3439 ;
3440
3891 if (skin == NULL) 3441 if (!skin)
3892 return; 3442 return;
3893 3443
3894 /* adding new spellpath attunements */ 3444 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3445 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3446 {
3941 * not readied. 3491 * not readied.
3942 */ 3492 */
3943void 3493void
3944player_unready_range_ob (player *pl, object *ob) 3494player_unready_range_ob (player *pl, object *ob)
3945{ 3495{
3946 rangetype i; 3496 if (pl->ob->current_weapon == ob)
3497 pl->ob->current_weapon = 0;
3947 3498
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3499 if (pl->combat_ob == ob)
3949 { 3500 pl->combat_ob = 0;
3501
3950 if (pl->ranges[i] == ob) 3502 if (pl->ranged_ob == ob)
3951 { 3503 pl->ranged_ob = 0;
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 3504}
3505
3506sint8
3507player::visibility_at (maptile *map, int x, int y) const
3508{
3509 if (!ns)
3510 return 0;
3511
3512 int dx, dy;
3513 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3514 return 0;
3515
3516 x += dx - ns->current_x + ns->mapx / 2;
3517 y += dy - ns->current_y + ns->mapy / 2;
3518
3519 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3520 return 0;
3521
3522 return 100 - blocked_los [x][y];
3523}

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