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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 1.146 by root, Sun Jun 3 17:05:36 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors 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::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (ob);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329}
330
331player::player ()
332{
333 /* There are some elements we want initialised to non zero value -
334 * we deal with that below this point.
335 */
336 outputs_sync = 4;
337 outputs_count = 4;
338 unapply = unapply_nochoice;
339
340 savebed_map = first_map_path; /* Init. respawn position */
341
342 gen_sp_armour = 10;
343 bowtype = bow_normal;
344 petmode = pet_normal;
345 listening = 10;
346 usekeys = containers;
347 peaceful = 1; /* default peaceful */
348 do_los = 1;
349
350 weapon_sp = 1.0f;
351 weapon_sp_left = 0.5f;
352}
353
354void
355player::do_destroy ()
356{
357 disconnect ();
358
359 attachable::do_destroy ();
360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
366}
367
368player::~player ()
369{
370 /* Clear item stack */
371 free (stack_items);
372}
373
321/* Tries to add player on the connection passwd in ns. 374/* 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 375 * All we can really get in this is some settings like host and display
323 * mode. 376 * mode.
324 */ 377 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 378player *
379player::create ()
380{
381 player *pl = new player;
330 382
331 p = get_player (NULL); 383 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 384
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 385 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 386 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 387 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)); 388
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); 389 set_first_map (pl->ob);
343 390
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; 391 return pl;
351} 392}
352 393
353/* 394/*
354 * get_player_archetype() return next player archetype from archetype 395 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 396 * list. Not very efficient routine, but used only creating new players.
364 { 405 {
365 if (at == NULL || at->next == NULL) 406 if (at == NULL || at->next == NULL)
366 at = first_archetype; 407 at = first_archetype;
367 else 408 else
368 at = at->next; 409 at = at->next;
410
369 if (at->clone.type == PLAYER) 411 if (at->clone.type == PLAYER)
370 return at; 412 return at;
413
371 if (at == start) 414 if (at == start)
372 { 415 {
373 LOG (llevError, "No Player archetypes\n"); 416 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 417 exit (-1);
375 } 418 }
376 } 419 }
377} 420}
378 421
379
380object * 422object *
381get_nearest_player (object *mon) 423get_nearest_player (object *mon)
382{ 424{
383 object *op = NULL; 425 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 426 objectlink *ol;
386 unsigned lastdist; 427 unsigned lastdist;
387 rv_vector rv; 428 rv_vector rv;
388 429
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 431 {
391 /* We should not find free objects on this friendly list, but it 432 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it. 433 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 434 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 435 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 439 object *tmp = ol->ob;
399 440
400 /* Can't do much more other than log the fact, because the object 441 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared. 442 * itself will have been cleared.
402 */ 443 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 444 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445 tmp->debug_desc ());
404 ol = ol->next; 446 ol = ol->next;
405 remove_friendly_object (tmp); 447 remove_friendly_object (tmp);
406 if (!ol) 448 if (!ol)
407 return op; 449 return op;
408 } 450 }
421 { 463 {
422 op = ol->ob; 464 op = ol->ob;
423 lastdist = rv.distance; 465 lastdist = rv.distance;
424 } 466 }
425 } 467 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 468
427 { 469 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 470 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 471 if (lastdist > rv.distance)
432 { 472 {
433 op = pl->ob; 473 op = pl->ob;
434 lastdist = rv.distance; 474 lastdist = rv.distance;
435 } 475 }
436 } 476
437 }
438#if 0 477#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 478 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 479#endif
441 return op; 480 return op;
442} 481}
460 * circling behaviour. Unfortunately, this function is also used to determined 499 * 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 500 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 501 * is probably not a good thing.
463 */ 502 */
464#define MAX_SPACES 50 503#define MAX_SPACES 50
465
466 504
467/* 505/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 506 * 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 507 * 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 508 * 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) 527path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 528{
491 rv_vector rv; 529 rv_vector rv;
492 sint16 x, y; 530 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 531 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 532 maptile *m, *lastmap;
495 533
496 get_rangevector (mon, pl, &rv, 0); 534 get_rangevector (mon, pl, &rv, 0);
497 535
498 if (rv.distance < mindiff) 536 if (rv.distance < mindiff)
499 return 0; 537 return 0;
501 x = mon->x; 539 x = mon->x;
502 y = mon->y; 540 y = mon->y;
503 m = mon->map; 541 m = mon->map;
504 dir = rv.direction; 542 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 543 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); 544 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
545
507 /* If we can't solve it within the search distance, return now. */ 546 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 547 if (diff > max)
509 return 0; 548 return 0;
549
510 while (diff > 1 && max > 0) 550 while (diff > 1 && max > 0)
511 { 551 {
512 lastx = x; 552 lastx = x;
513 lasty = y; 553 lasty = y;
514 lastmap = m; 554 lastmap = m;
596 max--; 636 max--;
597 lastdir = dir; 637 lastdir = dir;
598 if (!firstdir) 638 if (!firstdir)
599 firstdir = dir; 639 firstdir = dir;
600 } 640 }
641
601 if (diff <= 1) 642 if (diff <= 1)
602 { 643 {
603 /* Recalculate diff (distance) because we may not have actually 644 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 645 * headed toward player for entire distance.
605 */ 646 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 647 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); 648 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 649 }
650
609 if (diff > max) 651 if (diff > max)
610 return 0; 652 return 0;
611 } 653 }
654
612 /* If we reached the max, didn't find a direction in time */ 655 /* If we reached the max, didn't find a direction in time */
613 if (!max) 656 if (!max)
614 return 0; 657 return 0;
615 658
616 return firstdir; 659 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 686 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 687 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 688 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 689 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 690 {
648 remove_ob (op); 691 op->destroy ();
649 free_object (op);
650 continue; 692 continue;
651 } 693 }
652 } 694 }
653 695
654 /* This really needs to be better - we should really give 696 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 707 if (tmp->type == op->type && tmp->name == op->name)
666 break; 708 break;
667 709
668 if (tmp) 710 if (tmp)
669 { 711 {
670 remove_ob (op); 712 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 713 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 714 continue;
674 } 715 }
716
675 if (op->nrof > 1) 717 if (op->nrof > 1)
676 op->nrof = 1; 718 op->nrof = 1;
677 } 719 }
678 720
679 if (op->type == SPELLBOOK && op->inv) 721 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 733 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 734 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 735 }
694 if (op->type == SPELL) 736 if (op->type == SPELL)
695 { 737 {
696 remove_ob (op); 738 op->destroy ();
697 free_object (op);
698 continue; 739 continue;
699 } 740 }
700 else if (op->type == SKILL) 741 else if (op->type == SKILL)
701 { 742 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 743 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 752 /* Need to set up the skill pointers */
712 link_player_skills (pl); 753 link_player_skills (pl);
713} 754}
714 755
715void 756void
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) 757get_party_password (object *op, partylist *party)
800{ 758{
801 if (party == NULL) 759 if (party == NULL)
802 { 760 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 761 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 762 return;
805 } 763 }
764
806 op->contr->write_buf[0] = '\0'; 765 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 766 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 767 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 768 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 769}
811
812 770
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 771/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 772static int
815roll_stat (void) 773roll_stat (void)
816{ 774{
817 int a[4], i, j, k; 775 int a[4], i, j, k;
818 776
819 for (i = 0; i < 4; i++) 777 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 778 a[i] = (int) rndm (6) + 1;
821 779
822 for (i = 0, j = 0, k = 7; i < 4; i++) 780 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 781 if (a[i] < k)
824 k = a[i], j = i; 782 k = a[i], j = i;
825 783
826 for (i = 0, k = 0; i < 4; i++) 784 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 785 if (i != j)
829 k += a[i]; 786 k += a[i];
830 } 787
831 return k; 788 return k;
832} 789}
833 790
834void 791void
835roll_stats (object *op) 792object::roll_stats ()
836{ 793{
794 int statsort [NUM_STATS];
795
796 for (;;)
797 {
837 int sum = 0; 798 int sum = 0;
838 int i = 0, j = 0; 799 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 800 sum += statsort [i] = roll_stat ();
840 801
841 do 802 if (sum >= 82 && sum <= 116)
803 break;
842 { 804 }
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);
853 805
854 /* Sort the stats so that rerolling is easier... */ 806 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 807 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;
862 808
863 /* a quick and dirty bubblesort? */ 809 for (int i = 0; i < NUM_STATS; ++i)
864 do 810 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);
879 811
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; 812 stats.exp = 0;
899 op->stats.ac = 0; 813 stats.ac = 0;
900 814
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; 815 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 816 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
821 contr->levhp[1] = 9;
822 contr->levsp[1] = 6;
823 contr->levgrace[1] = 3;
824
909 op->contr->orig_stats = op->stats; 825 contr->orig_stats = stats;
826 }
910} 827}
911 828
912void 829void
913Roll_Again (object *op) 830object::swap_stats (int a, int b)
914{ 831{
915 esrv_new_player (op->contr, 0); 832 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}
919 833
920void 834 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 835 stats.stat (i) = contr->orig_stats.stat (i);
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
922{ 861{
923 signed char tmp;
924 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
925 863
926 if (op->contr->Swap_First == -1) 864 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); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 866 //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); 867 //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} 868}
1041 869
1042/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1046 * not the class. 874 * not the class.
1047 */ 875 */
1048 876void
1049int 877player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 878{
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 */ 879 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 881
882 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl)
884 create_treasure (tl, ob, 0, 0, 0);
885
1068 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
1070 888
1071 op->contr->state = ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
1072 890
1073 if (op->msg) 891 if (ob->msg)
1074 op->msg = NULL; 892 ob->msg = 0;
1075 893
1076 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1077 * to save here. 895 * to save here.
1078 */ 896 */
897 {
898 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 900 make_path_to_file (buf);
901 }
1081 902
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 903 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 905 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 906 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 907 esrv_send_inventory (ob, ob);
1090 fix_player (op); 908 ob->update_stats ();
1091 909
1092 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
1093 * is one for this race 911 * is one for this race
1094 */ 912 */
1095 if (*first_map_ext_path) 913 if (*first_map_ext_path)
1096 { 914 {
1097 object *tmp; 915 object *tmp;
1098 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
1099 917
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1101 tmp = get_object (); 919 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = ob->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
1107 * default initial map */ 925 * default initial map */
1108 free_object (tmp); 926 tmp->destroy ();
1109 } 927 }
1110 else 928 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 930}
1114 return 0;
1115 }
1116 931
932void
933player::chargen_race_next ()
934{
1117 /* Following actually changes the race - this is the default command 935 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 936 * if we don't match with one of the options above.
1119 */ 937 */
1120 938
1121 tmp_loop = 0; 939 do
1122 while (!tmp_loop)
1123 { 940 {
1124 shstr name = op->name; 941 shstr name = ob->name;
1125 int x = op->x, y = op->y; 942 int x = ob->x, y = ob->y;
1126 943
1127 remove_statbonus (op); 944 ob->remove_statbonus ();
1128 remove_ob (op); 945 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 946 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 947 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 948 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 949 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 950 ob->name = ob->name_pl = name;
1134 op->x = x; 951 ob->x = x;
1135 op->y = y; 952 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 955 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 956 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 957 }
958 while (!allowed_class (ob));
1142 959
1143 update_object (op, UP_OBJ_FACE); 960 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 962 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 963 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 964 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 965 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} 966}
1205 967
1206void 968void
1207flee_player (object *op) 969flee_player (object *op)
1208{ 970{
1238 { 1000 {
1239 op->enemy = NULL; 1001 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1003 return;
1242 } 1004 }
1005
1243 get_rangevector (op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1244 1007
1245 dir = absdir (4 + rv.direction); 1008 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1009 for (diff = 0; diff < 3; diff++)
1247 { 1010 {
1248 int m = 1 - (RANDOM () & 2); 1011 int m = 1 - (RANDOM () & 2);
1249 1012
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1014 return;
1253 }
1254 } 1015 }
1016
1255 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1019 op->enemy = NULL;
1258} 1020}
1259 1021
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* 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 1023 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 1024 * stop.
1264 */ 1025 */
1265int 1026int
1266check_pick (object *op) 1027check_pick (object *op)
1267{ 1028{
1268 object *tmp, *next; 1029 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1030 int stop = 0;
1271 int j, k, wvratio; 1031 int wvratio;
1272 char putstring[128], tmpstr[16]; 1032 char putstring[128];
1273
1274 1033
1275 /* if you're flying, you cna't pick up anything */ 1034 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1035 if (op->move_type & MOVE_FLYING)
1277 return 1; 1036 return 1;
1278 1037
1279 op_tag = op->count;
1280
1281 next = op->below; 1038 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1039
1285 /* loop while there are items on the floor that are not marked as 1040 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1041 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1042 while (next && !next->destroyed ())
1288 { 1043 {
1289 tmp = next; 1044 tmp = next;
1290 next = tmp->below; 1045 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1046
1294 if (was_destroyed (op, op_tag)) 1047 if (op->destroyed ())
1295 return 0; 1048 return 0;
1296 1049
1297 if (!can_pick (op, tmp)) 1050 if (!can_pick (op, tmp))
1298 continue; 1051 continue;
1299 1052
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 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)))); 1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1108 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1109 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)))); 1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1112 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 } 1113 }
1114
1389 /* philosophy: 1115 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1116 * 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 1117 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1118 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1119 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1120 * example.
1395 * The drawback: right now it has no frontend, so you need to 1121 * 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 1122 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1123 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1157 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1158 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1159 if (tmp->type == FOOD)
1434 { 1160 {
1435 pick_up (op, tmp); 1161 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1162 continue;
1439 } 1163 }
1164
1440 if (op->contr->mode & PU_DRINK) 1165 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1166 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1167 {
1443 pick_up (op, tmp); 1168 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1169 continue;
1447 } 1170 }
1448 1171
1449 if (op->contr->mode & PU_POTION) 1172 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1173 if (tmp->type == POTION)
1451 { 1174 {
1452 pick_up (op, tmp); 1175 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1176 continue;
1456 } 1177 }
1457 1178
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1179 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1180 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1181 if (tmp->type == SPELLBOOK)
1461 { 1182 {
1462 pick_up (op, tmp); 1183 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1184 continue;
1466 } 1185 }
1186
1467 if (op->contr->mode & PU_SKILLSCROLL) 1187 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1188 if (tmp->type == SKILLSCROLL)
1469 { 1189 {
1470 pick_up (op, tmp); 1190 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1191 continue;
1474 } 1192 }
1193
1475 if (op->contr->mode & PU_READABLES) 1194 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1195 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1196 {
1478 pick_up (op, tmp); 1197 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1198 continue;
1482 } 1199 }
1483 1200
1484 /* wands/staves/rods/horns */ 1201 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1202 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1203 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1204 {
1488 pick_up (op, tmp); 1205 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1206 continue;
1492 } 1207 }
1493 1208
1494 /* pick up all magical items */ 1209 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1210 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1211 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1212 {
1498 pick_up (op, tmp); 1213 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1214 continue;
1502 } 1215 }
1503 1216
1504 if (op->contr->mode & PU_VALUABLES) 1217 if (op->contr->mode & PU_VALUABLES)
1505 { 1218 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1219 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1220 {
1508 pick_up (op, tmp); 1221 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1222 continue;
1512 } 1223 }
1513 } 1224 }
1514 1225
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1226 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1227 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1228 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1229 {
1519 pick_up (op, tmp); 1230 pick_up (op, tmp);
1231 continue;
1520 if (0) 1232 }
1521 fprintf (stderr, "JEWELS\n"); 1233
1234 /* we don't forget dragon food */
1235 if (op->contr->mode & PU_FLESH)
1236 if (tmp->type == FLESH)
1237 {
1238 pick_up (op, tmp);
1522 continue; 1239 continue;
1523 } 1240 }
1524 1241
1525 /* bows and arrows. Bows are good for selling! */ 1242 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1243 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1244 if (tmp->type == BOW)
1528 { 1245 {
1529 pick_up (op, tmp); 1246 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1247 continue;
1533 } 1248 }
1249
1534 if (op->contr->mode & PU_ARROW) 1250 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1251 if (tmp->type == ARROW)
1536 { 1252 {
1537 pick_up (op, tmp); 1253 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1254 continue;
1541 } 1255 }
1542 1256
1543 /* all kinds of armor etc. */ 1257 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1258 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1259 if (tmp->type == ARMOUR)
1546 { 1260 {
1547 pick_up (op, tmp); 1261 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1262 continue;
1551 } 1263 }
1264
1552 if (op->contr->mode & PU_HELMET) 1265 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1266 if (tmp->type == HELMET)
1554 { 1267 {
1555 pick_up (op, tmp); 1268 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1269 continue;
1559 } 1270 }
1271
1560 if (op->contr->mode & PU_SHIELD) 1272 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1273 if (tmp->type == SHIELD)
1562 { 1274 {
1563 pick_up (op, tmp); 1275 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1276 continue;
1567 } 1277 }
1278
1568 if (op->contr->mode & PU_BOOTS) 1279 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1280 if (tmp->type == BOOTS)
1570 { 1281 {
1571 pick_up (op, tmp); 1282 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1283 continue;
1575 } 1284 }
1285
1576 if (op->contr->mode & PU_GLOVES) 1286 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1287 if (tmp->type == GLOVES)
1578 { 1288 {
1579 pick_up (op, tmp); 1289 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1290 continue;
1583 } 1291 }
1292
1584 if (op->contr->mode & PU_CLOAK) 1293 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1294 if (tmp->type == CLOAK)
1586 { 1295 {
1587 pick_up (op, tmp); 1296 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1297 continue;
1591 } 1298 }
1592 1299
1593 /* hoping to catch throwing daggers here */ 1300 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1301 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1302 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1303 {
1597 pick_up (op, tmp); 1304 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1305 continue;
1601 } 1306 }
1602 1307
1603 /* careful: chairs and tables are weapons! */ 1308 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1309 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1312 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1315 {
1611 pick_up (op, tmp); 1316 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1317 continue;
1615 } 1318 }
1616 } 1319 }
1320
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1321 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1322 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1324 {
1621 pick_up (op, tmp); 1325 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1326 continue;
1625 } 1327 }
1626 } 1328 }
1627 } 1329 }
1628 1330
1629 /* misc stuff that's useful */ 1331 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1332 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1333 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1334 {
1633 pick_up (op, tmp); 1335 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1336 continue;
1637 } 1337 }
1638 1338
1639 /* any of the last 4 bits set means we use the ratio for value 1339 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1340 * pickups */
1662 continue; 1362 continue;
1663 } 1363 }
1664 } 1364 }
1665 } /* the new pickup model */ 1365 } /* the new pickup model */
1666 } 1366 }
1367
1667 return !stop; 1368 return !stop;
1668} 1369}
1669 1370
1670/* 1371/*
1671 * Find an arrow in the inventory and after that 1372 * Find an arrow in the inventory and after that
1673 * found object is returned. 1374 * found object is returned.
1674 */ 1375 */
1675object * 1376object *
1676find_arrow (object *op, const char *type) 1377find_arrow (object *op, const char *type)
1677{ 1378{
1678 object *tmp = NULL; 1379 object *tmp = 0;
1679 1380
1680 for (op = op->inv; op; op = op->below) 1381 for (op = op->inv; op; op = op->below)
1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682 tmp = find_arrow (op, type); 1383 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1384 else if (op->type == ARROW && op->race == type)
1684 return op; 1385 return op;
1386
1685 return tmp; 1387 return tmp;
1686} 1388}
1687 1389
1688/* 1390/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1391 * 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 1392 * 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 1393 * 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. 1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1395 */
1694
1695object * 1396object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1397find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1398{
1698 object *tmp = NULL, *arrow, *ntmp; 1399 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1400 int attacknum, attacktype, betterby = 0, i;
1765 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1467 * op = the shooter
1767 * type = bow->race 1468 * type = bow->race
1768 * dir = fire direction 1469 * dir = fire direction
1769 */ 1470 */
1770
1771object * 1471object *
1772pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1773{ 1473{
1774 object *tmp = NULL; 1474 object *tmp = NULL;
1775 mapstruct *m; 1475 maptile *m;
1776 int i, mflags, found, number; 1476 int i, mflags, found, number;
1777 sint16 x, y; 1477 sint16 x, y;
1778 1478
1779 if (op->map == NULL) 1479 if (op->map == NULL)
1780 return find_arrow (op, type); 1480 return find_arrow (op, type);
1840 */ 1540 */
1841int 1541int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1543{
1844 object *left, *bow; 1544 object *left, *bow;
1845 tag_t left_tag, tag; 1545 int mflags;
1846 int bowspeed, mflags; 1546 maptile *m;
1847 mapstruct *m;
1848 1547
1849 if (!dir) 1548 if (!dir)
1850 { 1549 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1551 return 0;
1853 } 1552 }
1854 if (op->type == PLAYER) 1553
1855 bow = op->contr->ranges[range_bow]; 1554 if (op->contr)
1555 bow = op->current_weapon;
1856 else 1556 else
1857 { 1557 {
1858 for (bow = op->inv; bow; bow = bow->below) 1558 for (bow = op->inv; bow; bow = bow->below)
1859 /* Don't check for applied - monsters don't apply bows - in that way, they 1559 /* 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. 1560 * don't need to switch back and forth between bows and weapons.
1865 if (!bow) 1565 if (!bow)
1866 { 1566 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1568 return 0;
1869 } 1569 }
1570
1571 // optimisation: move object to top so we will find it quickly again
1572 if (bow->below)
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1870 } 1578 }
1579
1871 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1872 { 1581 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1583 return 0;
1875 } 1584 }
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 1585
1885 if (arrow == NULL) 1586 if (arrow == NULL)
1886 { 1587 {
1887 if ((arrow = find_arrow (op, bow->race)) == NULL) 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 { 1589 {
1889 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 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 */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1892 else 1593 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1894 return 0; 1596 return 0;
1895 } 1597 }
1896 } 1598 }
1599
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1601 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1602 return 0;
1901 } 1603
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1605 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1606 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1607 return 0;
1906 } 1608 }
1907 1609
1908 /* this should not happen, but sometimes does */ 1610 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1611 if (arrow->nrof == 0)
1910 { 1612 {
1911 remove_ob (arrow); 1613 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1614 return 0;
1914 } 1615 }
1915 1616
1916 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1619 if (!arrow)
1920 { 1620 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1622 return 0;
1923 } 1623 }
1924 set_owner (arrow, op); 1624
1625 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1627 arrow->direction = dir;
1928 arrow->x = sx; 1628
1929 arrow->y = sy; 1629 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1630 arrow->stats.hp = arrow->stats.dam;
1631 arrow->stats.grace = arrow->attacktype;
1632
1633 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying);
1635
1636#if 0
1637 if (player *pl = op->contr)
1638 {
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648 }
1649#endif
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652
1653 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1655 + bow->stats.dam / 7.f;
1656
1657 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1930 1661
1931 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1932 { 1663 {
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; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 wc -= dex_bonus[op->stats.Dex];
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1966 } 1671 }
1967 else 1672 else
1968 { 1673 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1674 arrow->level = op->level;
1972 } 1675 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1676
1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1974 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1681 }
1976 arrow->slaying = bow->slaying;
1977 1682
1978 arrow->map = m; 1683 wc -= arrow->level;
1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1685
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1979 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1689
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1691 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1692
1986 if (!was_destroyed (arrow, tag)) 1693 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1694 move_arrow (arrow);
1988 1695
1989 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1990 { 1697 {
1991 if (was_destroyed (left, left_tag)) 1698 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1699 esrv_del_item (op->contr, left->count);
1993 else 1700 else
1994 esrv_send_item (op, left); 1701 esrv_send_item (op, left);
1995 } 1702 }
1703
1996 return 1; 1704 return 1;
1997} 1705}
1998 1706
1999/* Special fire code for players - this takes into 1707/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1708 * account the special fire modes players can have
2008{ 1716{
2009 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
2010 1718
2011 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
2012 { 1720 {
2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2014 } 1722 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1724 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1726 wcmod = -1;
1727
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1729 }
2021 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
2022 { 1731 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2027 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1737 {
2029 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 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); 1739 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); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2032
2033 } 1741 }
2034 else 1742 else
2035 { 1743 {
2036 /* Simple case */ 1744 /* Simple case */
2037 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2038 } 1746 }
1747
2039 return ret; 1748 return ret;
2040} 1749}
2041
2042 1750
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
2045 */ 1753 */
2046void 1754void
2047fire_misc_object (object *op, int dir) 1755fire_misc_object (object *op, int dir)
2048{ 1756{
2049 object *item; 1757 object *item = op->contr->ranged_ob;
2050 1758
2051 if (!op->contr->ranges[range_misc]) 1759 if (!item)
2052 { 1760 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2054 return; 1762 return;
2055 } 1763 }
2056 1764
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1765 if (!item->inv)
2059 { 1766 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1768 return;
2062 } 1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
2063 if (item->type == WAND) 1774 if (item->type == WAND)
2064 { 1775 {
2065 if (item->stats.food <= 0) 1776 if (item->stats.food <= 0)
2066 { 1777 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2068 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780
2069 return; 1781 return;
2070 } 1782 }
2071 } 1783 }
2072 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
2073 { 1785 {
2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2075 { 1787 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
2077 if (item->type == ROD) 1790 if (item->type == ROD)
2078 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079 else 1792 else
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794
2081 return; 1795 return;
2082 } 1796 }
2083 } 1797 }
2084 1798
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1799 if (cast_spell (op, item, dir, item->inv, NULL))
2093 1807
2094 if (item->arch) 1808 if (item->arch)
2095 { 1809 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1810 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1811 item->face = item->arch->clone.face;
2098 item->speed = 0; 1812 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1813 }
1814
2101 if ((tmp = is_player_inv (item))) 1815 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1816 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1817 }
2104 } 1818 }
2105 else if (item->type == ROD || item->type == HORN) 1819 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1820 drain_rod_charge (item);
2108 }
2109 } 1821 }
2110} 1822}
2111 1823
2112/* Received a fire command for the player - go and do it. 1824/* Received a fire command for the player - go and do it.
2113 */ 1825 */
2114void 1826bool
2115fire (object *op, int dir) 1827fire (object *op, int dir)
2116{ 1828{
2117 int spellcost = 0; 1829 int spellcost = 0;
2118 1830
2119 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
2121 make_visible (op); 1833 make_visible (op);
2122 1834
2123 switch (op->contr->shoottype) 1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1838 {
1839 control_golem (op->contr->golem, dir);
1840 return false;
2124 { 1841 }
2125 case range_none:
2126 return;
2127 1842
2128 case range_bow: 1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return false;
1847
1848 if (!op->change_weapon (ob))
1849 return false;
1850
1851 if (op->speed_left > 0.f)
1852 --op->speed_left;
1853 else
1854 return false;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
2129 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
2130 return; 1860 break;
2131 1861
2132 case range_magic: /* Casting spells */ 1862 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2134 return; 1864 break;
2135 1865
2136 case range_misc: 1866 case BUILDER:
1867 apply_map_builder (op, dir);
1868 break;
1869
1870 case SKILL:
1871 do_skill (op, op, ob, dir, 0);
1872 break;
1873
1874 default:
2137 fire_misc_object (op, dir); 1875 fire_misc_object (op, dir);
2138 return; 1876 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 } 1877 }
2167}
2168 1878
2169 1879 return true;
1880}
2170 1881
2171/* find_key 1882/* find_key
2172 * We try to find a key for the door as passed. If we find a key 1883 * 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 1884 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1885 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1887 * pl is the player,
2177 * inv is the objects inventory to searched 1888 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1889 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1890 * This function can be called recursively to search containers.
2180 */ 1891 */
2181
2182object * 1892object *
2183find_key (object *pl, object *container, object *door) 1893find_key (object *pl, object *container, object *door)
2184{ 1894{
2185 object *tmp, *key; 1895 object *tmp, *key;
2186 1896
2187 /* Should not happen, but sanity checking is never bad */ 1897 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1898 if (!container->inv)
2189 return NULL; 1899 return 0;
2190 1900
2191 /* First, lets try to find a key in the top level inventory */ 1901 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1903 {
2194 if (door->type == DOOR && tmp->type == KEY) 1904 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1905 break;
2196 /* For sanity, we should really check door type, but other stuff 1906 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1907 * (like containers) can be locked with special keys
2198 */ 1908 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1910 break;
2201 } 1911 }
1912
2202 /* No key found - lets search inventories now */ 1913 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1914 /* 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 1915 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1916 * a key, return
2206 */ 1917 */
2207 if (!tmp) 1918 if (!tmp)
2208 { 1919 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1920 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1921 {
2211 /* No reason to search empty containers */ 1922 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1923 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1924 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1925 if ((key = find_key (pl, tmp, door)))
2215 return key; 1926 return key;
2216 } 1927 }
2217 } 1928 }
1929
2218 if (!tmp) 1930 if (!tmp)
2219 return NULL; 1931 return NULL;
2220 } 1932 }
1933
2221 /* We get down here if we have found a key. Now if its in a container, 1934 /* 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 1935 * see if we actually want to use it
2223 */ 1936 */
2224 if (pl != container) 1937 if (pl != container)
2225 { 1938 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1959 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)); 1960 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1961 return NULL;
2249 } 1962 }
2250 } 1963 }
1964
2251 return tmp; 1965 return tmp;
2252} 1966}
2253 1967
2254/* moved door processing out of move_player_attack. 1968/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1969 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1971 * 0 otherwise
2258 */ 1972 */
2259static int 1973static int
2260player_attack_door (object *op, object *door) 1974player_attack_door (object *op, object *door)
2261{ 1975{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1976 /* 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 - 1977 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1978 * otherwise, we fall through to the rest of the code.
2266 */ 1979 */
2267 object *key = find_key (op, op, door); 1980 object *key = find_key (op, op, door);
2268 1981
2269 /* IF we found a key, do some extra work */ 1982 /* If we found a key, do some extra work */
2270 if (key) 1983 if (key)
2271 { 1984 {
2272 object *container = key->env; 1985 object *container = key->env;
2273 1986
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
2275 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2276 make_visible (op); 1990 make_visible (op);
1991
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1993 spring_trap (door->inv, op);
1994
2279 if (door->type == DOOR) 1995 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2284 { 1998 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1999 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 ;-) */ 2000 remove_door2 (door); /* remove door without violence ;-) */
2287 } 2001 }
2002
2288 /* Do this after we print the message */ 2003 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 2004 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 2005 /* Need to update the weight the container the key was in */
2291 if (container != op) 2006 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 2007 esrv_update_item (UPD_WEIGHT, op, container);
2008
2293 return 1; /* Nothing more to do below */ 2009 return 1; /* Nothing more to do below */
2294 } 2010 }
2295 else if (door->type == LOCKED_DOOR) 2011 else if (door->type == LOCKED_DOOR)
2296 { 2012 {
2297 /* Might as well return now - no other way to open this */ 2013 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 2015 return 1;
2300 } 2016 }
2017
2301 return 0; 2018 return 0;
2302} 2019}
2303 2020
2304/* This function is just part of a breakup from move_player. 2021/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2023 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2024 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2025 * going to try and move (not fire weapons).
2309 */ 2026 */
2310 2027bool
2311void
2312move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2313{ 2029{
2314 object *tmp, *mon;
2315 sint16 nx, ny;
2316 int on_battleground; 2030 int on_battleground;
2317 mapstruct *m;
2318 2031
2319 nx = freearr_x[dir] + op->x; 2032 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2033 sint16 ny = freearr_y[dir] + op->y;
2321 2034
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2035 on_battleground = op_on_battleground (op, 0, 0);
2036
2037 if (out_of_map (op->map, nx, ny))
2038 return false;
2039
2040 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2041 {
2042 --op->speed_left;
2043 return true;
2044 }
2323 2045
2324 /* If braced, or can't move to the square, and it is not out of the 2046 /* 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 2047 * 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 2048 * 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 2049 * 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 2050 * 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 2051 * 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 2052 * quite a bit of processing. However, it probably is less than what
2331 * move_ob uses. 2053 * move_ob uses.
2332 */ 2054 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 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 2056
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 2057 /* 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. 2058 * 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 2059 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2060 * on the space
2355 */ 2061 */
2356 while (tmp != NULL) 2062 object *mon;
2357 { 2063 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2358 if (tmp == op) 2064 {
2359 { 2065 if ((mon->flag [FLAG_ALIVE]
2360 tmp = tmp->above; 2066 || mon->type == LOCKED_DOOR
2361 continue; 2067 || mon->flag [FLAG_CAN_ROLL])
2362 }
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 {
2365 mon = tmp; 2068 && mon != op)
2366 break; 2069 break;
2367 } 2070 }
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp;
2370 tmp = tmp->above;
2371 }
2372 2071
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2073 return false; /* into a wall */
2375 2074
2376 if (mon->head != NULL)
2377 mon = mon->head; 2075 mon = mon->head_ ();
2378 2076
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (op->contr->weapon_sp_left > 0.f)
2380 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2080 {
2081 --op->contr->weapon_sp_left;
2381 return; 2082 return true;
2083 }
2382 2084
2383 /* The following deals with possibly attacking peaceful 2085 /* The following deals with possibly attacking peaceful
2384 * or frienddly creatures. Basically, all players are considered 2086 * or friendly creatures. Basically, all players are considered
2385 * unaggressive. If the moving player has peaceful set, then the 2087 * unaggressive. If the moving player has peaceful set, then the
2386 * object should be pushed instead of attacked. It is assumed that 2088 * object should be pushed instead of attacked. It is assumed that
2387 * if you are braced, you will not attack friends accidently, 2089 * if you are braced, you will not attack friends accidently,
2388 * and thus will not push them. 2090 * and thus will not push them.
2389 */ 2091 */
2390 2092
2391 /* If the creature is a pet, push it even if the player is not 2093 /* 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 2094 * peaceful. Our assumption is the creature is a pet if the
2393 * player owns it and it is either friendly or unagressive. 2095 * player owns it and it is either friendly or unagressive.
2394 */ 2096 */
2395 if ((op->type == PLAYER) 2097 if (op->type == PLAYER
2396#if COZY_SERVER 2098 && ((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) 2099 && same_party (mon->owner->contr->party, op->contr->party))
2400#else 2100 || mon->owner == op)
2401 && get_owner (mon) == op
2402#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2102 {
2405 /* If we're braced, we don't want to switch places with it */ 2103 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2104 if (op->contr->braced)
2407 return; 2105 return false;
2106
2107 if (op->speed_left > 0.f)
2108 {
2109 --op->speed_left;
2110
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2113
2410 if (op->contr->tmp_invis || op->hide) 2114 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2115 make_visible (op);
2116
2412 return; 2117 return true;
2413 } 2118 }
2119 else
2120 return false;
2121 }
2414 2122
2415 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2417 * someone, but put it inside this loop so that you won't 2125 * someone, but put it inside this loop so that you won't
2418 * attack them either. 2126 * attack them either.
2419 */ 2127 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op)
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2129 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2422#ifdef PROHIBIT_PLAYERKILL 2130 && ((op->contr->peaceful
2423 (op->contr->peaceful 2131 || (mon->type == PLAYER && mon->contr->peaceful))
2424 || (mon->type == PLAYER 2132 && !on_battleground))
2425 && mon->contr-> 2133 {
2426 peaceful)) && 2134 if (op->speed_left > 0.f)
2427#else
2428 op->contr->peaceful &&
2429#endif
2430 !on_battleground))
2431 { 2135 {
2136 --op->speed_left;
2137
2432 if (!op->contr->braced) 2138 if (!op->contr->braced)
2433 { 2139 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2436 } 2142 }
2437 else 2143 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2145
2441 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2147 make_visible (op);
2443 }
2444 2148
2149 return true;
2150 }
2151 }
2445 /* If the object is a boulder or other rollable object, then 2152 /* If the object is a boulder or other rollable object, then
2446 * roll it if not braced. You can't roll it if you are braced. 2153 * roll it if not braced. You can't roll it if you are braced.
2447 */ 2154 */
2448 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2156 {
2157 if (op->speed_left > 0.f)
2449 { 2158 {
2159 --op->speed_left;
2160
2450 recursive_roll (mon, dir, op); 2161 recursive_roll (mon, dir, op);
2451 if (action_makes_visible (op)) 2162 if (action_makes_visible (op))
2452 make_visible (op); 2163 make_visible (op);
2453 }
2454 2164
2165 return true;
2166 }
2167 }
2455 /* Any generic living creature. Including things like doors. 2168 /* Any generic living creature. Including things like doors.
2456 * Way it works is like this: First, it must have some hit points 2169 * 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: 2170 * 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 2171 * 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. 2172 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2173 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 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))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2176 {
2465 2177 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
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 { 2178 {
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2179 --op->contr->weapon_sp_left;
2474 2180
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); 2181 skill_attack (mon, op, 0, 0, 0);
2479 2182
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)) 2183 if (action_makes_visible (op))
2494 make_visible (op); 2184 make_visible (op);
2495 }
2496 } /* if player should attack something */
2497}
2498 2185
2499int 2186 return true;
2187 }
2188 }
2189
2190 return false;
2191}
2192
2193bool
2500move_player (object *op, int dir) 2194move_player (object *op, int dir)
2501{ 2195{
2502 int pick; 2196 int pick;
2503 2197
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2199 return 0;
2506 2200
2507 /* Sanity check: make sure dir is valid */ 2201 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2202 if ((dir < 0) || (dir >= 9))
2509 { 2203 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2204 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2205 return 0;
2512 } 2206 }
2513 2207
2514 /* peterm: added following line */ 2208 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2209 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2210 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2211
2518 op->facing = dir; 2212 op->facing = dir;
2519 2213
2520 if (op->hide) 2214 if (op->hide)
2521 do_hidden_move (op); 2215 do_hidden_move (op);
2522 2216
2217 bool retval;
2218
2523 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2524 /*nop */ ; 2220 retval = RESULT_INT (0);
2525 else if (op->contr->fire_on) 2221 else if (op->contr->fire_on)
2526 fire (op, dir); 2222 retval = fire (op, dir);
2527 else 2223 else
2528 { 2224 {
2529 move_player_attack (op, dir); 2225 retval = move_player_attack (op, dir);
2530 pick = check_pick (op); 2226 pick = check_pick (op);
2531 } 2227 }
2532 2228
2533 /* Add special check for newcs players and fire on - this way, the 2229 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2230 * server can handle repeat firing.
2535 */ 2231 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2233 op->direction = dir;
2539 }
2540 else 2234 else
2541 {
2542 op->direction = 0; 2235 op->direction = 0;
2543 } 2236
2544 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2239 * for players.
2547 */ 2240 */
2548 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2549 return 0; 2242
2243 return retval;
2550} 2244}
2551 2245
2552/* This is similar to handle_player, below, but is only used by the 2246/* This is similar to handle_player, below, but is only used by the
2553 * new client/server stuff. 2247 * new client/server stuff.
2554 * This is sort of special, in that the new client/server actually uses 2248 * This is sort of special, in that the new client/server actually uses
2555 * the new speed values for commands. 2249 * the new speed values for commands.
2556 * 2250 *
2557 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do. Should not do
2252 * many actions in a row, as that would be too unfair to other
2253 * players.
2558 */ 2254 */
2559int 2255bool
2560handle_newcs_player (object *op) 2256handle_newcs_player (object *op)
2561{ 2257{
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)) 2258 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2259 {
2584 flee_player (op); 2260 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 { 2261 {
2588 op->speed_left--; 2262 --op->speed_left;
2263 flee_player (op);
2264
2589 return 0; 2265 return true;
2590 } 2266 }
2591 } 2267 else
2592 2268 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 } 2269 }
2604 2270
2605 /* call this here - we also will call this in do_ericserver, but 2271 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2272 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2273 * called, so we recheck it here.
2608 */ 2274 */
2609 HandleClient (&op->contr->socket, op->contr); 2275 if (op->contr->ns->handle_command ())
2610 if (op->speed_left < 0)
2611 return 0; 2276 return true;
2612 2277
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 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); 2279 return move_player (op, op->direction);
2623 if (op->speed_left > 0) 2280
2624 return 1;
2625 else
2626 return 0;
2627 }
2628 return 0; 2281 return false;
2629} 2282}
2630 2283
2631int 2284int
2632save_life (object *op) 2285save_life (object *op)
2633{ 2286{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2287 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2288 return 0;
2638 2289
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2290 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2291 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2292 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2293 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)); 2294 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2295
2644 if (op->contr) 2296 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2297 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2298
2647 free_object (tmp); 2299 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2300 CLEAR_FLAG (op, FLAG_LIFESAVE);
2301
2649 if (op->stats.hp < 0) 2302 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2303 op->stats.hp = op->stats.maxhp;
2304
2651 if (op->stats.food < 0) 2305 if (op->stats.food < 0)
2652 op->stats.food = 999; 2306 op->stats.food = 999;
2653 fix_player (op); 2307
2308 op->update_stats ();
2654 return 1; 2309 return 1;
2655 } 2310 }
2311
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2312 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2313 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2314 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2315 return 0;
2660} 2316}
2665 * from. 2321 * from.
2666 */ 2322 */
2667void 2323void
2668remove_unpaid_objects (object *op, object *env) 2324remove_unpaid_objects (object *op, object *env)
2669{ 2325{
2670 object *next;
2671
2672 while (op) 2326 while (op)
2673 { 2327 {
2674 next = op->below; /* Make sure we have a good value, in case 2328 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2329
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2330 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2331 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2332 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2333 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2334
2335 op->insert_at (env);
2685 } 2336 }
2686 else if (op->inv) 2337 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2338 remove_unpaid_objects (op->inv, env);
2339
2688 op = next; 2340 op = next;
2689 } 2341 }
2690} 2342}
2691
2692 2343
2693/* 2344/*
2694 * Returns pointer a static string containing gravestone text 2345 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2346 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2347 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2358 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2359 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2361 else
2711 sprintf (buf, "%s\n", &op->name); 2362 sprintf (buf, "%s\n", &op->name);
2363
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2364 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2365 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2366 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2367 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2368 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2369 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2370
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2371 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2372 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2373 if (op->type == PLAYER)
2721 { 2374 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2375 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2376 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2377 strcat (buf2, buf);
2725 } 2378 }
2379
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2380 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2381 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2382 strcat (buf2, buf);
2383
2729 return buf2; 2384 return buf2;
2730} 2385}
2731
2732
2733 2386
2734void 2387void
2735do_some_living (object *op) 2388do_some_living (object *op)
2736{ 2389{
2737 int last_food = op->stats.food; 2390 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2396 int rate_grace = 2000;
2744 const int max_hp = 1; 2397 const int max_hp = 1;
2745 const int max_sp = 1; 2398 const int max_sp = 1;
2746 const int max_grace = 1; 2399 const int max_grace = 1;
2747 2400
2748 if (op->contr->outputs_sync) 2401 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 } 2402 {
2403 op->invisible = 1000;
2404 /* the socket code flashes the player visible/invisible
2405 * depending on the value of invisible, so we need to
2406 * alternate it here for it to work correctly.
2407 */
2408 if (pticks & 2)
2409 op->invisible--;
2410 }
2411 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2412 {
2413 if (!op->invisible--)
2414 {
2415 make_visible (op);
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2417 }
2418 }
2754 2419
2755 if (op->contr->state == ST_PLAYING) 2420 if (op->contr->ns->state == ST_PLAYING)
2756 { 2421 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2422 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2423 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2424 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2425 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2426 else
2763 { 2427 {
2764 gen_hp = op->stats.maxhp; 2428 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2429 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2430 }
2431
2767 if (op->contr->gen_sp >= 0) 2432 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2433 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2434 else
2770 { 2435 {
2771 gen_sp = op->stats.maxsp; 2436 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2437 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2438 }
2439
2774 if (op->contr->gen_grace >= 0) 2440 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2441 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2442 else
2777 { 2443 {
2778 gen_grace = op->stats.maxgrace; 2444 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2445 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2446 }
2781 2447
2782 /* Regenerate Spell Points */ 2448 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2449 if (!op->contr->golem && --op->last_sp < 0)
2784 { 2450 {
2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2451 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) 2452 if (op->stats.sp < op->stats.maxsp)
2787 { 2453 {
2788 op->stats.sp++; 2454 op->stats.sp++;
2794 op->stats.food += op->contr->digestion; 2460 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2461 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2462 op->stats.food = last_food;
2797 } 2463 }
2798 } 2464 }
2465
2799 if (max_sp > 1) 2466 if (max_sp > 1)
2800 { 2467 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2468 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2469 if (over_sp > 0)
2803 { 2470 {
2804 if (op->stats.sp < op->stats.maxsp) 2471 if (op->stats.sp < op->stats.maxsp)
2805 { 2472 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2473 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2474
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2475 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2476 op->stats.sp--;
2477
2809 if (op->stats.sp > op->stats.maxsp) 2478 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2479 op->stats.sp = op->stats.maxsp;
2811 } 2480 }
2812 op->last_sp = 0; 2481 op->last_sp = 0;
2813 } 2482 }
2814 else 2483 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2485 }
2819 else 2486 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2488 }
2824 2489
2825 /* Regenerate Grace */ 2490 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2491 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2492 if (--op->last_grace < 0)
2828 { 2493 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2494 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2495 op->stats.grace++; /* no penalty in food for regaining grace */
2496
2831 if (max_grace > 1) 2497 if (max_grace > 1)
2832 { 2498 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2499 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2500 if (over_grace > 0)
2835 { 2501 {
2863 op->stats.food += op->contr->digestion; 2529 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2531 op->stats.food = last_food;
2866 } 2532 }
2867 } 2533 }
2534
2868 if (max_hp > 1) 2535 if (max_hp > 1)
2869 { 2536 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2537 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2538 if (over_hp > 0)
2872 { 2539 {
2885 } 2552 }
2886 2553
2887 /* Digestion */ 2554 /* Digestion */
2888 if (--op->last_eat < 0) 2555 if (--op->last_eat < 0)
2889 { 2556 {
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; 2557 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2895#endif
2896 2558
2897 if (op->contr->gen_hp > 0) 2559 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2561 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2562 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2563
2901 /* dms do not consume food */ 2564 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2565 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2566 op->stats.food--;
2904 } 2567 }
2905 }
2906 2568
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2569 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2570 {
2909 object *tmp, *flesh = NULL; 2571 object *tmp, *flesh = 0;
2910 2572
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2573 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 { 2574 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2575 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2916 { 2576 {
2577 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2578 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2579 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2580 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2581 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2582 break;
2921 } 2583 }
2922 else if (tmp->type == FLESH) 2584 else if (tmp->type == FLESH)
2923 flesh = tmp; 2585 flesh = tmp;
2924 } /* End if paid for object */ 2586 } /* End if paid for object */
2925 } /* end of for loop */ 2587 } /* end of for loop */
2588
2926 /* If player is still starving, it means they don't have any food, so 2589 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2590 * eat flesh instead.
2928 */ 2591 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2592 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2593 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2594 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2595 manual_apply (op, flesh, 0);
2933 } 2596 }
2934 } /* end if player is starving */ 2597 }
2935 2598
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2599 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2600 op->stats.food++, op->stats.hp--;
2938 2601
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2602 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2603 kill_player (op);
2604 }
2941} 2605}
2942
2943
2944 2606
2945/* If the player should die (lack of hp, food, etc), we call this. 2607/* 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 2608 * 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 2609 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2610 * file.
2952{ 2614{
2953 char buf[MAX_BUF]; 2615 char buf[MAX_BUF];
2954 int x, y; 2616 int x, y;
2955 2617
2956 //int i; 2618 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2619 maptile *map; /* this is for resurrection */
2958 2620
2959 /* int z; 2621 /* int z;
2960 int num_stats_lose; 2622 int num_stats_lose;
2961 int lost_a_stat; 2623 int lost_a_stat;
2962 int lose_this_stat; 2624 int lose_this_stat;
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2642
2981 /* restore player */ 2643 /* restore player */
2982 at = archetype::find ("poisoning"); 2644 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2646 {
2986 remove_ob (tmp); 2647 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2649 }
2990 2650
2991 at = archetype::find ("confusion"); 2651 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2652 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2653 {
2995 remove_ob (tmp); 2654 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2656 }
2999 2657
3000 cure_disease (op, 0); /* remove any disease */ 2658 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2660 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2661 op->stats.food = 999;
3004 2662
3005 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2665 {
3009 sprintf (buf, "%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2667 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " the %s, when he was defeated at\n level %d by %s.\n",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2671 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2675 }
3020 2676
3021 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2679 op->contr->braced = 0;
3028 2684
3029 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
3030 2686
3031 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
3032 { 2688 {
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); 2689 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
3042 } 2691 }
3043 else 2692 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); 2693 sprintf (buf, "%s died.", &op->name);
3053 } 2694
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2696
3056 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
3057 x = op->x; 2698 x = op->x;
3058 y = op->y; 2699 y = op->y;
3059 map = op->map; 2700 map = op->map;
3060 2701
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2703 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this. 2704 * See the config.h file for a little more in depth detail about this.
3067 */ 2705 */
3068 2706
3069 /* Basically two ways to go - remove a stat permanently, or just 2707 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2708 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2709 * of death.
3072 */ 2710 */
3073#ifndef COZY_SERVER 2711#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2712 if (settings.balanced_stat_loss)
3075 { 2713 {
3076 /* If stat loss is permanent, lose one stat only. */ 2714 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2715 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2716 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2717 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2718 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2719 little bit harder. */
3082 /* GD */ 2720 /* GD */
3083 if (settings.stat_loss_on_death) 2721 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2722 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2723 else
3089 { 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725 }
2726 else
3090 num_stats_lose = 1; 2727 num_stats_lose = 1;
3091 } 2728
3092 lost_a_stat = 0; 2729 lost_a_stat = 0;
3093 2730
3094 for (z = 0; z < num_stats_lose; z++) 2731 for (z = 0; z < num_stats_lose; z++)
3095 { 2732 {
3096 i = RANDOM () % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
3097 2734
3098 if (settings.stat_loss_on_death) 2735 if (settings.stat_loss_on_death)
2736 {
2737 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost.
2739 */
2740 change_attr_value (&(op->stats), i, -1);
2741 check_stat_bounds (&(op->stats));
2742 change_attr_value (&(op->contr->orig_stats), i, -1);
2743 check_stat_bounds (&(op->contr->orig_stats));
2744 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2745 lost_a_stat = 1;
2746 }
2747 else
2748 {
2749 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion");
2751 object *dep;
2752
2753 dep = present_arch_in_ob (deparch, op);
2754 if (!dep)
3099 { 2755 {
3100 /* Pick a random stat and take a point off it. Tell the player 2756 dep = arch_to_object (deparch);
3101 * what he lost. 2757 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 } 2758 }
3110 else 2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss)
3111 { 2761 {
3112 /* deplete a stat */ 2762 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2763 /* Get the stat that we're about to deplete. */
3114 object *dep; 2764 this_stat = get_attr_value (&(dep->stats), i);
3115 2765 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2766 {
3119 dep = arch_to_object (deparch); 2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2768 int keep_chance = this_stat * this_stat;
3121 } 2769
3122 lose_this_stat = 1; 2770 /* 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) 2771 if (keep_chance < 1)
2772 keep_chance = 1;
2773
2774 /* There is a maximum depletion total per level. */
2775 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2776 {
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; 2777 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2778 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2779 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 } 2780 }
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 */ 2781 else
3164 if (this_stat >= -50)
3165 { 2782 {
3166 change_attr_value (&(dep->stats), i, -1); 2783 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; 2784 lose_this_stat = 0;
2785 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786 this_stat, keep_chance, loss_chance,
2787 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2788 }
3172 } 2789 }
3173 } 2790 }
2791
2792 if (lose_this_stat)
2793 {
2794 this_stat = get_attr_value (&(dep->stats), i);
2795 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a
2799 * difference.
2800 */
2801 if (this_stat >= -50)
2802 {
2803 change_attr_value (&(dep->stats), i, -1);
2804 SET_FLAG (dep, FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats ();
2807 lost_a_stat = 1;
2808 }
3174 } 2809 }
2810 }
2811 }
3175 /* If no stat lost, tell the player. */ 2812 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2813 if (!lost_a_stat)
3177 { 2814 {
3178 /* determine_god() seems to not work sometimes... why is this? 2815 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2816 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2817 const char *god = determine_god (op);
3181 2818
3182 if (god && (strcmp (god, "none"))) 2819 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); 2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2821 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2823 }
2824#else
2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2826#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 2827
3190 /* Put a gravestone up where the character 'almost' died. List the 2828 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2829 * exp loss on the stone.
3192 */ 2830 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2831 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2832 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2833 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2834 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2835 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); 2836 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3199 tmp->msg = buf; 2837 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2838 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2840
3203 /**************************************/ 2841 /**************************************/
3204 /* */ 2842 /* */
3205 /* Subtract the experience points, */ 2843 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2844 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2845 /* food, and reset HP's... */
3208 /* */ 2846 /* */
3209
3210 /**************************************/ 2847 /**************************************/
3211 2848
3212 /* remove any poisoning and confusion the character may be suffering. */ 2849 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2850 /* restore player */
3214 at = archetype::find ("poisoning"); 2851 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2852 tmp = present_arch_in_ob (at, op);
2853
3216 if (tmp) 2854 if (tmp)
3217 { 2855 {
3218 remove_ob (tmp); 2856 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2858 }
3222 2859
3223 at = archetype::find ("confusion"); 2860 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2862 if (tmp)
3226 { 2863 {
3227 remove_ob (tmp); 2864 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2866 }
2867
3231 cure_disease (op, 0); /* remove any disease */ 2868 cure_disease (op, 0); /* remove any disease */
3232 2869
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2870 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2871 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2872 if (op->stats.food < 100)
3236 op->stats.food = 900; 2873 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2877
3241 /* 2878 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2879 * Check to see if the player has any unpaid items. If so, remove them
3243 * the player has any unpaid items. If so, remove them and put them back 2880 * and put them back in the map.
3244 * in the map. 2881 */
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2882 remove_unpaid_objects (op->inv, op);
3249 2883
3250 /****************************************/ 2884 /****************************************/
3251 /* */ 2885 /* */
3252 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3254 /* */ 2888 /* */
3255
3256 /****************************************/ 2889 /****************************************/
3257 2890
3258 enter_player_savebed (op); 2891 enter_player_savebed (op);
3259 2892
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2893 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2894
3266 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2898 * on the space that might harm the player.
3270 */ 2899 */
3271 will_kill_again = 0; 2900 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2901 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2902 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2903 will_kill_again |= tmp->attacktype;
3276 } 2904
3277 if (will_kill_again) 2905 if (will_kill_again)
3278 { 2906 {
3279 object *force; 2907 object *force;
3280 int at; 2908 int at;
3281 2909
3282 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2912 force->speed = 0.1f;
3285 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3286 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2917 force->resist[at] = 100;
3291 } 2918
3292 insert_ob_in_ob (force, op); 2919 insert_ob_in_ob (force, op);
3293 fix_player (op); 2920 op->update_stats ();
3294 2921
3295 } 2922 }
3296 2923
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2924 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} 2925}
3366
3367 2926
3368void 2927void
3369loot_object (object *op) 2928loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3372 2931
3373 if (op->container) 2932 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2933
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3379 { 2935 {
3380 next = tmp->below; 2936 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2937
2938 if (tmp->invisible)
3382 continue; 2939 continue;
3383 remove_ob (tmp); 2940
2941 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3385 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2946
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2948 {
3391 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3392 { 2950 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2952 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2953 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2954 }
3397 else 2955 else
3398 free_object (tmp); 2956 tmp->destroy ();
3399 } 2957 }
3400 else 2958 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2959 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2960 }
3403} 2961}
3405/* 2963/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2966 * was changed.
3409 */ 2967 */
3410
3411void 2968void
3412fix_weight (void) 2969fix_weight (void)
3413{ 2970{
3414 player *pl; 2971 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2972 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 2974
3420 if (old == sum) 2975 if (old == sum)
3421 continue; 2976 continue;
3422 fix_player (pl->ob); 2977 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 2979 }
3425} 2980}
3426 2981
3427void 2982void
3428fix_luck (void) 2983fix_luck (void)
3429{ 2984{
3430 player *pl; 2985 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 2986 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 2987 pl->ob->change_luck (0);
3435} 2988}
3436
3437 2989
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 2991 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 2992 * just treat this as any other spell casting object.
3441 */ 2993 */
3442
3443void 2994void
3444cast_dust (object *op, object *throw_ob, int dir) 2995cast_dust (object *op, object *throw_ob, int dir)
3445{ 2996{
3446 object *skop, *spob; 2997 object *skop, *spob;
3447 2998
3468 if (op->type == PLAYER) 3019 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3020 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3021
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3022 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3023
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3024 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3025}
3477 3026
3478void 3027void
3479make_visible (object *op) 3028make_visible (object *op)
3480{ 3029{
3483 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3484 { 3033 {
3485 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3487 } 3036 }
3037
3488 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3489} 3039}
3490 3040
3491int 3041int
3492is_true_undead (object *op) 3042is_true_undead (object *op)
3493{ 3043{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3045 return 1;
3498 3046
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; 3047 return 0;
3505} 3048}
3506 3049
3507/* look at the surrounding terrain to determine 3050/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3051 * the hideability of this object. Positive levels
3550/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3551 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3552 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3553 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3554 */ 3097 */
3555
3556void 3098void
3557do_hidden_move (object *op) 3099do_hidden_move (object *op)
3558{ 3100{
3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3560 object *skop; 3102 object *skop;
3564 3106
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3108
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3571 { 3112 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3113 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3114 make_visible (op);
3574 return; 3115 return;
3575 } 3116 }
3576 else 3117 else
3577 num += 20; 3118 num += 20;
3578 } 3119
3579 num += op->map->difficulty; 3120 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3122 num -= hide;
3123
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3125 {
3584 make_visible (op); 3126 make_visible (op);
3585 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3129 }
3588 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3132}
3593 3133
3594/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3595 3135
3596int 3136int
3597stand_near_hostile (object *who) 3137stand_near_hostile (object *who)
3598{ 3138{
3599 object *tmp = NULL; 3139 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3140 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3141 maptile *m;
3602 sint16 x, y; 3142 sint16 x, y;
3603 3143
3604 if (!who) 3144 if (!who)
3605 return 0; 3145 return 0;
3606 3146
3623 if (mflags & P_OUT_OF_MAP) 3163 if (mflags & P_OUT_OF_MAP)
3624 continue; 3164 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3165 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3166 continue;
3627 3167
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3168 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3169 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3170 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3171 return 1;
3632 else if (tmp->type == PLAYER) 3172 else if (tmp->type == PLAYER)
3633 { 3173 {
3663 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3664 { 3204 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3206 return -1;
3667 } 3207 }
3208
3668 if (!pl || !op) 3209 if (!pl || !op)
3669 return 0; 3210 return 0;
3670 3211
3671 if (op->head)
3672 {
3673 op = op->head; 3212 op = op->head_ ();
3674 } 3213
3675 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3676 3215
3677 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3217 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3687 3226
3688 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3228 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3229 * for any meaningful values.
3691 */ 3230 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3234 return 1;
3696 op = op->more; 3235 op = op->more;
3697 } 3236 }
3698 return 0; 3237 return 0;
3699} 3238}
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3336 int i = 0, j = 0;
3798 3337
3799 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3802 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3804 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3806 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3808 3347
3809 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3810 return; 3349 return;
3811 3350
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3352
3814 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3815 { 3354 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3356 return;
3818 } 3357 }
3819 3358
3885 { 3424 {
3886 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3426 object *skin;
3888 3427
3889 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3429 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); 3430 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3431 ;
3432
3891 if (skin == NULL) 3433 if (!skin)
3892 return; 3434 return;
3893 3435
3894 /* adding new spellpath attunements */ 3436 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3437 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3438 {
3941 * not readied. 3483 * not readied.
3942 */ 3484 */
3943void 3485void
3944player_unready_range_ob (player *pl, object *ob) 3486player_unready_range_ob (player *pl, object *ob)
3945{ 3487{
3946 rangetype i; 3488 if (pl->ob->current_weapon == ob)
3489 pl->ob->current_weapon = 0;
3947 3490
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3491 if (pl->combat_ob == ob)
3949 { 3492 pl->combat_ob = 0;
3493
3950 if (pl->ranges[i] == ob) 3494 if (pl->ranged_ob == ob)
3951 { 3495 pl->ranged_ob = 0;
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 3496}
3497
3498sint8
3499player::visibility_at (maptile *map, int x, int y) const
3500{
3501 if (!ns)
3502 return 0;
3503
3504 int dx, dy;
3505 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3506 return 0;
3507
3508 x += dx - ns->current_x + ns->mapx / 2;
3509 y += dy - ns->current_y + ns->mapy / 2;
3510
3511 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3512 return 0;
3513
3514 return 100 - blocked_los [x][y];
3515}

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