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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 1.151 by root, Sat Jun 16 00:12:20 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 (this);
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->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->object::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->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == 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 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
371}
372
373player::~player ()
374{
375 /* Clear item stack */
376 free (stack_items);
377}
378
321/* Tries to add player on the connection passwd in ns. 379/* 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 380 * All we can really get in this is some settings like host and display
323 * mode. 381 * mode.
324 */ 382 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 383player *
384player::create ()
385{
386 player *pl = new player;
330 387
331 p = get_player (NULL); 388 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 389
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 390 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 391 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 392 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)); 393
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); 394 set_first_map (pl->ob);
343 395
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; 396 return pl;
351} 397}
352 398
353/* 399/*
354 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
356 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
357 */ 403 */
358archetype * 404archetype *
359get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
360{ 406{
361 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
362 408
363 for (;;) 409 for (;;)
364 { 410 {
365 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
366 at = first_archetype; 412 i = archetypes.begin ();
367 else 413 else if (*i == at)
368 at = at->next; 414 cleanup ("not a single player archetype found");
415
369 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
370 return at; 417 return *i;
371 if (at == start)
372 {
373 LOG (llevError, "No Player archetypes\n");
374 exit (-1);
375 }
376 } 418 }
377} 419}
378
379 420
380object * 421object *
381get_nearest_player (object *mon) 422get_nearest_player (object *mon)
382{ 423{
383 object *op = NULL; 424 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 425 objectlink *ol;
386 unsigned lastdist; 426 unsigned lastdist;
387 rv_vector rv; 427 rv_vector rv;
388 428
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 430 {
391 /* We should not find free objects on this friendly list, but it 431 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it. 432 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 433 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 434 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 438 object *tmp = ol->ob;
399 439
400 /* Can't do much more other than log the fact, because the object 440 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared. 441 * itself will have been cleared.
402 */ 442 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 443 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
444 tmp->debug_desc ());
404 ol = ol->next; 445 ol = ol->next;
405 remove_friendly_object (tmp); 446 remove_friendly_object (tmp);
406 if (!ol) 447 if (!ol)
407 return op; 448 return op;
408 } 449 }
421 { 462 {
422 op = ol->ob; 463 op = ol->ob;
423 lastdist = rv.distance; 464 lastdist = rv.distance;
424 } 465 }
425 } 466 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 467
427 { 468 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 469 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 470 if (lastdist > rv.distance)
432 { 471 {
433 op = pl->ob; 472 op = pl->ob;
434 lastdist = rv.distance; 473 lastdist = rv.distance;
435 } 474 }
436 } 475
437 }
438#if 0 476#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 477 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 478#endif
441 return op; 479 return op;
442} 480}
460 * circling behaviour. Unfortunately, this function is also used to determined 498 * 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 499 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 500 * is probably not a good thing.
463 */ 501 */
464#define MAX_SPACES 50 502#define MAX_SPACES 50
465
466 503
467/* 504/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 505 * 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 506 * 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 507 * 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) 526path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 527{
491 rv_vector rv; 528 rv_vector rv;
492 sint16 x, y; 529 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 530 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 531 maptile *m, *lastmap;
495 532
496 get_rangevector (mon, pl, &rv, 0); 533 get_rangevector (mon, pl, &rv, 0);
497 534
498 if (rv.distance < mindiff) 535 if (rv.distance < mindiff)
499 return 0; 536 return 0;
501 x = mon->x; 538 x = mon->x;
502 y = mon->y; 539 y = mon->y;
503 m = mon->map; 540 m = mon->map;
504 dir = rv.direction; 541 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 542 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); 543 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
544
507 /* If we can't solve it within the search distance, return now. */ 545 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 546 if (diff > max)
509 return 0; 547 return 0;
548
510 while (diff > 1 && max > 0) 549 while (diff > 1 && max > 0)
511 { 550 {
512 lastx = x; 551 lastx = x;
513 lasty = y; 552 lasty = y;
514 lastmap = m; 553 lastmap = m;
596 max--; 635 max--;
597 lastdir = dir; 636 lastdir = dir;
598 if (!firstdir) 637 if (!firstdir)
599 firstdir = dir; 638 firstdir = dir;
600 } 639 }
640
601 if (diff <= 1) 641 if (diff <= 1)
602 { 642 {
603 /* Recalculate diff (distance) because we may not have actually 643 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 644 * headed toward player for entire distance.
605 */ 645 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 646 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); 647 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 648 }
649
609 if (diff > max) 650 if (diff > max)
610 return 0; 651 return 0;
611 } 652 }
653
612 /* If we reached the max, didn't find a direction in time */ 654 /* If we reached the max, didn't find a direction in time */
613 if (!max) 655 if (!max)
614 return 0; 656 return 0;
615 657
616 return firstdir; 658 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 685 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 686 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 687 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 688 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 689 {
648 remove_ob (op); 690 op->destroy ();
649 free_object (op);
650 continue; 691 continue;
651 } 692 }
652 } 693 }
653 694
654 /* This really needs to be better - we should really give 695 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 706 if (tmp->type == op->type && tmp->name == op->name)
666 break; 707 break;
667 708
668 if (tmp) 709 if (tmp)
669 { 710 {
670 remove_ob (op); 711 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 712 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 713 continue;
674 } 714 }
715
675 if (op->nrof > 1) 716 if (op->nrof > 1)
676 op->nrof = 1; 717 op->nrof = 1;
677 } 718 }
678 719
679 if (op->type == SPELLBOOK && op->inv) 720 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 732 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 733 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 734 }
694 if (op->type == SPELL) 735 if (op->type == SPELL)
695 { 736 {
696 remove_ob (op); 737 op->destroy ();
697 free_object (op);
698 continue; 738 continue;
699 } 739 }
700 else if (op->type == SKILL) 740 else if (op->type == SKILL)
701 { 741 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 742 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 751 /* Need to set up the skill pointers */
712 link_player_skills (pl); 752 link_player_skills (pl);
713} 753}
714 754
715void 755void
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) 756get_party_password (object *op, partylist *party)
800{ 757{
801 if (party == NULL) 758 if (party == NULL)
802 { 759 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 760 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 761 return;
805 } 762 }
763
806 op->contr->write_buf[0] = '\0'; 764 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 765 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 766 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 767 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 768}
811
812 769
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 770/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 771static int
815roll_stat (void) 772roll_stat (void)
816{ 773{
817 int a[4], i, j, k; 774 int a[4], i, j, k;
818 775
819 for (i = 0; i < 4; i++) 776 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 777 a[i] = (int) rndm (6) + 1;
821 778
822 for (i = 0, j = 0, k = 7; i < 4; i++) 779 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 780 if (a[i] < k)
824 k = a[i], j = i; 781 k = a[i], j = i;
825 782
826 for (i = 0, k = 0; i < 4; i++) 783 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 784 if (i != j)
829 k += a[i]; 785 k += a[i];
830 } 786
831 return k; 787 return k;
832} 788}
833 789
834void 790void
835roll_stats (object *op) 791object::roll_stats ()
836{ 792{
793 int statsort [NUM_STATS];
794
795 for (;;)
796 {
837 int sum = 0; 797 int sum = 0;
838 int i = 0, j = 0; 798 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 799 sum += statsort [i] = roll_stat ();
840 800
841 do 801 if (sum >= 82 && sum <= 116)
802 break;
842 { 803 }
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);
853 804
854 /* Sort the stats so that rerolling is easier... */ 805 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 806 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;
862 807
863 /* a quick and dirty bubblesort? */ 808 for (int i = 0; i < NUM_STATS; ++i)
864 do 809 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);
879 810
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; 811 stats.exp = 0;
899 op->stats.ac = 0; 812 stats.ac = 0;
900 813
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; 814 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 815 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 816 stats.grace = stats.maxgrace;
817
818 if (contr)
819 {
820 contr->levhp[1] = 9;
821 contr->levsp[1] = 6;
822 contr->levgrace[1] = 3;
823
909 op->contr->orig_stats = op->stats; 824 contr->orig_stats = stats;
825 }
910} 826}
911 827
912void 828void
913Roll_Again (object *op) 829object::swap_stats (int a, int b)
914{ 830{
915 esrv_new_player (op->contr, 0); 831 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}
919 832
920void 833 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 834 stats.stat (i) = contr->orig_stats.stat (i);
835
836 //TODO: the following code looks so borked and should, at the very least,
837 // be merged with the similar code in roll_stats
838 stats.ac = 0;
839
840 level = 1;
841 stats.exp = 0;
842 stats.ac = 0;
843
844 stats.hp = stats.maxhp;
845 stats.sp = stats.maxsp;
846 stats.grace = stats.maxgrace;
847
848 if (contr)
849 {
850 contr->levhp[1] = 9;
851 contr->levsp[1] = 6;
852 contr->levgrace[1] = 3;
853
854 contr->orig_stats = stats;
855 }
856}
857
858static void
859start_info (object *op)
922{ 860{
923 signed char tmp;
924 char buf[MAX_BUF]; 861 char buf[MAX_BUF];
925 862
926 if (op->contr->Swap_First == -1) 863 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); 864 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 865 //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); 866 //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} 867}
1041 868
1042/* This function takes the key that is passed, and does the 869/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 870 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 871 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 872 * separate race and class; this actually changes the RACE,
1046 * not the class. 873 * not the class.
1047 */ 874 */
1048 875void
1049int 876player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 877{
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 */ 878 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 879 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 880
881 treasurelist *tl = treasurelist::find ("starting_wealth");
882 if (tl)
883 create_treasure (tl, ob, 0, 0, 0);
884
1068 INVOKE_PLAYER (BIRTH, op->contr); 885 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 886 INVOKE_PLAYER (LOGIN, ob->contr);
1070 887
1071 op->contr->state = ST_PLAYING; 888 ob->contr->ns->state = ST_PLAYING;
1072 889
1073 if (op->msg) 890 if (ob->msg)
1074 op->msg = NULL; 891 ob->msg = 0;
1075 892
1076 /* We create this now because some of the unique maps will need it 893 /* We create this now because some of the unique maps will need it
1077 * to save here. 894 * to save here.
1078 */ 895 */
896 {
897 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 899 make_path_to_file (buf);
900 }
1081 901
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 902 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 903 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 904 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 905 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 906 esrv_send_inventory (ob, ob);
1090 fix_player (op); 907 ob->update_stats ();
1091 908
1092 /* This moves the player to a different start map, if there 909 /* This moves the player to a different start map, if there
1093 * is one for this race 910 * is one for this race
1094 */ 911 */
1095 if (*first_map_ext_path) 912 if (*first_map_ext_path)
1096 { 913 {
1097 object *tmp; 914 object *tmp;
1098 char mapname[MAX_BUF]; 915 char mapname[MAX_BUF];
1099 916
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 917 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1101 tmp = get_object (); 918 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 919 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 920 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 921 EXIT_Y (tmp) = ob->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 922 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 923 * if the map isn't there, then stay on the
1107 * default initial map */ 924 * default initial map */
1108 free_object (tmp); 925 tmp->destroy ();
1109 } 926 }
1110 else 927 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 928 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 929}
1114 return 0;
1115 }
1116 930
931void
932player::chargen_race_next ()
933{
1117 /* Following actually changes the race - this is the default command 934 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 935 * if we don't match with one of the options above.
1119 */ 936 */
1120 937
1121 tmp_loop = 0; 938 do
1122 while (!tmp_loop)
1123 { 939 {
1124 shstr name = op->name; 940 shstr name = ob->name;
1125 int x = op->x, y = op->y; 941 int x = ob->x, y = ob->y;
1126 942
1127 remove_statbonus (op); 943 ob->remove_statbonus ();
1128 remove_ob (op); 944 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 945 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 946 ob->arch->copy_to (ob);
1131 op->instantiate (); 947 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 948 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 949 ob->name = ob->name_pl = name;
1134 op->x = x; 950 ob->x = x;
1135 op->y = y; 951 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 952 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 953 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 954 assign (ob->contr->title, ob->arch->object::name);
1139 add_statbonus (op); 955 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 956 }
957 while (!allowed_class (ob));
1142 958
1143 update_object (op, UP_OBJ_FACE); 959 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 960 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 961 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 962 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 963 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 964 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} 965}
1205 966
1206void 967void
1207flee_player (object *op) 968flee_player (object *op)
1208{ 969{
1238 { 999 {
1239 op->enemy = NULL; 1000 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1001 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1002 return;
1242 } 1003 }
1004
1243 get_rangevector (op, op->enemy, &rv, 0); 1005 get_rangevector (op, op->enemy, &rv, 0);
1244 1006
1245 dir = absdir (4 + rv.direction); 1007 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1008 for (diff = 0; diff < 3; diff++)
1247 { 1009 {
1248 int m = 1 - (RANDOM () & 2); 1010 int m = 1 - (RANDOM () & 2);
1249 1011
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1012 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1013 return;
1253 }
1254 } 1014 }
1015
1255 /* Cornered, get rid of scared */ 1016 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1017 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1018 op->enemy = NULL;
1258} 1019}
1259 1020
1260
1261/* check_pick sees if there is stuff to be picked up/picks up stuff. 1021/* 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 1022 * It returns 1 if the player should keep on moving, 0 if he should
1263 * stop. 1023 * stop.
1264 */ 1024 */
1265int 1025int
1266check_pick (object *op) 1026check_pick (object *op)
1267{ 1027{
1268 object *tmp, *next; 1028 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1029 int stop = 0;
1271 int j, k, wvratio; 1030 int wvratio;
1272 char putstring[128], tmpstr[16]; 1031 char putstring[128];
1273
1274 1032
1275 /* if you're flying, you cna't pick up anything */ 1033 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1034 if (op->move_type & MOVE_FLYING)
1277 return 1; 1035 return 1;
1278 1036
1279 op_tag = op->count;
1280
1281 next = op->below; 1037 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1038
1285 /* loop while there are items on the floor that are not marked as 1039 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1040 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1041 while (next && !next->destroyed ())
1288 { 1042 {
1289 tmp = next; 1043 tmp = next;
1290 next = tmp->below; 1044 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1045
1294 if (was_destroyed (op, op_tag)) 1046 if (op->destroyed ())
1295 return 0; 1047 return 0;
1296 1048
1297 if (!can_pick (op, tmp)) 1049 if (!can_pick (op, tmp))
1298 continue; 1050 continue;
1299 1051
1352 if (tmp->name != NULL) 1104 if (tmp->name != NULL)
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1105 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)))); 1106 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1107 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1108 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)))); 1109 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1110
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1111 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 } 1112 }
1113
1389 /* philosophy: 1114 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1115 * 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 1116 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1117 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1118 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1119 * example.
1395 * The drawback: right now it has no frontend, so you need to 1120 * 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 1121 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1122 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1156 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1157 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1158 if (tmp->type == FOOD)
1434 { 1159 {
1435 pick_up (op, tmp); 1160 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1161 continue;
1439 } 1162 }
1163
1440 if (op->contr->mode & PU_DRINK) 1164 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1165 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1166 {
1443 pick_up (op, tmp); 1167 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1168 continue;
1447 } 1169 }
1448 1170
1449 if (op->contr->mode & PU_POTION) 1171 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1172 if (tmp->type == POTION)
1451 { 1173 {
1452 pick_up (op, tmp); 1174 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1175 continue;
1456 } 1176 }
1457 1177
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1178 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1179 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1180 if (tmp->type == SPELLBOOK)
1461 { 1181 {
1462 pick_up (op, tmp); 1182 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1183 continue;
1466 } 1184 }
1185
1467 if (op->contr->mode & PU_SKILLSCROLL) 1186 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1187 if (tmp->type == SKILLSCROLL)
1469 { 1188 {
1470 pick_up (op, tmp); 1189 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1190 continue;
1474 } 1191 }
1192
1475 if (op->contr->mode & PU_READABLES) 1193 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1194 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1195 {
1478 pick_up (op, tmp); 1196 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1197 continue;
1482 } 1198 }
1483 1199
1484 /* wands/staves/rods/horns */ 1200 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1201 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1202 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1203 {
1488 pick_up (op, tmp); 1204 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1205 continue;
1492 } 1206 }
1493 1207
1494 /* pick up all magical items */ 1208 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1209 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1210 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1211 {
1498 pick_up (op, tmp); 1212 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1213 continue;
1502 } 1214 }
1503 1215
1504 if (op->contr->mode & PU_VALUABLES) 1216 if (op->contr->mode & PU_VALUABLES)
1505 { 1217 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1218 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1219 {
1508 pick_up (op, tmp); 1220 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1221 continue;
1512 } 1222 }
1513 } 1223 }
1514 1224
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1225 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1226 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1227 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1228 {
1519 pick_up (op, tmp); 1229 pick_up (op, tmp);
1230 continue;
1520 if (0) 1231 }
1521 fprintf (stderr, "JEWELS\n"); 1232
1233 /* we don't forget dragon food */
1234 if (op->contr->mode & PU_FLESH)
1235 if (tmp->type == FLESH)
1236 {
1237 pick_up (op, tmp);
1522 continue; 1238 continue;
1523 } 1239 }
1524 1240
1525 /* bows and arrows. Bows are good for selling! */ 1241 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1242 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1243 if (tmp->type == BOW)
1528 { 1244 {
1529 pick_up (op, tmp); 1245 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1246 continue;
1533 } 1247 }
1248
1534 if (op->contr->mode & PU_ARROW) 1249 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1250 if (tmp->type == ARROW)
1536 { 1251 {
1537 pick_up (op, tmp); 1252 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1253 continue;
1541 } 1254 }
1542 1255
1543 /* all kinds of armor etc. */ 1256 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1257 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1258 if (tmp->type == ARMOUR)
1546 { 1259 {
1547 pick_up (op, tmp); 1260 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1261 continue;
1551 } 1262 }
1263
1552 if (op->contr->mode & PU_HELMET) 1264 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1265 if (tmp->type == HELMET)
1554 { 1266 {
1555 pick_up (op, tmp); 1267 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1268 continue;
1559 } 1269 }
1270
1560 if (op->contr->mode & PU_SHIELD) 1271 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1272 if (tmp->type == SHIELD)
1562 { 1273 {
1563 pick_up (op, tmp); 1274 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1275 continue;
1567 } 1276 }
1277
1568 if (op->contr->mode & PU_BOOTS) 1278 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1279 if (tmp->type == BOOTS)
1570 { 1280 {
1571 pick_up (op, tmp); 1281 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1282 continue;
1575 } 1283 }
1284
1576 if (op->contr->mode & PU_GLOVES) 1285 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1286 if (tmp->type == GLOVES)
1578 { 1287 {
1579 pick_up (op, tmp); 1288 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1289 continue;
1583 } 1290 }
1291
1584 if (op->contr->mode & PU_CLOAK) 1292 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1293 if (tmp->type == CLOAK)
1586 { 1294 {
1587 pick_up (op, tmp); 1295 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1296 continue;
1591 } 1297 }
1592 1298
1593 /* hoping to catch throwing daggers here */ 1299 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1300 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1301 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1302 {
1597 pick_up (op, tmp); 1303 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1304 continue;
1601 } 1305 }
1602 1306
1603 /* careful: chairs and tables are weapons! */ 1307 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1308 if (op->contr->mode & PU_ALLWEAPON)
1605 { 1309 {
1606 if (tmp->type == WEAPON && tmp->name != NULL) 1310 if (tmp->type == WEAPON && tmp->name != NULL)
1607 { 1311 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1312 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1313 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1610 { 1314 {
1611 pick_up (op, tmp); 1315 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1316 continue;
1615 } 1317 }
1616 } 1318 }
1319
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1320 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1321 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1322 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1620 { 1323 {
1621 pick_up (op, tmp); 1324 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1325 continue;
1625 } 1326 }
1626 } 1327 }
1627 } 1328 }
1628 1329
1629 /* misc stuff that's useful */ 1330 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1331 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1332 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1333 {
1633 pick_up (op, tmp); 1334 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1335 continue;
1637 } 1336 }
1638 1337
1639 /* any of the last 4 bits set means we use the ratio for value 1338 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1339 * pickups */
1653 if (tmp->name != NULL) 1352 if (tmp->name != NULL)
1654 { 1353 {
1655 fprintf (stderr, "%s", tmp->name); 1354 fprintf (stderr, "%s", tmp->name);
1656 } 1355 }
1657 else 1356 else
1658 fprintf (stderr, "%s", tmp->arch->name); 1357 fprintf (stderr, "%s", tmp->arch->archname);
1659 fprintf (stderr, ",%d] = ", tmp->type); 1358 fprintf (stderr, ",%d] = ", tmp->type);
1660 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1359 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1661#endif 1360#endif
1662 continue; 1361 continue;
1663 } 1362 }
1664 } 1363 }
1665 } /* the new pickup model */ 1364 } /* the new pickup model */
1666 } 1365 }
1366
1667 return !stop; 1367 return !stop;
1668} 1368}
1669 1369
1670/* 1370/*
1671 * Find an arrow in the inventory and after that 1371 * Find an arrow in the inventory and after that
1673 * found object is returned. 1373 * found object is returned.
1674 */ 1374 */
1675object * 1375object *
1676find_arrow (object *op, const char *type) 1376find_arrow (object *op, const char *type)
1677{ 1377{
1678 object *tmp = NULL; 1378 object *tmp = 0;
1679 1379
1680 for (op = op->inv; op; op = op->below) 1380 for (op = op->inv; op; op = op->below)
1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1381 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682 tmp = find_arrow (op, type); 1382 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1383 else if (op->type == ARROW && op->race == type)
1684 return op; 1384 return op;
1385
1685 return tmp; 1386 return tmp;
1686} 1387}
1687 1388
1688/* 1389/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1390 * 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 1391 * 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 1392 * 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. 1393 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1394 */
1694
1695object * 1395object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1396find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1397{
1698 object *tmp = NULL, *arrow, *ntmp; 1398 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1399 int attacknum, attacktype, betterby = 0, i;
1732 else 1432 else
1733 { 1433 {
1734 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1434 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1735 { 1435 {
1736 attacktype = 1 << attacknum; 1436 attacktype = 1 << attacknum;
1737 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1437 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1738 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1438 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1739 { 1439 {
1740 tmp = arrow; 1440 tmp = arrow;
1741 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1441 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1742 } 1442 }
1743 } 1443 }
1744 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1444 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1745 { 1445 {
1746 tmp = arrow; 1446 tmp = arrow;
1765 * find_better_arrow to find a decent arrow to use. 1465 * find_better_arrow to find a decent arrow to use.
1766 * op = the shooter 1466 * op = the shooter
1767 * type = bow->race 1467 * type = bow->race
1768 * dir = fire direction 1468 * dir = fire direction
1769 */ 1469 */
1770
1771object * 1470object *
1772pick_arrow_target (object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1773{ 1472{
1774 object *tmp = NULL; 1473 object *tmp = NULL;
1775 mapstruct *m; 1474 maptile *m;
1776 int i, mflags, found, number; 1475 int i, mflags, found, number;
1777 sint16 x, y; 1476 sint16 x, y;
1778 1477
1779 if (op->map == NULL) 1478 if (op->map == NULL)
1780 return find_arrow (op, type); 1479 return find_arrow (op, type);
1840 */ 1539 */
1841int 1540int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1542{
1844 object *left, *bow; 1543 object *left, *bow;
1845 tag_t left_tag, tag; 1544 int mflags;
1846 int bowspeed, mflags; 1545 maptile *m;
1847 mapstruct *m;
1848 1546
1849 if (!dir) 1547 if (!dir)
1850 { 1548 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1550 return 0;
1853 } 1551 }
1854 if (op->type == PLAYER) 1552
1855 bow = op->contr->ranges[range_bow]; 1553 if (op->contr)
1554 bow = op->current_weapon;
1856 else 1555 else
1857 { 1556 {
1858 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1859 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1860 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1865 if (!bow) 1564 if (!bow)
1866 { 1565 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1567 return 0;
1869 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1870 } 1577 }
1578
1871 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1872 { 1580 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1582 return 0;
1875 } 1583 }
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 1584
1885 if (arrow == NULL) 1585 if (arrow == NULL)
1886 { 1586 {
1887 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1888 { 1588 {
1889 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1890 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 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 */ 1591 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1892 else 1592 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1894 return 0; 1595 return 0;
1895 } 1596 }
1896 } 1597 }
1598
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1601 return 0;
1901 } 1602
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1604 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1605 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1606 return 0;
1906 } 1607 }
1907 1608
1908 /* this should not happen, but sometimes does */ 1609 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1610 if (arrow->nrof == 0)
1910 { 1611 {
1911 remove_ob (arrow); 1612 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1613 return 0;
1914 } 1614 }
1915 1615
1916 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1618 if (!arrow)
1920 { 1619 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1621 return 0;
1923 } 1622 }
1924 set_owner (arrow, op); 1623
1624 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1626 arrow->direction = dir;
1928 arrow->x = sx; 1627
1929 arrow->y = sy; 1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype;
1631
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635#if 0
1636 if (player *pl = op->contr)
1637 {
1638 float speed = pl->weapon_sp;
1639
1640 /* penalize ROF for bestarrow */
1641 if (pl->bowtype == bow_bestarrow)
1642 speed *= .9f;
1643 else
1644 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1645
1646 op->speed_left += speed - op->speed;
1647 }
1648#endif
1649
1650 SET_ANIMATION (arrow, arrow->direction);
1651
1652 /* update the speed */
1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1654 + bow->stats.dam / 7.f;
1655
1656 arrow->set_speed (max (arrow->speed, 2.f));
1657 arrow->speed_left = 0;
1658
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1930 1660
1931 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1932 { 1662 {
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; 1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1664 wc -= dex_bonus[op->stats.Dex];
1665
1666 if (!arrow->slaying)
1667 arrow->slaying = op->slaying;
1668
1669 arrow->attacktype |= op->attacktype;
1966 } 1670 }
1967 else 1671 else
1968 { 1672 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1673 arrow->level = op->level;
1972 } 1674 arrow->stats.wc -= bow->magic;
1973 if (arrow->attacktype == AT_PHYSICAL) 1675
1676 if (!arrow->slaying)
1677 arrow->slaying = bow->slaying;
1678
1974 arrow->attacktype |= bow->attacktype; 1679 arrow->attacktype |= bow->attacktype;
1975 if (bow->slaying != NULL) 1680 }
1976 arrow->slaying = bow->slaying;
1977 1681
1978 arrow->map = m; 1682 wc -= arrow->level;
1683 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1684
1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1979 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1688
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1690 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1691
1986 if (!was_destroyed (arrow, tag)) 1692 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1693 move_arrow (arrow);
1988 1694
1989 if (op->type == PLAYER) 1695 if (op->type == PLAYER)
1990 { 1696 {
1991 if (was_destroyed (left, left_tag)) 1697 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1698 esrv_del_item (op->contr, left->count);
1993 else 1699 else
1994 esrv_send_item (op, left); 1700 esrv_send_item (op, left);
1995 } 1701 }
1702
1996 return 1; 1703 return 1;
1997} 1704}
1998 1705
1999/* Special fire code for players - this takes into 1706/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1707 * account the special fire modes players can have
2008{ 1715{
2009 int ret = 0, wcmod = 0; 1716 int ret = 0, wcmod = 0;
2010 1717
2011 if (op->contr->bowtype == bow_bestarrow) 1718 if (op->contr->bowtype == bow_bestarrow)
2012 { 1719 {
2013 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2014 } 1721 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1723 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1725 wcmod = -1;
1726
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1728 }
2021 else if (op->contr->bowtype == bow_threewide) 1729 else if (op->contr->bowtype == bow_threewide)
2022 { 1730 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2027 else if (op->contr->bowtype == bow_spreadshot) 1735 else if (op->contr->bowtype == bow_spreadshot)
2028 { 1736 {
2029 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2030 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2031 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2032
2033 } 1740 }
2034 else 1741 else
2035 { 1742 {
2036 /* Simple case */ 1743 /* Simple case */
2037 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2038 } 1745 }
1746
2039 return ret; 1747 return ret;
2040} 1748}
2041
2042 1749
2043/* Fires a misc (wand/rod/horn) object in 'dir'. 1750/* Fires a misc (wand/rod/horn) object in 'dir'.
2044 * Broken apart from 'fire' to keep it more readable. 1751 * Broken apart from 'fire' to keep it more readable.
2045 */ 1752 */
2046void 1753void
2047fire_misc_object (object *op, int dir) 1754fire_misc_object (object *op, int dir)
2048{ 1755{
2049 object *item; 1756 object *item = op->contr->ranged_ob;
2050 1757
2051 if (!op->contr->ranges[range_misc]) 1758 if (!item)
2052 { 1759 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1760 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2054 return; 1761 return;
2055 } 1762 }
2056 1763
2057 item = op->contr->ranges[range_misc];
2058 if (!item->inv) 1764 if (!item->inv)
2059 { 1765 {
2060 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1766 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061 return; 1767 return;
2062 } 1768 }
1769
1770 if (!op->change_weapon (item))
1771 return;
1772
2063 if (item->type == WAND) 1773 if (item->type == WAND)
2064 { 1774 {
2065 if (item->stats.food <= 0) 1775 if (item->stats.food <= 0)
2066 { 1776 {
2067 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1777 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)); 1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1779
2069 return; 1780 return;
2070 } 1781 }
2071 } 1782 }
2072 else if (item->type == ROD || item->type == HORN) 1783 else if (item->type == ROD || item->type == HORN)
2073 { 1784 {
2074 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1785 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2075 { 1786 {
2076 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1788
2077 if (item->type == ROD) 1789 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)); 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079 else 1791 else
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1793
2081 return; 1794 return;
2082 } 1795 }
2083 } 1796 }
2084 1797
2085 if (cast_spell (op, item, dir, item->inv, NULL)) 1798 if (cast_spell (op, item, dir, item->inv, NULL))
2092 object *tmp; 1805 object *tmp;
2093 1806
2094 if (item->arch) 1807 if (item->arch)
2095 { 1808 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1809 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1810 item->face = item->arch->face;
2098 item->speed = 0; 1811 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1812 }
1813
2101 if ((tmp = is_player_inv (item))) 1814 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1815 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1816 }
2104 } 1817 }
2105 else if (item->type == ROD || item->type == HORN) 1818 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1819 drain_rod_charge (item);
2108 }
2109 } 1820 }
2110} 1821}
2111 1822
2112/* Received a fire command for the player - go and do it. 1823/* Received a fire command for the player - go and do it.
2113 */ 1824 */
2114void 1825bool
2115fire (object *op, int dir) 1826fire (object *op, int dir)
2116{ 1827{
2117 int spellcost = 0; 1828 int spellcost = 0;
2118 1829
2119 /* check for loss of invisiblity/hide */ 1830 /* check for loss of invisiblity/hide */
2120 if (action_makes_visible (op)) 1831 if (action_makes_visible (op))
2121 make_visible (op); 1832 make_visible (op);
2122 1833
2123 switch (op->contr->shoottype) 1834 player *pl = op->contr;
1835
1836 if (pl->golem)
1837 {
1838 control_golem (op->contr->golem, dir);
1839 return false;
2124 { 1840 }
2125 case range_none:
2126 return;
2127 1841
2128 case range_bow: 1842 object *ob = pl->ranged_ob;
1843
1844 if (!ob)
1845 return false;
1846
1847 if (!op->change_weapon (ob))
1848 return false;
1849
1850 if (op->speed_left > 0.f)
1851 --op->speed_left;
1852 else
1853 return false;
1854
1855 switch (ob->type)
1856 {
1857 case BOW:
2129 player_fire_bow (op, dir); 1858 player_fire_bow (op, dir);
2130 return; 1859 break;
2131 1860
2132 case range_magic: /* Casting spells */ 1861 case SPELL:
2133 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1862 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2134 return; 1863 break;
2135 1864
2136 case range_misc: 1865 case BUILDER:
1866 apply_map_builder (op, dir);
1867 break;
1868
1869 case SKILL:
1870 do_skill (op, op, ob, dir, 0);
1871 break;
1872
1873 default:
2137 fire_misc_object (op, dir); 1874 fire_misc_object (op, dir);
2138 return; 1875 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 } 1876 }
2167}
2168 1877
2169 1878 return true;
1879}
2170 1880
2171/* find_key 1881/* find_key
2172 * We try to find a key for the door as passed. If we find a key 1882 * 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 1883 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1886 * pl is the player,
2177 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2180 */ 1890 */
2181
2182object * 1891object *
2183find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2184{ 1893{
2185 object *tmp, *key; 1894 object *tmp, *key;
2186 1895
2187 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1897 if (!container->inv)
2189 return NULL; 1898 return 0;
2190 1899
2191 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1902 {
2194 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1904 break;
2196 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2198 */ 1907 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1909 break;
2201 } 1910 }
1911
2202 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1913 /* 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 1914 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1915 * a key, return
2206 */ 1916 */
2207 if (!tmp) 1917 if (!tmp)
2208 { 1918 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1920 {
2211 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1923 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2215 return key; 1925 return key;
2216 } 1926 }
2217 } 1927 }
1928
2218 if (!tmp) 1929 if (!tmp)
2219 return NULL; 1930 return NULL;
2220 } 1931 }
1932
2221 /* We get down here if we have found a key. Now if its in a container, 1933 /* 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 1934 * see if we actually want to use it
2223 */ 1935 */
2224 if (pl != container) 1936 if (pl != container)
2225 { 1937 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 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)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1960 return NULL;
2249 } 1961 }
2250 } 1962 }
1963
2251 return tmp; 1964 return tmp;
2252} 1965}
2253 1966
2254/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1970 * 0 otherwise
2258 */ 1971 */
2259static int 1972static int
2260player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2261{ 1974{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* 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 - 1976 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2266 */ 1978 */
2267 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2268 1980
2269 /* IF we found a key, do some extra work */ 1981 /* If we found a key, do some extra work */
2270 if (key) 1982 if (key)
2271 { 1983 {
2272 object *container = key->env; 1984 object *container = key->env;
2273 1985
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
2275 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2276 make_visible (op); 1989 make_visible (op);
1990
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2279 if (door->type == DOOR) 1994 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2284 { 1997 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 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 ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2287 } 2000 }
2001
2288 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2291 if (container != op) 2005 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2293 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2294 } 2009 }
2295 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2296 { 2011 {
2297 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 2014 return 1;
2300 } 2015 }
2016
2301 return 0; 2017 return 0;
2302} 2018}
2303 2019
2304/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2309 */ 2025 */
2310 2026bool
2311void
2312move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2313{ 2028{
2314 object *tmp, *mon;
2315 sint16 nx, ny;
2316 int on_battleground; 2029 int on_battleground;
2317 mapstruct *m;
2318 2030
2319 nx = freearr_x[dir] + op->x; 2031 sint16 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2032 sint16 ny = freearr_y[dir] + op->y;
2321 2033
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2034 on_battleground = op_on_battleground (op, 0, 0);
2035
2036 if (out_of_map (op->map, nx, ny))
2037 return false;
2038
2039 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2040 {
2041 --op->speed_left;
2042 return true;
2043 }
2323 2044
2324 /* If braced, or can't move to the square, and it is not out of the 2045 /* 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 2046 * 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 2047 * 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 2048 * 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 2049 * 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 2050 * 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 2051 * quite a bit of processing. However, it probably is less than what
2331 * move_ob uses. 2052 * move_ob uses.
2332 */ 2053 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2054 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 2055
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 2056 /* 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. 2057 * 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 2058 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2059 * on the space
2355 */ 2060 */
2356 while (tmp != NULL) 2061 object *mon;
2357 { 2062 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2358 if (tmp == op) 2063 {
2359 { 2064 if ((mon->flag [FLAG_ALIVE]
2360 tmp = tmp->above; 2065 || mon->type == LOCKED_DOOR
2361 continue; 2066 || mon->flag [FLAG_CAN_ROLL])
2362 }
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 {
2365 mon = tmp; 2067 && mon != op)
2366 break; 2068 break;
2367 } 2069 }
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp;
2370 tmp = tmp->above;
2371 }
2372 2070
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2071 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2072 return false; /* into a wall */
2375 2073
2376 if (mon->head != NULL)
2377 mon = mon->head; 2074 mon = mon->head_ ();
2378 2075
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2076 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2077 if (op->contr->weapon_sp_left > 0.f)
2380 if (player_attack_door (op, mon)) 2078 if (player_attack_door (op, mon))
2079 {
2080 --op->contr->weapon_sp_left;
2381 return; 2081 return true;
2082 }
2382 2083
2383 /* The following deals with possibly attacking peaceful 2084 /* The following deals with possibly attacking peaceful
2384 * or frienddly creatures. Basically, all players are considered 2085 * or friendly creatures. Basically, all players are considered
2385 * unaggressive. If the moving player has peaceful set, then the 2086 * unaggressive. If the moving player has peaceful set, then the
2386 * object should be pushed instead of attacked. It is assumed that 2087 * object should be pushed instead of attacked. It is assumed that
2387 * if you are braced, you will not attack friends accidently, 2088 * if you are braced, you will not attack friends accidently,
2388 * and thus will not push them. 2089 * and thus will not push them.
2389 */ 2090 */
2390 2091
2391 /* If the creature is a pet, push it even if the player is not 2092 /* 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 2093 * peaceful. Our assumption is the creature is a pet if the
2393 * player owns it and it is either friendly or unagressive. 2094 * player owns it and it is either friendly or unagressive.
2394 */ 2095 */
2395 if ((op->type == PLAYER) 2096 if (op->type == PLAYER
2396#if COZY_SERVER 2097 && ((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) 2098 && same_party (mon->owner->contr->party, op->contr->party))
2400#else 2099 || mon->owner == op)
2401 && get_owner (mon) == op
2402#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2100 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2101 {
2405 /* If we're braced, we don't want to switch places with it */ 2102 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2103 if (op->contr->braced)
2407 return; 2104 return false;
2105
2106 if (op->speed_left > 0.f)
2107 {
2108 --op->speed_left;
2109
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2112
2410 if (op->contr->tmp_invis || op->hide) 2113 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2114 make_visible (op);
2115
2412 return; 2116 return true;
2413 } 2117 }
2118 else
2119 return false;
2120 }
2414 2121
2415 /* in certain circumstances, you shouldn't attack friendly 2122 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2123 * creatures. Note that if you are braced, you can't push
2417 * someone, but put it inside this loop so that you won't 2124 * someone, but put it inside this loop so that you won't
2418 * attack them either. 2125 * attack them either.
2419 */ 2126 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2127 if ((mon->type == PLAYER || mon->enemy != op)
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2128 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2422#ifdef PROHIBIT_PLAYERKILL 2129 && ((op->contr->peaceful
2423 (op->contr->peaceful 2130 || (mon->type == PLAYER && mon->contr->peaceful))
2424 || (mon->type == PLAYER 2131 && !on_battleground))
2425 && mon->contr-> 2132 {
2426 peaceful)) && 2133 if (op->speed_left > 0.f)
2427#else
2428 op->contr->peaceful &&
2429#endif
2430 !on_battleground))
2431 { 2134 {
2135 --op->speed_left;
2136
2432 if (!op->contr->braced) 2137 if (!op->contr->braced)
2433 { 2138 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2140 push_ob (mon, dir, op);
2436 } 2141 }
2437 else 2142 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2143 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2144
2441 if (op->contr->tmp_invis || op->hide) 2145 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2146 make_visible (op);
2443 }
2444 2147
2148 return true;
2149 }
2150 }
2445 /* If the object is a boulder or other rollable object, then 2151 /* 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. 2152 * roll it if not braced. You can't roll it if you are braced.
2447 */ 2153 */
2448 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2154 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2155 {
2156 if (op->speed_left > 0.f)
2449 { 2157 {
2158 --op->speed_left;
2159
2450 recursive_roll (mon, dir, op); 2160 recursive_roll (mon, dir, op);
2451 if (action_makes_visible (op)) 2161 if (action_makes_visible (op))
2452 make_visible (op); 2162 make_visible (op);
2453 }
2454 2163
2164 return true;
2165 }
2166 }
2455 /* Any generic living creature. Including things like doors. 2167 /* Any generic living creature. Including things like doors.
2456 * Way it works is like this: First, it must have some hit points 2168 * 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: 2169 * 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 2170 * 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. 2171 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2172 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2173 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))) 2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2175 {
2465 2176 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 { 2177 {
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2178 --op->contr->weapon_sp_left;
2474 2179
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); 2180 skill_attack (mon, op, 0, 0, 0);
2479 2181
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)) 2182 if (action_makes_visible (op))
2494 make_visible (op); 2183 make_visible (op);
2495 }
2496 } /* if player should attack something */
2497}
2498 2184
2499int 2185 return true;
2186 }
2187 }
2188
2189 return false;
2190}
2191
2192bool
2500move_player (object *op, int dir) 2193move_player (object *op, int dir)
2501{ 2194{
2502 int pick; 2195 int pick;
2503 2196
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2198 return 0;
2506 2199
2507 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2509 { 2202 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2204 return 0;
2512 } 2205 }
2513 2206
2514 /* peterm: added following line */ 2207 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2210
2518 op->facing = dir; 2211 op->facing = dir;
2519 2212
2520 if (op->hide) 2213 if (op->hide)
2521 do_hidden_move (op); 2214 do_hidden_move (op);
2522 2215
2216 bool retval;
2217
2523 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2218 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2524 /*nop */ ; 2219 retval = RESULT_INT (0);
2525 else if (op->contr->fire_on) 2220 else if (op->contr->fire_on)
2526 fire (op, dir); 2221 retval = fire (op, dir);
2527 else 2222 else
2528 { 2223 {
2529 move_player_attack (op, dir); 2224 retval = move_player_attack (op, dir);
2530 pick = check_pick (op); 2225 pick = check_pick (op);
2531 } 2226 }
2532 2227
2533 /* Add special check for newcs players and fire on - this way, the 2228 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2229 * server can handle repeat firing.
2535 */ 2230 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2231 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2232 op->direction = dir;
2539 }
2540 else 2233 else
2541 {
2542 op->direction = 0; 2234 op->direction = 0;
2543 } 2235
2544 /* Update how the player looks. Use the facing, so direction may 2236 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2237 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2238 * for players.
2547 */ 2239 */
2548 animate_object (op, op->facing); 2240 animate_object (op, op->facing);
2549 return 0; 2241
2242 return retval;
2550} 2243}
2551 2244
2552/* This is similar to handle_player, below, but is only used by the 2245/* This is similar to handle_player, below, but is only used by the
2553 * new client/server stuff. 2246 * new client/server stuff.
2554 * This is sort of special, in that the new client/server actually uses 2247 * This is sort of special, in that the new client/server actually uses
2555 * the new speed values for commands. 2248 * the new speed values for commands.
2556 * 2249 *
2557 * Returns true if there are more actions we can do. 2250 * Returns true if there are more actions we can do. Should not do
2251 * many actions in a row, as that would be too unfair to other
2252 * players.
2558 */ 2253 */
2559int 2254bool
2560handle_newcs_player (object *op) 2255handle_newcs_player (object *op)
2561{ 2256{
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)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2258 {
2584 flee_player (op); 2259 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 { 2260 {
2588 op->speed_left--; 2261 --op->speed_left;
2262 flee_player (op);
2263
2589 return 0; 2264 return true;
2590 } 2265 }
2591 } 2266 else
2592 2267 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 } 2268 }
2604 2269
2605 /* call this here - we also will call this in do_ericserver, but 2270 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2271 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2272 * called, so we recheck it here.
2608 */ 2273 */
2609 HandleClient (&op->contr->socket, op->contr); 2274 if (op->contr->ns->handle_command ())
2610 if (op->speed_left < 0)
2611 return 0; 2275 return true;
2612 2276
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 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); 2278 return move_player (op, op->direction);
2623 if (op->speed_left > 0) 2279
2624 return 1;
2625 else
2626 return 0;
2627 }
2628 return 0; 2280 return false;
2629} 2281}
2630 2282
2631int 2283int
2632save_life (object *op) 2284save_life (object *op)
2633{ 2285{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2286 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2287 return 0;
2638 2288
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2289 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2290 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2291 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2292 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)); 2293 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2294
2644 if (op->contr) 2295 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2296 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2297
2647 free_object (tmp); 2298 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2299 CLEAR_FLAG (op, FLAG_LIFESAVE);
2300
2649 if (op->stats.hp < 0) 2301 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2302 op->stats.hp = op->stats.maxhp;
2303
2651 if (op->stats.food < 0) 2304 if (op->stats.food < 0)
2652 op->stats.food = 999; 2305 op->stats.food = 999;
2653 fix_player (op); 2306
2307 op->update_stats ();
2654 return 1; 2308 return 1;
2655 } 2309 }
2310
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2311 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2312 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2313 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2314 return 0;
2660} 2315}
2665 * from. 2320 * from.
2666 */ 2321 */
2667void 2322void
2668remove_unpaid_objects (object *op, object *env) 2323remove_unpaid_objects (object *op, object *env)
2669{ 2324{
2670 object *next;
2671
2672 while (op) 2325 while (op)
2673 { 2326 {
2674 next = op->below; /* Make sure we have a good value, in case 2327 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2328
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2329 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2330 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2331 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2332 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2333
2334 op->insert_at (env);
2685 } 2335 }
2686 else if (op->inv) 2336 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2337 remove_unpaid_objects (op->inv, env);
2338
2688 op = next; 2339 op = next;
2689 } 2340 }
2690} 2341}
2691
2692 2342
2693/* 2343/*
2694 * Returns pointer a static string containing gravestone text 2344 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2345 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2346 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2357 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2358 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2359 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2360 else
2711 sprintf (buf, "%s\n", &op->name); 2361 sprintf (buf, "%s\n", &op->name);
2362
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2363 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2364 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2365 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2366 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2367 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2368 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2369
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2371 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2372 if (op->type == PLAYER)
2721 { 2373 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2374 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2375 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2376 strcat (buf2, buf);
2725 } 2377 }
2378
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2379 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2381 strcat (buf2, buf);
2382
2729 return buf2; 2383 return buf2;
2730} 2384}
2731
2732
2733 2385
2734void 2386void
2735do_some_living (object *op) 2387do_some_living (object *op)
2736{ 2388{
2737 int last_food = op->stats.food; 2389 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2395 int rate_grace = 2000;
2744 const int max_hp = 1; 2396 const int max_hp = 1;
2745 const int max_sp = 1; 2397 const int max_sp = 1;
2746 const int max_grace = 1; 2398 const int max_grace = 1;
2747 2399
2748 if (op->contr->outputs_sync) 2400 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 } 2401 {
2402 op->invisible = 1000;
2403 /* the socket code flashes the player visible/invisible
2404 * depending on the value of invisible, so we need to
2405 * alternate it here for it to work correctly.
2406 */
2407 if (pticks & 2)
2408 op->invisible--;
2409 }
2410 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2411 {
2412 if (!op->invisible--)
2413 {
2414 make_visible (op);
2415 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2416 }
2417 }
2754 2418
2755 if (op->contr->state == ST_PLAYING) 2419 if (op->contr->ns->state == ST_PLAYING)
2756 { 2420 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2421 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2422 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2423 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2424 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2425 else
2763 { 2426 {
2764 gen_hp = op->stats.maxhp; 2427 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2428 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2429 }
2430
2767 if (op->contr->gen_sp >= 0) 2431 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2432 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2433 else
2770 { 2434 {
2771 gen_sp = op->stats.maxsp; 2435 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2436 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2437 }
2438
2774 if (op->contr->gen_grace >= 0) 2439 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2440 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2441 else
2777 { 2442 {
2778 gen_grace = op->stats.maxgrace; 2443 gen_grace = op->stats.maxgrace;
2779 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2444 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780 } 2445 }
2781 2446
2782 /* Regenerate Spell Points */ 2447 /* Regenerate Spell Points */
2783 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2448 if (!op->contr->golem && --op->last_sp < 0)
2784 { 2449 {
2785 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2450 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) 2451 if (op->stats.sp < op->stats.maxsp)
2787 { 2452 {
2788 op->stats.sp++; 2453 op->stats.sp++;
2794 op->stats.food += op->contr->digestion; 2459 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2460 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2461 op->stats.food = last_food;
2797 } 2462 }
2798 } 2463 }
2464
2799 if (max_sp > 1) 2465 if (max_sp > 1)
2800 { 2466 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2467 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2468 if (over_sp > 0)
2803 { 2469 {
2804 if (op->stats.sp < op->stats.maxsp) 2470 if (op->stats.sp < op->stats.maxsp)
2805 { 2471 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2472 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2473
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2474 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2475 op->stats.sp--;
2476
2809 if (op->stats.sp > op->stats.maxsp) 2477 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2478 op->stats.sp = op->stats.maxsp;
2811 } 2479 }
2812 op->last_sp = 0; 2480 op->last_sp = 0;
2813 } 2481 }
2814 else 2482 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2483 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2484 }
2819 else 2485 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2486 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2487 }
2824 2488
2825 /* Regenerate Grace */ 2489 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2490 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2491 if (--op->last_grace < 0)
2828 { 2492 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2493 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2494 op->stats.grace++; /* no penalty in food for regaining grace */
2495
2831 if (max_grace > 1) 2496 if (max_grace > 1)
2832 { 2497 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2498 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2499 if (over_grace > 0)
2835 { 2500 {
2863 op->stats.food += op->contr->digestion; 2528 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2529 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2530 op->stats.food = last_food;
2866 } 2531 }
2867 } 2532 }
2533
2868 if (max_hp > 1) 2534 if (max_hp > 1)
2869 { 2535 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2536 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2537 if (over_hp > 0)
2872 { 2538 {
2885 } 2551 }
2886 2552
2887 /* Digestion */ 2553 /* Digestion */
2888 if (--op->last_eat < 0) 2554 if (--op->last_eat < 0)
2889 { 2555 {
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; 2556 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2895#endif
2896 2557
2897 if (op->contr->gen_hp > 0) 2558 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2560 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2561 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2562
2901 /* dms do not consume food */ 2563 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2564 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2565 op->stats.food--;
2904 } 2566 }
2905 }
2906 2567
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2568 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2569 {
2909 object *tmp, *flesh = NULL; 2570 object *tmp, *flesh = 0;
2910 2571
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2572 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 { 2573 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2574 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2916 { 2575 {
2576 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2578 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2579 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2580 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2581 break;
2921 } 2582 }
2922 else if (tmp->type == FLESH) 2583 else if (tmp->type == FLESH)
2923 flesh = tmp; 2584 flesh = tmp;
2924 } /* End if paid for object */ 2585 } /* End if paid for object */
2925 } /* end of for loop */ 2586 } /* end of for loop */
2587
2926 /* If player is still starving, it means they don't have any food, so 2588 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2589 * eat flesh instead.
2928 */ 2590 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2591 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2592 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2593 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2594 manual_apply (op, flesh, 0);
2933 } 2595 }
2934 } /* end if player is starving */ 2596 }
2935 2597
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2598 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2599 op->stats.food++, op->stats.hp--;
2938 2600
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2601 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2602 kill_player (op);
2603 }
2941} 2604}
2942
2943
2944 2605
2945/* If the player should die (lack of hp, food, etc), we call this. 2606/* 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 2607 * 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 2608 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2609 * file.
2952{ 2613{
2953 char buf[MAX_BUF]; 2614 char buf[MAX_BUF];
2954 int x, y; 2615 int x, y;
2955 2616
2956 //int i; 2617 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2618 maptile *map; /* this is for resurrection */
2958 2619
2959 /* int z; 2620 /* int z;
2960 int num_stats_lose; 2621 int num_stats_lose;
2961 int lost_a_stat; 2622 int lost_a_stat;
2962 int lose_this_stat; 2623 int lose_this_stat;
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2639 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..."); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2641
2981 /* restore player */ 2642 /* restore player */
2982 at = archetype::find ("poisoning"); 2643 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2644 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2645 {
2986 remove_ob (tmp); 2646 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2647 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2648 }
2990 2649
2991 at = archetype::find ("confusion"); 2650 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2651 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2652 {
2995 remove_ob (tmp); 2653 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2654 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2655 }
2999 2656
3000 cure_disease (op, 0); /* remove any disease */ 2657 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2658 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2659 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2660 op->stats.food = 999;
3004 2661
3005 /* create a bodypart-trophy to make the winner happy */ 2662 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2663 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2664 {
3009 sprintf (buf, "%s's finger", &op->name); 2665 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2666 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2667 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2668 " 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); 2669 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2670 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2671 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2672 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2673 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2674 }
3020 2675
3021 /* teleport defeated player to new destination */ 2676 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2677 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2678 op->contr->braced = 0;
3028 2683
3029 command_kill_pets (op, 0); 2684 command_kill_pets (op, 0);
3030 2685
3031 if (op->stats.food < 0) 2686 if (op->stats.food < 0)
3032 { 2687 {
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); 2688 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2689 strcpy (op->contr->killer, "starvation");
3042 } 2690 }
3043 else 2691 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); 2692 sprintf (buf, "%s died.", &op->name);
3053 } 2693
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2694 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2695
3056 /* save the map location for corpse, gravestone */ 2696 /* save the map location for corpse, gravestone */
3057 x = op->x; 2697 x = op->x;
3058 y = op->y; 2698 y = op->y;
3059 map = op->map; 2699 map = op->map;
3060 2700
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2701 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2702 * 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. 2703 * See the config.h file for a little more in depth detail about this.
3067 */ 2704 */
3068 2705
3069 /* Basically two ways to go - remove a stat permanently, or just 2706 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2707 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2708 * of death.
3072 */ 2709 */
3073#ifndef COZY_SERVER 2710#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2711 if (settings.balanced_stat_loss)
3075 { 2712 {
3076 /* If stat loss is permanent, lose one stat only. */ 2713 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2714 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2715 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2716 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2717 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2718 little bit harder. */
3082 /* GD */ 2719 /* GD */
3083 if (settings.stat_loss_on_death) 2720 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2721 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2722 else
3089 { 2723 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2724 }
2725 else
3090 num_stats_lose = 1; 2726 num_stats_lose = 1;
3091 } 2727
3092 lost_a_stat = 0; 2728 lost_a_stat = 0;
3093 2729
3094 for (z = 0; z < num_stats_lose; z++) 2730 for (z = 0; z < num_stats_lose; z++)
3095 { 2731 {
3096 i = RANDOM () % NUM_STATS; 2732 i = RANDOM () % NUM_STATS;
3097 2733
3098 if (settings.stat_loss_on_death) 2734 if (settings.stat_loss_on_death)
2735 {
2736 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost.
2738 */
2739 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds (&(op->stats));
2741 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1;
2745 }
2746 else
2747 {
2748 /* deplete a stat */
2749 archetype *deparch = archetype::find ("depletion");
2750 object *dep;
2751
2752 dep = present_arch_in_ob (deparch, op);
2753 if (!dep)
3099 { 2754 {
3100 /* Pick a random stat and take a point off it. Tell the player 2755 dep = arch_to_object (deparch);
3101 * what he lost. 2756 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 } 2757 }
3110 else 2758 lose_this_stat = 1;
2759 if (settings.balanced_stat_loss)
3111 { 2760 {
3112 /* deplete a stat */ 2761 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2762 /* Get the stat that we're about to deplete. */
3114 object *dep; 2763 this_stat = get_attr_value (&(dep->stats), i);
3115 2764 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2765 {
3119 dep = arch_to_object (deparch); 2766 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2767 int keep_chance = this_stat * this_stat;
3121 } 2768
3122 lose_this_stat = 1; 2769 /* 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) 2770 if (keep_chance < 1)
2771 keep_chance = 1;
2772
2773 /* There is a maximum depletion total per level. */
2774 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2775 {
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; 2776 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2777 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2778 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 } 2779 }
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 */ 2780 else
3164 if (this_stat >= -50)
3165 { 2781 {
3166 change_attr_value (&(dep->stats), i, -1); 2782 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; 2783 lose_this_stat = 0;
2784 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2785 this_stat, keep_chance, loss_chance,
2786 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2787 }
3172 } 2788 }
3173 } 2789 }
2790
2791 if (lose_this_stat)
2792 {
2793 this_stat = get_attr_value (&(dep->stats), i);
2794 /* We could try to do something clever like find another
2795 * stat to reduce if this fails. But chances are, if
2796 * stats have been depleted to -50, all are pretty low
2797 * and should be roughly the same, so it shouldn't make a
2798 * difference.
2799 */
2800 if (this_stat >= -50)
2801 {
2802 change_attr_value (&(dep->stats), i, -1);
2803 SET_FLAG (dep, FLAG_APPLIED);
2804 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2805 op->update_stats ();
2806 lost_a_stat = 1;
2807 }
3174 } 2808 }
2809 }
2810 }
3175 /* If no stat lost, tell the player. */ 2811 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2812 if (!lost_a_stat)
3177 { 2813 {
3178 /* determine_god() seems to not work sometimes... why is this? 2814 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2815 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2816 const char *god = determine_god (op);
3181 2817
3182 if (god && (strcmp (god, "none"))) 2818 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); 2819 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2820 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2821 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2822 }
2823#else
2824 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2825#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 2826
3190 /* Put a gravestone up where the character 'almost' died. List the 2827 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2828 * exp loss on the stone.
3192 */ 2829 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2830 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2831 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2832 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2833 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2834 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); 2835 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; 2836 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2837 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2838 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2839
3203 /**************************************/ 2840 /**************************************/
3204 /* */ 2841 /* */
3205 /* Subtract the experience points, */ 2842 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2843 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2844 /* food, and reset HP's... */
3208 /* */ 2845 /* */
3209
3210 /**************************************/ 2846 /**************************************/
3211 2847
3212 /* remove any poisoning and confusion the character may be suffering. */ 2848 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2849 /* restore player */
3214 at = archetype::find ("poisoning"); 2850 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2851 tmp = present_arch_in_ob (at, op);
2852
3216 if (tmp) 2853 if (tmp)
3217 { 2854 {
3218 remove_ob (tmp); 2855 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2856 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2857 }
3222 2858
3223 at = archetype::find ("confusion"); 2859 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2860 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2861 if (tmp)
3226 { 2862 {
3227 remove_ob (tmp); 2863 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2864 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2865 }
2866
3231 cure_disease (op, 0); /* remove any disease */ 2867 cure_disease (op, 0); /* remove any disease */
3232 2868
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2869 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2870 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2871 if (op->stats.food < 100)
3236 op->stats.food = 900; 2872 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2873 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2874 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2875 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2876
3241 /* 2877 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2878 * 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 2879 * and put them back in the map.
3244 * in the map. 2880 */
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2881 remove_unpaid_objects (op->inv, op);
3249 2882
3250 /****************************************/ 2883 /****************************************/
3251 /* */ 2884 /* */
3252 /* Move player to his current respawn- */ 2885 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2886 /* position (usually last savebed) */
3254 /* */ 2887 /* */
3255
3256 /****************************************/ 2888 /****************************************/
3257 2889
3258 enter_player_savebed (op); 2890 enter_player_savebed (op);
3259 2891
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2892 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2893
3266 /* it is possible that the player has blown something up 2894 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2895 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2896 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2897 * on the space that might harm the player.
3270 */ 2898 */
3271 will_kill_again = 0; 2899 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2900 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2901 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2902 will_kill_again |= tmp->attacktype;
3276 } 2903
3277 if (will_kill_again) 2904 if (will_kill_again)
3278 { 2905 {
3279 object *force; 2906 object *force;
3280 int at; 2907 int at;
3281 2908
3282 force = get_archetype (FORCE_NAME); 2909 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2910 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2911 force->speed = 0.1f;
3285 force->speed_left = -5.0; 2912 force->speed_left = -5.f;
3286 SET_FLAG (force, FLAG_APPLIED); 2913 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2914 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2915 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2916 force->resist[at] = 100;
3291 } 2917
3292 insert_ob_in_ob (force, op); 2918 insert_ob_in_ob (force, op);
3293 fix_player (op); 2919 op->update_stats ();
3294 2920
3295 } 2921 }
3296 2922
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2923 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} 2924}
3366
3367 2925
3368void 2926void
3369loot_object (object *op) 2927loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2928{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2929 object *tmp, *tmp2, *next;
3372 2930
3373 if (op->container) 2931 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2932
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2933 for (tmp = op->inv; tmp; tmp = next)
3379 { 2934 {
3380 next = tmp->below; 2935 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2936
2937 if (tmp->invisible)
3382 continue; 2938 continue;
3383 remove_ob (tmp); 2939
2940 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2941 tmp->x = op->x, tmp->y = op->y;
2942
3385 if (tmp->type == CONTAINER) 2943 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2944 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2945
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2946 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2947 {
3391 if (tmp->nrof > 1) 2948 if (tmp->nrof > 1)
3392 { 2949 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2950 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2951 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2952 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2953 }
3397 else 2954 else
3398 free_object (tmp); 2955 tmp->destroy ();
3399 } 2956 }
3400 else 2957 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2958 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2959 }
3403} 2960}
3405/* 2962/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2963 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2964 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2965 * was changed.
3409 */ 2966 */
3410
3411void 2967void
3412fix_weight (void) 2968fix_weight (void)
3413{ 2969{
3414 player *pl; 2970 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 2971 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2972 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 2973
3420 if (old == sum) 2974 if (old == sum)
3421 continue; 2975 continue;
3422 fix_player (pl->ob); 2976 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2977 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 2978 }
3425} 2979}
3426 2980
3427void 2981void
3428fix_luck (void) 2982fix_luck (void)
3429{ 2983{
3430 player *pl; 2984 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 2985 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 2986 pl->ob->change_luck (0);
3435} 2987}
3436
3437 2988
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 2989/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 2990 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 2991 * just treat this as any other spell casting object.
3441 */ 2992 */
3442
3443void 2993void
3444cast_dust (object *op, object *throw_ob, int dir) 2994cast_dust (object *op, object *throw_ob, int dir)
3445{ 2995{
3446 object *skop, *spob; 2996 object *skop, *spob;
3447 2997
3468 if (op->type == PLAYER) 3018 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3019 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3020
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3021 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3022
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3023 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3024}
3477 3025
3478void 3026void
3479make_visible (object *op) 3027make_visible (object *op)
3480{ 3028{
3483 if (op->type == PLAYER) 3031 if (op->type == PLAYER)
3484 { 3032 {
3485 op->contr->tmp_invis = 0; 3033 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3034 op->contr->invis_race = 0;
3487 } 3035 }
3036
3488 update_object (op, UP_OBJ_FACE); 3037 update_object (op, UP_OBJ_CHANGE);
3489} 3038}
3490 3039
3491int 3040int
3492is_true_undead (object *op) 3041is_true_undead (object *op)
3493{ 3042{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3043 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3497 return 1; 3044 return 1;
3498 3045
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; 3046 return 0;
3505} 3047}
3506 3048
3507/* look at the surrounding terrain to determine 3049/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3050 * the hideability of this object. Positive levels
3550/* For Hidden creatures - a chance of becoming 'unhidden' 3092/* For Hidden creatures - a chance of becoming 'unhidden'
3551 * every time they move - as we subtract off 'invisibility' 3093 * every time they move - as we subtract off 'invisibility'
3552 * AND, for players, if they move into a ridiculously unhideable 3094 * AND, for players, if they move into a ridiculously unhideable
3553 * spot (surrounded by clear terrain in broad daylight). -b.t. 3095 * spot (surrounded by clear terrain in broad daylight). -b.t.
3554 */ 3096 */
3555
3556void 3097void
3557do_hidden_move (object *op) 3098do_hidden_move (object *op)
3558{ 3099{
3559 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3100 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3560 object *skop; 3101 object *skop;
3564 3105
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3106 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3107
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3108 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3109 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3110 if (!skop || num >= skop->level)
3571 { 3111 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3112 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3113 make_visible (op);
3574 return; 3114 return;
3575 } 3115 }
3576 else 3116 else
3577 num += 20; 3117 num += 20;
3578 } 3118
3579 num += op->map->difficulty; 3119 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3120 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3121 num -= hide;
3122
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3123 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3124 {
3584 make_visible (op); 3125 make_visible (op);
3585 if (op->type == PLAYER) 3126 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3127 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3128 }
3588 else if (op->type == PLAYER && skop) 3129 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3130 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3131}
3593 3132
3594/* determine if who is standing near a hostile creature. */ 3133/* determine if who is standing near a hostile creature. */
3595 3134
3596int 3135int
3597stand_near_hostile (object *who) 3136stand_near_hostile (object *who)
3598{ 3137{
3599 object *tmp = NULL; 3138 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3139 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3140 maptile *m;
3602 sint16 x, y; 3141 sint16 x, y;
3603 3142
3604 if (!who) 3143 if (!who)
3605 return 0; 3144 return 0;
3606 3145
3623 if (mflags & P_OUT_OF_MAP) 3162 if (mflags & P_OUT_OF_MAP)
3624 continue; 3163 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3164 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3165 continue;
3627 3166
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3167 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3168 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3169 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3170 return 1;
3632 else if (tmp->type == PLAYER) 3171 else if (tmp->type == PLAYER)
3633 { 3172 {
3663 if (pl->type != PLAYER) 3202 if (pl->type != PLAYER)
3664 { 3203 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3204 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3205 return -1;
3667 } 3206 }
3207
3668 if (!pl || !op) 3208 if (!pl || !op)
3669 return 0; 3209 return 0;
3670 3210
3671 if (op->head)
3672 {
3673 op = op->head; 3211 op = op->head_ ();
3674 } 3212
3675 get_rangevector (pl, op, &rv, 0x1); 3213 get_rangevector (pl, op, &rv, 0x1);
3676 3214
3677 /* starting with the 'head' part, lets loop 3215 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3216 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3217 * part that is in the los array but isnt on
3680 * a blocked los square. 3218 * a blocked los square.
3681 * we use the archetype to figure out offsets. 3219 * we use the archetype to figure out offsets.
3682 */ 3220 */
3683 while (op) 3221 while (op)
3684 { 3222 {
3685 dx = rv.distance_x + op->arch->clone.x; 3223 dx = rv.distance_x + op->arch->x;
3686 dy = rv.distance_y + op->arch->clone.y; 3224 dy = rv.distance_y + op->arch->y;
3687 3225
3688 /* only the viewable area the player sees is updated by LOS 3226 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3227 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3228 * for any meaningful values.
3691 */ 3229 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3230 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3231 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3232 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3233 return 1;
3696 op = op->more; 3234 op = op->more;
3697 } 3235 }
3698 return 0; 3236 return 0;
3699} 3237}
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3334 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3335 int i = 0, j = 0;
3798 3336
3799 /* get the appropriate treasurelist */ 3337 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3338 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3339 trlist = treasurelist::find ("dragon_ability_fire");
3802 else if (atnr == ATNR_COLD) 3340 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3341 trlist = treasurelist::find ("dragon_ability_cold");
3804 else if (atnr == ATNR_ELECTRICITY) 3342 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3343 trlist = treasurelist::find ("dragon_ability_elec");
3806 else if (atnr == ATNR_POISON) 3344 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3345 trlist = treasurelist::find ("dragon_ability_poison");
3808 3346
3809 if (trlist == NULL || who->type != PLAYER) 3347 if (trlist == NULL || who->type != PLAYER)
3810 return; 3348 return;
3811 3349
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3350 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3351
3814 if (tr == NULL || tr->item == NULL) 3352 if (!tr || !tr->item)
3815 { 3353 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3354 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3355 return;
3818 } 3356 }
3819 3357
3820 /* everything seems okay - now bring on the gift: */ 3358 /* everything seems okay - now bring on the gift: */
3821 item = &(tr->item->clone); 3359 item = tr->item;
3822 3360
3823 if (item->type == SPELL) 3361 if (item->type == SPELL)
3824 { 3362 {
3825 if (check_spell_known (who, item->name)) 3363 if (check_spell_known (who, item->name))
3826 return; 3364 return;
3885 { 3423 {
3886 /* forces in the treasurelist can alter the player's stats */ 3424 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3425 object *skin;
3888 3426
3889 /* first get the dragon skin force */ 3427 /* first get the dragon skin force */
3428 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); 3429 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3430 ;
3431
3891 if (skin == NULL) 3432 if (!skin)
3892 return; 3433 return;
3893 3434
3894 /* adding new spellpath attunements */ 3435 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3437 {
3941 * not readied. 3482 * not readied.
3942 */ 3483 */
3943void 3484void
3944player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3945{ 3486{
3946 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3947 3489
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3949 { 3491 pl->combat_ob = 0;
3492
3950 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3951 { 3494 pl->ranged_ob = 0;
3952 pl->ranges[i] = NULL;
3953 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none;
3956 }
3957 }
3958 }
3959} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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