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Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.143 by root, Fri May 18 21:12:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 37
81void 38void
82display_motd (const object *op) 39display_motd (const object *op)
83{ 40{
84 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 int comp; 44 int comp;
88 int size; 45 int size;
89 46
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 49 return;
94 } 50
95 motd[0] = '\0'; 51 motd[0] = '\0';
96 size = 0; 52 size = 0;
53
97 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
98 { 55 {
99 if (*buf == '#') 56 if (*buf == '#')
100 continue; 57 continue;
58
101 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 60 size += strlen (buf);
103 } 61 }
62
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
106} 65}
107 66
108void 67void
114 int comp; 73 int comp;
115 int size; 74 int size;
116 75
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 78 return;
121 } 79
122 rules[0] = '\0'; 80 rules[0] = '\0';
123 size = 0; 81 size = 0;
82
124 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
125 { 84 {
126 if (*buf == '#') 85 if (*buf == '#')
127 continue; 86 continue;
87
128 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
129 { 89 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 91 break;
132 } 92 }
93
133 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 95 size += strlen (buf);
135 } 96 }
97
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
138} 100}
139 101
140void 102void
148 int size; 110 int size;
149 111
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 114 return;
115
153 news[0] = '\0'; 116 news[0] = '\0';
154 subject[0] = '\0'; 117 subject[0] = '\0';
155 size = 0; 118 size = 0;
119
156 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
157 { 121 {
158 if (*buf == '#') 122 if (*buf == '#')
159 continue; 123 continue;
124
160 if (*buf == '%') 125 if (*buf == '%')
161 { /* send one news */ 126 { /* send one news */
162 if (size > 0) 127 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
164 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
165 strip_endline (subject); 131 strip_endline (subject);
166 size = 0; 132 size = 0;
167 news[0] = '\0'; 133 news[0] = '\0';
168 } 134 }
177 size += strlen (buf); 143 size += strlen (buf);
178 } 144 }
179 } 145 }
180 146
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 150}
310 151
311/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
312static void 153static void
313set_first_map (object *op) 154set_first_map (object *op)
314{ 155{
315 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
316 op->x = -1; 157 op->x = -1;
317 op->y = -1; 158 op->y = -1;
318 enter_exit (op, NULL);
319} 159}
320 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats ();
289
290 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0);
293
294 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this);
302}
303
304void
305player::disconnect ()
306{
307 if (ns)
308 {
309 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311
312 INVOKE_PLAYER (DISCONNECT, this);
313
314 ns->reset_stats ();
315 ns->pl = 0;
316 ns = 0;
317 }
318
319 if (ob)
320 ob->close_container (); //TODO: client-specific
321
322 deactivate ();
323}
324
325// the need for this function can be explained
326// by load_object not returning the object
327void
328player::set_object (object *op)
329{
330 ob = op;
331 ob->contr = this; /* this aren't yet in archetype */
332
333 ob->speed = 1.0f;
334 ob->speed_left = 0.5f;
335
336 ob->direction = 5; /* So player faces south */
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers;
355 peaceful = 1; /* default peaceful */
356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
360}
361
362void
363player::do_destroy ()
364{
365 disconnect ();
366
367 attachable::do_destroy ();
368
369 if (ob)
370 {
371 ob->destroy_inv (false);
372 ob->destroy ();
373 }
374}
375
376player::~player ()
377{
378 /* Clear item stack */
379 free (stack_items);
380}
381
321/* Tries to add player on the connection passwd in ns. 382/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 383 * All we can really get in this is some settings like host and display
323 * mode. 384 * mode.
324 */ 385 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 386player *
387player::create ()
388{
389 player *pl = new player;
330 390
331 p = get_player (NULL); 391 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 392
335 if (p->socket.faces_sent == NULL) 393 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 394 pl->ob->stats.wc = 2;
395 pl->ob->run_away = 25; /* Then we panick... */
337 396
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 397 set_first_map (pl->ob);
345 398
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 399 return pl;
354} 400}
355 401
356/* 402/*
357 * get_player_archetype() return next player archetype from archetype 403 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 404 * list. Not very efficient routine, but used only creating new players.
367 { 413 {
368 if (at == NULL || at->next == NULL) 414 if (at == NULL || at->next == NULL)
369 at = first_archetype; 415 at = first_archetype;
370 else 416 else
371 at = at->next; 417 at = at->next;
418
372 if (at->clone.type == PLAYER) 419 if (at->clone.type == PLAYER)
373 return at; 420 return at;
421
374 if (at == start) 422 if (at == start)
375 { 423 {
376 LOG (llevError, "No Player archetypes\n"); 424 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 425 exit (-1);
378 } 426 }
379 } 427 }
380} 428}
381 429
382
383object * 430object *
384get_nearest_player (object *mon) 431get_nearest_player (object *mon)
385{ 432{
386 object *op = NULL; 433 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 434 objectlink *ol;
389 unsigned lastdist; 435 unsigned lastdist;
390 rv_vector rv; 436 rv_vector rv;
391 437
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 439 {
394 /* We should not find free objects on this friendly list, but it 440 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 441 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 442 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 443 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 447 object *tmp = ol->ob;
402 448
403 /* Can't do much more other than log the fact, because the object 449 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 450 * itself will have been cleared.
405 */ 451 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
407 ol = ol->next; 454 ol = ol->next;
408 remove_friendly_object (tmp); 455 remove_friendly_object (tmp);
409 if (!ol) 456 if (!ol)
410 return op; 457 return op;
411 } 458 }
424 { 471 {
425 op = ol->ob; 472 op = ol->ob;
426 lastdist = rv.distance; 473 lastdist = rv.distance;
427 } 474 }
428 } 475 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 476
430 { 477 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 478 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 479 if (lastdist > rv.distance)
435 { 480 {
436 op = pl->ob; 481 op = pl->ob;
437 lastdist = rv.distance; 482 lastdist = rv.distance;
438 } 483 }
439 } 484
440 }
441#if 0 485#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 486 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 487#endif
444 return op; 488 return op;
445} 489}
463 * circling behaviour. Unfortunately, this function is also used to determined 507 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 508 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 509 * is probably not a good thing.
466 */ 510 */
467#define MAX_SPACES 50 511#define MAX_SPACES 50
468
469 512
470/* 513/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 514 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 515 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 516 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 547 x = mon->x;
505 y = mon->y; 548 y = mon->y;
506 m = mon->map; 549 m = mon->map;
507 dir = rv.direction; 550 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 551 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 552 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
553
510 /* If we can't solve it within the search distance, return now. */ 554 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 555 if (diff > max)
512 return 0; 556 return 0;
557
513 while (diff > 1 && max > 0) 558 while (diff > 1 && max > 0)
514 { 559 {
515 lastx = x; 560 lastx = x;
516 lasty = y; 561 lasty = y;
517 lastmap = m; 562 lastmap = m;
599 max--; 644 max--;
600 lastdir = dir; 645 lastdir = dir;
601 if (!firstdir) 646 if (!firstdir)
602 firstdir = dir; 647 firstdir = dir;
603 } 648 }
649
604 if (diff <= 1) 650 if (diff <= 1)
605 { 651 {
606 /* Recalculate diff (distance) because we may not have actually 652 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 653 * headed toward player for entire distance.
608 */ 654 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 655 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 656 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 657 }
658
612 if (diff > max) 659 if (diff > max)
613 return 0; 660 return 0;
614 } 661 }
662
615 /* If we reached the max, didn't find a direction in time */ 663 /* If we reached the max, didn't find a direction in time */
616 if (!max) 664 if (!max)
617 return 0; 665 return 0;
618 666
619 return firstdir; 667 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 694 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 695 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 696 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 697 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 698 {
651 remove_ob (op); 699 op->destroy ();
652 free_object (op);
653 continue; 700 continue;
654 } 701 }
655 } 702 }
656 703
657 /* This really needs to be better - we should really give 704 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 715 if (tmp->type == op->type && tmp->name == op->name)
669 break; 716 break;
670 717
671 if (tmp) 718 if (tmp)
672 { 719 {
673 remove_ob (op); 720 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 721 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 722 continue;
677 } 723 }
724
678 if (op->nrof > 1) 725 if (op->nrof > 1)
679 op->nrof = 1; 726 op->nrof = 1;
680 } 727 }
681 728
682 if (op->type == SPELLBOOK && op->inv) 729 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 741 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 742 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 743 }
697 if (op->type == SPELL) 744 if (op->type == SPELL)
698 { 745 {
699 remove_ob (op); 746 op->destroy ();
700 free_object (op);
701 continue; 747 continue;
702 } 748 }
703 else if (op->type == SKILL) 749 else if (op->type == SKILL)
704 { 750 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 751 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 760 /* Need to set up the skill pointers */
715 link_player_skills (pl); 761 link_player_skills (pl);
716} 762}
717 763
718void 764void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 765get_party_password (object *op, partylist *party)
803{ 766{
804 if (party == NULL) 767 if (party == NULL)
805 { 768 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 769 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 770 return;
808 } 771 }
772
809 op->contr->write_buf[0] = '\0'; 773 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 774 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 775 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 776 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 777}
814
815 778
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 779/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 780static int
818roll_stat (void) 781roll_stat (void)
819{ 782{
820 int a[4], i, j, k; 783 int a[4], i, j, k;
821 784
822 for (i = 0; i < 4; i++) 785 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 786 a[i] = (int) rndm (6) + 1;
824 787
825 for (i = 0, j = 0, k = 7; i < 4; i++) 788 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 789 if (a[i] < k)
827 k = a[i], j = i; 790 k = a[i], j = i;
828 791
829 for (i = 0, k = 0; i < 4; i++) 792 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 793 if (i != j)
832 k += a[i]; 794 k += a[i];
833 } 795
834 return k; 796 return k;
835} 797}
836 798
837void 799void
838roll_stats (object *op) 800object::roll_stats ()
839{ 801{
802 int statsort [NUM_STATS];
803
804 for (;;)
805 {
840 int sum = 0; 806 int sum = 0;
841 int i = 0, j = 0; 807 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 808 sum += statsort [i] = roll_stat ();
843 809
844 do 810 if (sum >= 82 && sum <= 116)
811 break;
845 { 812 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 813
857 /* Sort the stats so that rerolling is easier... */ 814 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 815 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 816
866 /* a quick and dirty bubblesort? */ 817 for (int i = 0; i < NUM_STATS; ++i)
867 do 818 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 819
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 820 stats.exp = 0;
902 op->stats.ac = 0; 821 stats.ac = 0;
903 822
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
912 op->contr->orig_stats = op->stats; 833 contr->orig_stats = stats;
834 }
913} 835}
914 836
915void 837void
916Roll_Again (object *op) 838object::swap_stats (int a, int b)
917{ 839{
918 esrv_new_player (op->contr, 0); 840 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 841
923void 842 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 843 stats.stat (i) = contr->orig_stats.stat (i);
844
845 //TODO: the following code looks so borked and should, at the very least,
846 // be merged with the similar code in roll_stats
847 stats.ac = 0;
848
849 level = 1;
850 stats.exp = 0;
851 stats.ac = 0;
852
853 stats.hp = stats.maxhp;
854 stats.sp = stats.maxsp;
855 stats.grace = stats.maxgrace;
856
857 if (contr)
858 {
859 contr->levhp[1] = 9;
860 contr->levsp[1] = 6;
861 contr->levgrace[1] = 3;
862
863 contr->orig_stats = stats;
864 }
865}
866
867static void
868start_info (object *op)
925{ 869{
926 signed char tmp;
927 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
928 871
929 if (op->contr->Swap_First == -1) 872 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 873 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 874 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 875 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 876}
1044 877
1045/* This function takes the key that is passed, and does the 878/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 879 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 880 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 881 * separate race and class; this actually changes the RACE,
1049 * not the class. 882 * not the class.
1050 */ 883 */
1051 884void
1052int 885player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 886{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 887 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 889
890 treasurelist *tl = treasurelist::find ("starting_wealth");
891 if (tl)
892 create_treasure (tl, ob, 0, 0, 0);
893
1071 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, ob->contr);
1073 896
1074 op->contr->state = ST_PLAYING; 897 ob->contr->ns->state = ST_PLAYING;
1075 898
1076 if (op->msg) 899 if (ob->msg)
1077 op->msg = NULL; 900 ob->msg = 0;
1078 901
1079 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
1080 * to save here. 903 * to save here.
1081 */ 904 */
905 {
906 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 908 make_path_to_file (buf);
909 }
1084 910
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 911 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 913 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 914 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 915 esrv_send_inventory (ob, ob);
1093 fix_player (op); 916 ob->update_stats ();
1094 917
1095 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
1096 * is one for this race 919 * is one for this race
1097 */ 920 */
1098 if (*first_map_ext_path) 921 if (*first_map_ext_path)
1099 { 922 {
1100 object *tmp; 923 object *tmp;
1101 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
1102 925
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = get_object (); 927 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
1110 * default initial map */ 933 * default initial map */
1111 free_object (tmp); 934 tmp->destroy ();
1112 } 935 }
1113 else 936 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 938}
1117 return 0;
1118 }
1119 939
940void
941player::chargen_race_next ()
942{
1120 /* Following actually changes the race - this is the default command 943 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 944 * if we don't match with one of the options above.
1122 */ 945 */
1123 946
1124 tmp_loop = 0; 947 do
1125 while (!tmp_loop)
1126 { 948 {
1127 shstr name = op->name; 949 shstr name = ob->name;
1128 int x = op->x, y = op->y; 950 int x = ob->x, y = ob->y;
1129 951
1130 remove_statbonus (op); 952 ob->remove_statbonus ();
1131 remove_ob (op); 953 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 954 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 955 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 956 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 957 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 958 ob->name = ob->name_pl = name;
1137 op->x = x; 959 ob->x = x;
1138 op->y = y; 960 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 963 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 964 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 965 }
966 while (!allowed_class (ob));
1145 967
1146 update_object (op, UP_OBJ_FACE); 968 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 970 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 971 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 972 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 973 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 974}
1208 975
1209void 976void
1210flee_player (object *op) 977flee_player (object *op)
1211{ 978{
1241 { 1008 {
1242 op->enemy = NULL; 1009 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1011 return;
1245 } 1012 }
1013
1246 get_rangevector (op, op->enemy, &rv, 0); 1014 get_rangevector (op, op->enemy, &rv, 0);
1247 1015
1248 dir = absdir (4 + rv.direction); 1016 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1017 for (diff = 0; diff < 3; diff++)
1250 { 1018 {
1251 int m = 1 - (RANDOM () & 2); 1019 int m = 1 - (RANDOM () & 2);
1252 1020
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1021 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1022 return;
1256 }
1257 } 1023 }
1024
1258 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1027 op->enemy = NULL;
1261} 1028}
1262 1029
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 1031 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1032 * stop.
1267 */ 1033 */
1268int 1034int
1269check_pick (object *op) 1035check_pick (object *op)
1270{ 1036{
1271 object *tmp, *next; 1037 object *tmp, *next;
1272 int stop = 0; 1038 int stop = 0;
1273 int j, k, wvratio; 1039 int wvratio;
1274 char putstring[128], tmpstr[16]; 1040 char putstring[128];
1275 1041
1276 /* if you're flying, you cna't pick up anything */ 1042 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1043 if (op->move_type & MOVE_FLYING)
1278 return 1; 1044 return 1;
1279 1045
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1116 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1120 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1121 }
1122
1384 /* philosophy: 1123 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1124 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1125 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1126 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1127 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1128 * example.
1390 * The drawback: right now it has no frontend, so you need to 1129 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1130 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1131 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1165 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1166 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1167 if (tmp->type == FOOD)
1429 { 1168 {
1430 pick_up (op, tmp); 1169 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1170 continue;
1434 } 1171 }
1172
1435 if (op->contr->mode & PU_DRINK) 1173 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1174 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1175 {
1438 pick_up (op, tmp); 1176 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1177 continue;
1442 } 1178 }
1443 1179
1444 if (op->contr->mode & PU_POTION) 1180 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1181 if (tmp->type == POTION)
1446 { 1182 {
1447 pick_up (op, tmp); 1183 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1184 continue;
1451 } 1185 }
1452 1186
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1187 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1188 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1189 if (tmp->type == SPELLBOOK)
1456 { 1190 {
1457 pick_up (op, tmp); 1191 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1192 continue;
1461 } 1193 }
1194
1462 if (op->contr->mode & PU_SKILLSCROLL) 1195 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1196 if (tmp->type == SKILLSCROLL)
1464 { 1197 {
1465 pick_up (op, tmp); 1198 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1199 continue;
1469 } 1200 }
1201
1470 if (op->contr->mode & PU_READABLES) 1202 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1203 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1204 {
1473 pick_up (op, tmp); 1205 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1206 continue;
1477 } 1207 }
1478 1208
1479 /* wands/staves/rods/horns */ 1209 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1210 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1211 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1212 {
1483 pick_up (op, tmp); 1213 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1214 continue;
1487 } 1215 }
1488 1216
1489 /* pick up all magical items */ 1217 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1218 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1220 {
1493 pick_up (op, tmp); 1221 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1222 continue;
1497 } 1223 }
1498 1224
1499 if (op->contr->mode & PU_VALUABLES) 1225 if (op->contr->mode & PU_VALUABLES)
1500 { 1226 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1227 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1228 {
1503 pick_up (op, tmp); 1229 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1230 continue;
1507 } 1231 }
1508 } 1232 }
1509 1233
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1234 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1235 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1236 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1237 {
1514 pick_up (op, tmp); 1238 pick_up (op, tmp);
1239 continue;
1515 if (0) 1240 }
1516 fprintf (stderr, "JEWELS\n"); 1241
1242 /* we don't forget dragon food */
1243 if (op->contr->mode & PU_FLESH)
1244 if (tmp->type == FLESH)
1245 {
1246 pick_up (op, tmp);
1517 continue; 1247 continue;
1518 } 1248 }
1519 1249
1520 /* bows and arrows. Bows are good for selling! */ 1250 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1251 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1252 if (tmp->type == BOW)
1523 { 1253 {
1524 pick_up (op, tmp); 1254 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1255 continue;
1528 } 1256 }
1257
1529 if (op->contr->mode & PU_ARROW) 1258 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1259 if (tmp->type == ARROW)
1531 { 1260 {
1532 pick_up (op, tmp); 1261 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1262 continue;
1536 } 1263 }
1537 1264
1538 /* all kinds of armor etc. */ 1265 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1266 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1267 if (tmp->type == ARMOUR)
1541 { 1268 {
1542 pick_up (op, tmp); 1269 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1270 continue;
1546 } 1271 }
1272
1547 if (op->contr->mode & PU_HELMET) 1273 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1274 if (tmp->type == HELMET)
1549 { 1275 {
1550 pick_up (op, tmp); 1276 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1277 continue;
1554 } 1278 }
1279
1555 if (op->contr->mode & PU_SHIELD) 1280 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1281 if (tmp->type == SHIELD)
1557 { 1282 {
1558 pick_up (op, tmp); 1283 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1284 continue;
1562 } 1285 }
1286
1563 if (op->contr->mode & PU_BOOTS) 1287 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1288 if (tmp->type == BOOTS)
1565 { 1289 {
1566 pick_up (op, tmp); 1290 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1291 continue;
1570 } 1292 }
1293
1571 if (op->contr->mode & PU_GLOVES) 1294 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1295 if (tmp->type == GLOVES)
1573 { 1296 {
1574 pick_up (op, tmp); 1297 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1298 continue;
1578 } 1299 }
1300
1579 if (op->contr->mode & PU_CLOAK) 1301 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1302 if (tmp->type == CLOAK)
1581 { 1303 {
1582 pick_up (op, tmp); 1304 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1305 continue;
1586 } 1306 }
1587 1307
1588 /* hoping to catch throwing daggers here */ 1308 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1309 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1310 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1311 {
1592 pick_up (op, tmp); 1312 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1313 continue;
1596 } 1314 }
1597 1315
1598 /* careful: chairs and tables are weapons! */ 1316 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1317 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1320 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1321 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1322 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1323 {
1606 pick_up (op, tmp); 1324 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1325 continue;
1610 } 1326 }
1611 } 1327 }
1328
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1329 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1330 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1331 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1332 {
1616 pick_up (op, tmp); 1333 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1334 continue;
1620 } 1335 }
1621 } 1336 }
1622 } 1337 }
1623 1338
1624 /* misc stuff that's useful */ 1339 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1340 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1341 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1342 {
1628 pick_up (op, tmp); 1343 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1344 continue;
1632 } 1345 }
1633 1346
1634 /* any of the last 4 bits set means we use the ratio for value 1347 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1348 * pickups */
1657 continue; 1370 continue;
1658 } 1371 }
1659 } 1372 }
1660 } /* the new pickup model */ 1373 } /* the new pickup model */
1661 } 1374 }
1375
1662 return !stop; 1376 return !stop;
1663} 1377}
1664 1378
1665/* 1379/*
1666 * Find an arrow in the inventory and after that 1380 * Find an arrow in the inventory and after that
1668 * found object is returned. 1382 * found object is returned.
1669 */ 1383 */
1670object * 1384object *
1671find_arrow (object *op, const char *type) 1385find_arrow (object *op, const char *type)
1672{ 1386{
1673 object *tmp = NULL; 1387 object *tmp = 0;
1674 1388
1675 for (op = op->inv; op; op = op->below) 1389 for (op = op->inv; op; op = op->below)
1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677 tmp = find_arrow (op, type); 1391 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1392 else if (op->type == ARROW && op->race == type)
1679 return op; 1393 return op;
1394
1680 return tmp; 1395 return tmp;
1681} 1396}
1682 1397
1683/* 1398/*
1684 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1399 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1685 * against the target. A full test is not performed, simply a basic test 1400 * against the target. A full test is not performed, simply a basic test
1686 * of resistances. The archer is making a quick guess at what he sees down 1401 * of resistances. The archer is making a quick guess at what he sees down
1687 * the hall. Failing that it does it's best to pick the highest plus arrow. 1402 * the hall. Failing that it does it's best to pick the highest plus arrow.
1688 */ 1403 */
1689
1690object * 1404object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1405find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1406{
1693 object *tmp = NULL, *arrow, *ntmp; 1407 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1408 int attacknum, attacktype, betterby = 0, i;
1760 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1475 * op = the shooter
1762 * type = bow->race 1476 * type = bow->race
1763 * dir = fire direction 1477 * dir = fire direction
1764 */ 1478 */
1765
1766object * 1479object *
1767pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1768{ 1481{
1769 object *tmp = NULL; 1482 object *tmp = NULL;
1770 maptile *m; 1483 maptile *m;
1835 */ 1548 */
1836int 1549int
1837fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1838{ 1551{
1839 object *left, *bow; 1552 object *left, *bow;
1840 int bowspeed, mflags; 1553 int mflags;
1841 maptile *m; 1554 maptile *m;
1842 1555
1843 if (!dir) 1556 if (!dir)
1844 { 1557 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1559 return 0;
1847 } 1560 }
1848 if (op->type == PLAYER) 1561
1849 bow = op->contr->ranges[range_bow]; 1562 if (op->contr)
1563 bow = op->current_weapon;
1850 else 1564 else
1851 { 1565 {
1852 for (bow = op->inv; bow; bow = bow->below) 1566 for (bow = op->inv; bow; bow = bow->below)
1853 /* Don't check for applied - monsters don't apply bows - in that way, they 1567 /* Don't check for applied - monsters don't apply bows - in that way, they
1854 * don't need to switch back and forth between bows and weapons. 1568 * don't need to switch back and forth between bows and weapons.
1859 if (!bow) 1573 if (!bow)
1860 { 1574 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1576 return 0;
1863 } 1577 }
1578
1579 // optimisation: move object to top so we will find it quickly again
1580 if (bow->below)
1581 {
1582 bow->remove ();
1583 op->insert (bow);
1584 }
1585
1864 } 1586 }
1587
1865 if (!bow->race || !bow->skill) 1588 if (!bow->race || !bow->skill)
1866 { 1589 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1591 return 0;
1869 } 1592 }
1870
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872
1873 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1876 if (bowspeed < 1)
1877 bowspeed = 1;
1878 1593
1879 if (arrow == NULL) 1594 if (arrow == NULL)
1880 { 1595 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1596 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1597 {
1883 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1599 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1886 else 1601 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1888 return 0; 1604 return 0;
1889 } 1605 }
1890 } 1606 }
1607
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1609 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1610 return 0;
1895 } 1611
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1612 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1613 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1614 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1615 return 0;
1900 } 1616 }
1901 1617
1902 /* this should not happen, but sometimes does */ 1618 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1619 if (arrow->nrof == 0)
1904 { 1620 {
1905 remove_ob (arrow); 1621 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1622 return 0;
1908 } 1623 }
1909 1624
1910 left = arrow; /* these are arrows left to the player */ 1625 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1626 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1627 if (!arrow)
1913 { 1628 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1630 return 0;
1916 } 1631 }
1917 set_owner (arrow, op); 1632
1633 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1635 arrow->direction = dir;
1921 arrow->x = sx; 1636
1922 arrow->y = sy; 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644#if 0
1645 if (player *pl = op->contr)
1646 {
1647 float speed = pl->weapon_sp;
1648
1649 /* penalize ROF for bestarrow */
1650 if (pl->bowtype == bow_bestarrow)
1651 speed *= .9f;
1652 else
1653 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1654
1655 op->speed_left += speed - op->speed;
1656 }
1657#endif
1658
1659 SET_ANIMATION (arrow, arrow->direction);
1660
1661 /* update the speed */
1662 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1663 + bow->stats.dam / 7.f;
1664
1665 arrow->set_speed (max (arrow->speed, 2.f));
1666 arrow->speed_left = 0;
1667
1668 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1923 1669
1924 if (op->type == PLAYER) 1670 if (op->type == PLAYER)
1925 { 1671 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op);
1928 }
1929
1930 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying);
1936
1937 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper.
1939 */
1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942
1943 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946
1947 if (arrow->speed < 1.0)
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0;
1951
1952 if (op->type == PLAYER)
1953 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1956 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1957
1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1673 wc -= dex_bonus[op->stats.Dex];
1674
1675 if (!arrow->slaying)
1676 arrow->slaying = op->slaying;
1677
1678 arrow->attacktype |= op->attacktype;
1959 } 1679 }
1960 else 1680 else
1961 { 1681 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1682 arrow->level = op->level;
1964 } 1683 arrow->stats.wc -= bow->magic;
1965 1684
1966 if (arrow->attacktype == AT_PHYSICAL) 1685 if (!arrow->slaying)
1686 arrow->slaying = bow->slaying;
1687
1967 arrow->attacktype |= bow->attacktype; 1688 arrow->attacktype |= bow->attacktype;
1689 }
1968 1690
1969 if (bow->slaying != NULL) 1691 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1692 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1693
1972 arrow->map = m; 1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1695 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1697
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977 insert_ob_in_map (arrow, m, op, 0); 1699 m->insert (arrow, sx, sy, op);
1978 1700
1979 if (!arrow->destroyed ()) 1701 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1702 move_arrow (arrow);
1981 1703
1982 if (op->type == PLAYER) 1704 if (op->type == PLAYER)
2002{ 1724{
2003 int ret = 0, wcmod = 0; 1725 int ret = 0, wcmod = 0;
2004 1726
2005 if (op->contr->bowtype == bow_bestarrow) 1727 if (op->contr->bowtype == bow_bestarrow)
2006 { 1728 {
2007 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2008 } 1730 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1731 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1732 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1734 wcmod = -1;
1735
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1737 }
2015 else if (op->contr->bowtype == bow_threewide) 1738 else if (op->contr->bowtype == bow_threewide)
2016 { 1739 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2021 else if (op->contr->bowtype == bow_spreadshot) 1744 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1745 {
2023 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2024 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2025 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2026
2027 } 1749 }
2028 else 1750 else
2029 { 1751 {
2030 /* Simple case */ 1752 /* Simple case */
2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 } 1754 }
1755
2033 return ret; 1756 return ret;
2034} 1757}
2035
2036 1758
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1759/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1760 * Broken apart from 'fire' to keep it more readable.
2039 */ 1761 */
2040void 1762void
2041fire_misc_object (object *op, int dir) 1763fire_misc_object (object *op, int dir)
2042{ 1764{
2043 object *item; 1765 object *item = op->contr->ranged_ob;
2044 1766
2045 if (!op->contr->ranges[range_misc]) 1767 if (!item)
2046 { 1768 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1769 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2048 return; 1770 return;
2049 } 1771 }
2050 1772
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1773 if (!item->inv)
2053 { 1774 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1775 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1776 return;
2056 } 1777 }
1778
1779 if (!op->change_weapon (item))
1780 return;
1781
2057 if (item->type == WAND) 1782 if (item->type == WAND)
2058 { 1783 {
2059 if (item->stats.food <= 0) 1784 if (item->stats.food <= 0)
2060 { 1785 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788
2063 return; 1789 return;
2064 } 1790 }
2065 } 1791 }
2066 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
2067 { 1793 {
2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2069 { 1795 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797
2071 if (item->type == ROD) 1798 if (item->type == ROD)
2072 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1800 else
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802
2075 return; 1803 return;
2076 } 1804 }
2077 } 1805 }
2078 1806
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1807 if (cast_spell (op, item, dir, item->inv, NULL))
2087 1815
2088 if (item->arch) 1816 if (item->arch)
2089 { 1817 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1818 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1819 item->face = item->arch->clone.face;
2092 item->speed = 0; 1820 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1821 }
1822
2095 if ((tmp = is_player_inv (item))) 1823 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1824 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1825 }
2098 } 1826 }
2099 else if (item->type == ROD || item->type == HORN) 1827 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1828 drain_rod_charge (item);
2102 }
2103 } 1829 }
2104} 1830}
2105 1831
2106/* Received a fire command for the player - go and do it. 1832/* Received a fire command for the player - go and do it.
2107 */ 1833 */
2108void 1834bool
2109fire (object *op, int dir) 1835fire (object *op, int dir)
2110{ 1836{
2111 int spellcost = 0; 1837 int spellcost = 0;
2112 1838
2113 /* check for loss of invisiblity/hide */ 1839 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1840 if (action_makes_visible (op))
2115 make_visible (op); 1841 make_visible (op);
2116 1842
2117 switch (op->contr->shoottype) 1843 player *pl = op->contr;
1844
1845 if (pl->golem)
1846 {
1847 control_golem (op->contr->golem, dir);
1848 return false;
2118 { 1849 }
2119 case range_none:
2120 return;
2121 1850
2122 case range_bow: 1851 object *ob = pl->ranged_ob;
1852
1853 if (!ob)
1854 return false;
1855
1856 if (!op->change_weapon (ob))
1857 return false;
1858
1859 if (op->speed_left > 0.f)
1860 --op->speed_left;
1861 else
1862 return false;
1863
1864 switch (ob->type)
1865 {
1866 case BOW:
2123 player_fire_bow (op, dir); 1867 player_fire_bow (op, dir);
2124 return; 1868 break;
2125 1869
2126 case range_magic: /* Casting spells */ 1870 case SPELL:
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1871 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2128 return; 1872 break;
2129 1873
2130 case range_misc: 1874 case BUILDER:
1875 apply_map_builder (op, dir);
1876 break;
1877
1878 case SKILL:
1879 do_skill (op, op, ob, dir, 0);
1880 break;
1881
1882 default:
2131 fire_misc_object (op, dir); 1883 fire_misc_object (op, dir);
2132 return; 1884 break;
2133
2134 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return;
2151 }
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
2157 default:
2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2159 return;
2160 } 1885 }
2161}
2162 1886
2163 1887 return true;
1888}
2164 1889
2165/* find_key 1890/* find_key
2166 * We try to find a key for the door as passed. If we find a key 1891 * We try to find a key for the door as passed. If we find a key
2167 * and successfully use it, we return the key, otherwise NULL 1892 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1893 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1895 * pl is the player,
2171 * inv is the objects inventory to searched 1896 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1897 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1898 * This function can be called recursively to search containers.
2174 */ 1899 */
2175
2176object * 1900object *
2177find_key (object *pl, object *container, object *door) 1901find_key (object *pl, object *container, object *door)
2178{ 1902{
2179 object *tmp, *key; 1903 object *tmp, *key;
2180 1904
2181 /* Should not happen, but sanity checking is never bad */ 1905 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1906 if (!container->inv)
2183 return NULL; 1907 return 0;
2184 1908
2185 /* First, lets try to find a key in the top level inventory */ 1909 /* First, lets try to find a key in the top level inventory */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1911 {
2188 if (door->type == DOOR && tmp->type == KEY) 1912 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1913 break;
2190 /* For sanity, we should really check door type, but other stuff 1914 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1915 * (like containers) can be locked with special keys
2192 */ 1916 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1918 break;
2195 } 1919 }
1920
2196 /* No key found - lets search inventories now */ 1921 /* No key found - lets search inventories now */
2197 /* If we find and use a key in an inventory, return at that time. 1922 /* If we find and use a key in an inventory, return at that time.
2198 * otherwise, if we search all the inventories and still don't find 1923 * otherwise, if we search all the inventories and still don't find
2199 * a key, return 1924 * a key, return
2200 */ 1925 */
2201 if (!tmp) 1926 if (!tmp)
2202 { 1927 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1928 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1929 {
2205 /* No reason to search empty containers */ 1930 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1931 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1932 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1933 if ((key = find_key (pl, tmp, door)))
2209 return key; 1934 return key;
2210 } 1935 }
2211 } 1936 }
1937
2212 if (!tmp) 1938 if (!tmp)
2213 return NULL; 1939 return NULL;
2214 } 1940 }
1941
2215 /* We get down here if we have found a key. Now if its in a container, 1942 /* We get down here if we have found a key. Now if its in a container,
2216 * see if we actually want to use it 1943 * see if we actually want to use it
2217 */ 1944 */
2218 if (pl != container) 1945 if (pl != container)
2219 { 1946 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1967 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2241 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1969 return NULL;
2243 } 1970 }
2244 } 1971 }
1972
2245 return tmp; 1973 return tmp;
2246} 1974}
2247 1975
2248/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1979 * 0 otherwise
2252 */ 1980 */
2253static int 1981static int
2254player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2255{ 1983{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a key. If we do destroy the door,
2258 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2260 */ 1987 */
2261 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2262 1989
2263 /* IF we found a key, do some extra work */ 1990 /* If we found a key, do some extra work */
2264 if (key) 1991 if (key)
2265 { 1992 {
2266 object *container = key->env; 1993 object *container = key->env;
2267 1994
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
2269 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
2270 make_visible (op); 1998 make_visible (op);
1999
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 2001 spring_trap (door->inv, op);
2002
2273 if (door->type == DOOR) 2003 if (door->type == DOOR)
2274 {
2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2276 }
2277 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2278 { 2006 {
2279 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2007 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2280 remove_door2 (door); /* remove door without violence ;-) */ 2008 remove_door2 (door); /* remove door without violence ;-) */
2281 } 2009 }
2010
2282 /* Do this after we print the message */ 2011 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 2012 decrease_ob (key); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 2013 /* Need to update the weight the container the key was in */
2285 if (container != op) 2014 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container); 2015 esrv_update_item (UPD_WEIGHT, op, container);
2016
2287 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
2288 } 2018 }
2289 else if (door->type == LOCKED_DOOR) 2019 else if (door->type == LOCKED_DOOR)
2290 { 2020 {
2291 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293 return 1; 2023 return 1;
2294 } 2024 }
2025
2295 return 0; 2026 return 0;
2296} 2027}
2297 2028
2298/* This function is just part of a breakup from move_player. 2029/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2303 */ 2034 */
2304 2035bool
2305void
2306move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2307{ 2037{
2308 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 2038 int on_battleground;
2311 maptile *m;
2312 2039
2313 nx = freearr_x[dir] + op->x; 2040 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2041 sint16 ny = freearr_y[dir] + op->y;
2315 2042
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2043 on_battleground = op_on_battleground (op, 0, 0);
2044
2045 if (out_of_map (op->map, nx, ny))
2046 return false;
2047
2048 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2049 {
2050 --op->speed_left;
2051 return true;
2052 }
2317 2053
2318 /* If braced, or can't move to the square, and it is not out of the 2054 /* If braced, or can't move to the square, and it is not out of the
2319 * map, attack it. Note order of if statement is important - don't 2055 * map, attack it. Note order of if statement is important - don't
2320 * want to be calling move_ob if braced, because move_ob will move the 2056 * want to be calling move_ob if braced, because move_ob will move the
2321 * player. This is a pretty nasty hack, because if we could 2057 * player. This is a pretty nasty hack, because if we could
2322 * move to some space, it then means that if we are braced, we should 2058 * move to some space, it then means that if we are braced, we should
2323 * do nothing at all. As it is, if we are braced, we go through 2059 * do nothing at all. As it is, if we are braced, we go through
2324 * quite a bit of processing. However, it probably is less than what 2060 * quite a bit of processing. However, it probably is less than what
2325 * move_ob uses. 2061 * move_ob uses.
2326 */ 2062 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2063 maptile *m = op->map->xy_find (nx, ny);
2328 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 {
2331 m = get_map_from_coord (op->map, &nx, &ny);
2332 if (!m)
2333 return; /* Don't think this should happen */
2334 }
2335 else
2336 m = op->map;
2337 2064
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return;
2342 }
2343
2344 mon = NULL;
2345 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* Go through all the objects, and find ones of interest. Only stop if
2346 * we find a monster - that is something we know we want to attack. 2066 * we find a monster - that is something we know we want to attack.
2347 * if its a door or barrel (can roll) see if there may be monsters 2067 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2068 * on the space
2349 */ 2069 */
2350 while (tmp != NULL) 2070 object *mon;
2351 { 2071 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2352 if (tmp == op) 2072 {
2353 { 2073 if ((mon->flag [FLAG_ALIVE]
2354 tmp = tmp->above; 2074 || mon->type == LOCKED_DOOR
2355 continue; 2075 || mon->flag [FLAG_CAN_ROLL])
2356 }
2357
2358 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2359 {
2360 mon = tmp; 2076 && mon != op)
2361 break; 2077 break;
2362 } 2078 }
2363 2079
2364 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2365 mon = tmp;
2366
2367 tmp = tmp->above;
2368 }
2369
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2081 return false; /* into a wall */
2372 2082
2373 if (mon->head != NULL)
2374 mon = mon->head; 2083 mon = mon->head_ ();
2375 2084
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (op->contr->weapon_sp_left > 0.f)
2377 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2088 {
2089 --op->contr->weapon_sp_left;
2378 return; 2090 return true;
2091 }
2379 2092
2380 /* The following deals with possibly attacking peaceful 2093 /* The following deals with possibly attacking peaceful
2381 * or frienddly creatures. Basically, all players are considered 2094 * or friendly creatures. Basically, all players are considered
2382 * unaggressive. If the moving player has peaceful set, then the 2095 * unaggressive. If the moving player has peaceful set, then the
2383 * object should be pushed instead of attacked. It is assumed that 2096 * object should be pushed instead of attacked. It is assumed that
2384 * if you are braced, you will not attack friends accidently, 2097 * if you are braced, you will not attack friends accidently,
2385 * and thus will not push them. 2098 * and thus will not push them.
2386 */ 2099 */
2387 2100
2388 /* If the creature is a pet, push it even if the player is not 2101 /* If the creature is a pet, push it even if the player is not
2389 * peaceful. Our assumption is the creature is a pet if the 2102 * peaceful. Our assumption is the creature is a pet if the
2390 * player owns it and it is either friendly or unagressive. 2103 * player owns it and it is either friendly or unagressive.
2391 */ 2104 */
2392 if ((op->type == PLAYER) 2105 if (op->type == PLAYER
2393#if COZY_SERVER 2106 && ((mon->owner && mon->owner->contr
2394 &&
2395 ((get_owner (mon) && get_owner (mon)->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2107 && same_party (mon->owner->contr->party, op->contr->party))
2397#else 2108 || mon->owner == op)
2398 && get_owner (mon) == op
2399#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2110 {
2402 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2112 if (op->contr->braced)
2404 return; 2113 return false;
2114
2115 if (op->speed_left > 0.f)
2116 {
2117 --op->speed_left;
2118
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2121
2407 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2123 make_visible (op);
2124
2409 return; 2125 return true;
2410 } 2126 }
2127 else
2128 return false;
2129 }
2411 2130
2412 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2414 * someone, but put it inside this loop so that you won't 2133 * someone, but put it inside this loop so that you won't
2415 * attack them either. 2134 * attack them either.
2416 */ 2135 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op)
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2137 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2419#ifdef PROHIBIT_PLAYERKILL 2138 && ((op->contr->peaceful
2420 (op->contr->peaceful 2139 || (mon->type == PLAYER && mon->contr->peaceful))
2421 || (mon->type == PLAYER 2140 && !on_battleground))
2422 && mon->contr-> 2141 {
2423 peaceful)) && 2142 if (op->speed_left > 0.f)
2424#else
2425 op->contr->peaceful &&
2426#endif
2427 !on_battleground))
2428 { 2143 {
2144 --op->speed_left;
2145
2429 if (!op->contr->braced) 2146 if (!op->contr->braced)
2430 { 2147 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2433 } 2150 }
2434 else 2151 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2153
2438 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2155 make_visible (op);
2440 }
2441 2156
2157 return true;
2158 }
2159 }
2442 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2443 * roll it if not braced. You can't roll it if you are braced. 2161 * roll it if not braced. You can't roll it if you are braced.
2444 */ 2162 */
2445 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2164 {
2165 if (op->speed_left > 0.f)
2446 { 2166 {
2167 --op->speed_left;
2168
2447 recursive_roll (mon, dir, op); 2169 recursive_roll (mon, dir, op);
2448 if (action_makes_visible (op)) 2170 if (action_makes_visible (op))
2449 make_visible (op); 2171 make_visible (op);
2450 }
2451 2172
2173 return true;
2174 }
2175 }
2452 /* Any generic living creature. Including things like doors. 2176 /* Any generic living creature. Including things like doors.
2453 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2454 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2455 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2456 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2181 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2460 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2184 {
2462 2185 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2463 /* If the player hasn't hit something this tick, and does
2464 * so, give them speed boost based on weapon speed. Doing
2465 * it here is better than process_players2, which basically
2466 * incurred a 1 tick offset.
2467 */
2468 if (!op->contr->has_hit)
2469 { 2186 {
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2187 --op->contr->weapon_sp_left;
2471 2188
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 }
2474
2475 skill_attack (mon, op, 0, NULL, NULL); 2189 skill_attack (mon, op, 0, 0, 0);
2476 2190
2477 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is
2480 * the wiz.
2481 */
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 {
2484 short luck = mon->stats.luck;
2485
2486 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL);
2488 mon->stats.luck = luck;
2489 }
2490 if (action_makes_visible (op)) 2191 if (action_makes_visible (op))
2491 make_visible (op); 2192 make_visible (op);
2492 }
2493 } /* if player should attack something */
2494}
2495 2193
2496int 2194 return true;
2195 }
2196 }
2197
2198 return false;
2199}
2200
2201bool
2497move_player (object *op, int dir) 2202move_player (object *op, int dir)
2498{ 2203{
2499 int pick; 2204 int pick;
2500 2205
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2207 return 0;
2503 2208
2504 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2506 { 2211 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2213 return 0;
2509 } 2214 }
2510 2215
2511 /* peterm: added following line */ 2216 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2219
2515 op->facing = dir; 2220 op->facing = dir;
2516 2221
2517 if (op->hide) 2222 if (op->hide)
2518 do_hidden_move (op); 2223 do_hidden_move (op);
2519 2224
2225 bool retval;
2226
2520 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2521 /*nop */ ; 2228 retval = RESULT_INT (0);
2522 else if (op->contr->fire_on) 2229 else if (op->contr->fire_on)
2523 fire (op, dir); 2230 retval = fire (op, dir);
2524 else 2231 else
2525 { 2232 {
2526 move_player_attack (op, dir); 2233 retval = move_player_attack (op, dir);
2527 pick = check_pick (op); 2234 pick = check_pick (op);
2528 } 2235 }
2529 2236
2530 /* Add special check for newcs players and fire on - this way, the 2237 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2238 * server can handle repeat firing.
2532 */ 2239 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2240 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2241 op->direction = dir;
2536 }
2537 else 2242 else
2538 {
2539 op->direction = 0; 2243 op->direction = 0;
2540 } 2244
2541 /* Update how the player looks. Use the facing, so direction may 2245 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2246 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2247 * for players.
2544 */ 2248 */
2545 animate_object (op, op->facing); 2249 animate_object (op, op->facing);
2546 return 0; 2250
2251 return retval;
2547} 2252}
2548 2253
2549/* This is similar to handle_player, below, but is only used by the 2254/* This is similar to handle_player, below, but is only used by the
2550 * new client/server stuff. 2255 * new client/server stuff.
2551 * This is sort of special, in that the new client/server actually uses 2256 * This is sort of special, in that the new client/server actually uses
2552 * the new speed values for commands. 2257 * the new speed values for commands.
2553 * 2258 *
2554 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do. Should not do
2260 * many actions in a row, as that would be too unfair to other
2261 * players.
2555 */ 2262 */
2556int 2263bool
2557handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2558{ 2265{
2559 if (op->contr->hidden)
2560 {
2561 op->invisible = 1000;
2562 /* the socket code flashes the player visible/invisible
2563 * depending on the value of invisible, so we need to
2564 * alternate it here for it to work correctly.
2565 */
2566 if (pticks & 2)
2567 op->invisible--;
2568 }
2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2570 {
2571 op->invisible--;
2572 if (!op->invisible)
2573 {
2574 make_visible (op);
2575 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2576 }
2577 }
2578
2579 if (QUERY_FLAG (op, FLAG_SCARED)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2580 { 2267 {
2581 flee_player (op); 2268 if (op->speed_left > 0.f)
2582 /* If player is still scared, that is his action for this tick */
2583 if (QUERY_FLAG (op, FLAG_SCARED))
2584 { 2269 {
2585 op->speed_left--; 2270 --op->speed_left;
2271 flee_player (op);
2272
2586 return 0; 2273 return true;
2587 } 2274 }
2588 } 2275 else
2589 2276 return false;
2590 /* I've been seeing crashes where the golem has been destroyed, but
2591 * the player object still points to the defunct golem. The code that
2592 * destroys the golem looks correct, and it doesn't always happen, so
2593 * put this in a a workaround to clean up the golem pointer.
2594 */
2595 if (op->contr->ranges[range_golem] &&
2596 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2597 {
2598 op->contr->ranges[range_golem] = NULL;
2599 op->contr->golem_count = 0;
2600 } 2277 }
2601 2278
2602 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2281 * called, so we recheck it here.
2605 */ 2282 */
2606 HandleClient (&op->contr->socket, op->contr); 2283 if (op->contr->ns->handle_command ())
2607 if (op->speed_left < 0)
2608 return 0; 2284 return true;
2609 2285
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 {
2612 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--;
2614
2615 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff.
2618 */
2619 move_player (op, op->direction); 2287 return move_player (op, op->direction);
2620 if (op->speed_left > 0) 2288
2621 return 1;
2622 else
2623 return 0;
2624 }
2625 return 0; 2289 return false;
2626} 2290}
2627 2291
2628int 2292int
2629save_life (object *op) 2293save_life (object *op)
2630{ 2294{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2295 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2296 return 0;
2635 2297
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2298 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2299 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2300 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2301 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2302 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303
2641 if (op->contr) 2304 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2305 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2306
2644 free_object (tmp); 2307 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2309
2646 if (op->stats.hp < 0) 2310 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2311 op->stats.hp = op->stats.maxhp;
2312
2648 if (op->stats.food < 0) 2313 if (op->stats.food < 0)
2649 op->stats.food = 999; 2314 op->stats.food = 999;
2650 fix_player (op); 2315
2316 op->update_stats ();
2651 return 1; 2317 return 1;
2652 } 2318 }
2319
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2320 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2321 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2322 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2323 return 0;
2657} 2324}
2662 * from. 2329 * from.
2663 */ 2330 */
2664void 2331void
2665remove_unpaid_objects (object *op, object *env) 2332remove_unpaid_objects (object *op, object *env)
2666{ 2333{
2667 object *next;
2668
2669 while (op) 2334 while (op)
2670 { 2335 {
2671 next = op->below; /* Make sure we have a good value, in case 2336 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2337
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2338 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2339 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2340 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2341 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2342
2343 op->insert_at (env);
2682 } 2344 }
2683 else if (op->inv) 2345 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2346 remove_unpaid_objects (op->inv, env);
2347
2685 op = next; 2348 op = next;
2686 } 2349 }
2687} 2350}
2688
2689 2351
2690/* 2352/*
2691 * Returns pointer a static string containing gravestone text 2353 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2354 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2355 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2366 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2368 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2369 else
2708 sprintf (buf, "%s\n", &op->name); 2370 sprintf (buf, "%s\n", &op->name);
2371
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2372 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2373 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2374 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2375 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2376 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2377 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2378
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2380 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2718 { 2382 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2383 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2384 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2385 strcat (buf2, buf);
2722 } 2386 }
2387
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2388 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2389 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2390 strcat (buf2, buf);
2391
2726 return buf2; 2392 return buf2;
2727} 2393}
2728
2729
2730 2394
2731void 2395void
2732do_some_living (object *op) 2396do_some_living (object *op)
2733{ 2397{
2734 int last_food = op->stats.food; 2398 int last_food = op->stats.food;
2740 int rate_grace = 2000; 2404 int rate_grace = 2000;
2741 const int max_hp = 1; 2405 const int max_hp = 1;
2742 const int max_sp = 1; 2406 const int max_sp = 1;
2743 const int max_grace = 1; 2407 const int max_grace = 1;
2744 2408
2745 if (op->contr->outputs_sync) 2409 if (op->contr->hidden)
2746 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2748 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2749 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2410 {
2411 op->invisible = 1000;
2412 /* the socket code flashes the player visible/invisible
2413 * depending on the value of invisible, so we need to
2414 * alternate it here for it to work correctly.
2415 */
2416 if (pticks & 2)
2417 op->invisible--;
2418 }
2419 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2420 {
2421 if (!op->invisible--)
2422 {
2423 make_visible (op);
2424 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2425 }
2426 }
2751 2427
2752 if (op->contr->state == ST_PLAYING) 2428 if (op->contr->ns->state == ST_PLAYING)
2753 { 2429 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2430 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2431 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2432 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2433 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2434 else
2760 { 2435 {
2761 gen_hp = op->stats.maxhp; 2436 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2437 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2438 }
2439
2764 if (op->contr->gen_sp >= 0) 2440 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2441 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2442 else
2767 { 2443 {
2768 gen_sp = op->stats.maxsp; 2444 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2445 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2446 }
2447
2771 if (op->contr->gen_grace >= 0) 2448 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2449 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2450 else
2774 { 2451 {
2775 gen_grace = op->stats.maxgrace; 2452 gen_grace = op->stats.maxgrace;
2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2777 } 2454 }
2778 2455
2779 /* Regenerate Spell Points */ 2456 /* Regenerate Spell Points */
2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2781 { 2458 {
2782 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2783 if (op->stats.sp < op->stats.maxsp) 2460 if (op->stats.sp < op->stats.maxsp)
2784 { 2461 {
2785 op->stats.sp++; 2462 op->stats.sp++;
2791 op->stats.food += op->contr->digestion; 2468 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2470 op->stats.food = last_food;
2794 } 2471 }
2795 } 2472 }
2473
2796 if (max_sp > 1) 2474 if (max_sp > 1)
2797 { 2475 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2476 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2477 if (over_sp > 0)
2800 { 2478 {
2801 if (op->stats.sp < op->stats.maxsp) 2479 if (op->stats.sp < op->stats.maxsp)
2802 { 2480 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2484 op->stats.sp--;
2485
2806 if (op->stats.sp > op->stats.maxsp) 2486 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2487 op->stats.sp = op->stats.maxsp;
2808 } 2488 }
2809 op->last_sp = 0; 2489 op->last_sp = 0;
2810 } 2490 }
2811 else 2491 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2493 }
2816 else 2494 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2496 }
2821 2497
2822 /* Regenerate Grace */ 2498 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2500 if (--op->last_grace < 0)
2825 { 2501 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2502 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504
2828 if (max_grace > 1) 2505 if (max_grace > 1)
2829 { 2506 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2507 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2508 if (over_grace > 0)
2832 { 2509 {
2860 op->stats.food += op->contr->digestion; 2537 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2538 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2539 op->stats.food = last_food;
2863 } 2540 }
2864 } 2541 }
2542
2865 if (max_hp > 1) 2543 if (max_hp > 1)
2866 { 2544 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2545 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2546 if (over_hp > 0)
2869 { 2547 {
2882 } 2560 }
2883 2561
2884 /* Digestion */ 2562 /* Digestion */
2885 if (--op->last_eat < 0) 2563 if (--op->last_eat < 0)
2886 { 2564 {
2887#ifdef COZY_SERVER
2888 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2889 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2890#else
2891 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2892#endif
2893 2566
2894 if (op->contr->gen_hp > 0) 2567 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2568 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2569 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2571
2898 /* dms do not consume food */ 2572 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2573 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2574 op->stats.food--;
2901 } 2575 }
2902 }
2903 2576
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2577 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2578 {
2906 object *tmp, *flesh = NULL; 2579 object *tmp, *flesh = 0;
2907 2580
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2581 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 { 2582 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2583 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2913 { 2584 {
2585 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2586 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2588 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2589 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2590 break;
2918 } 2591 }
2919 else if (tmp->type == FLESH) 2592 else if (tmp->type == FLESH)
2920 flesh = tmp; 2593 flesh = tmp;
2921 } /* End if paid for object */ 2594 } /* End if paid for object */
2922 } /* end of for loop */ 2595 } /* end of for loop */
2596
2923 /* If player is still starving, it means they don't have any food, so 2597 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2598 * eat flesh instead.
2925 */ 2599 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2600 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2601 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2602 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2603 manual_apply (op, flesh, 0);
2930 } 2604 }
2931 } /* end if player is starving */ 2605 }
2932 2606
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2607 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2608 op->stats.food++, op->stats.hp--;
2935 2609
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2610 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2611 kill_player (op);
2612 }
2938} 2613}
2939
2940
2941 2614
2942/* If the player should die (lack of hp, food, etc), we call this. 2615/* If the player should die (lack of hp, food, etc), we call this.
2943 * op is the player in jeopardy. If the player can not be saved (not 2616 * op is the player in jeopardy. If the player can not be saved (not
2944 * permadeath, no lifesave), this will take care of removing the player 2617 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2618 * file.
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2648 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2976 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2650
2978 /* restore player */ 2651 /* restore player */
2979 at = archetype::find ("poisoning"); 2652 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2653 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2654 {
2983 remove_ob (tmp); 2655 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2656 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2657 }
2987 2658
2988 at = archetype::find ("confusion"); 2659 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2660 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2661 {
2992 remove_ob (tmp); 2662 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2663 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2664 }
2996 2665
2997 cure_disease (op, 0); /* remove any disease */ 2666 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2667 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2668 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2669 op->stats.food = 999;
3001 2670
3002 /* create a bodypart-trophy to make the winner happy */ 2671 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2672 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2673 {
3006 sprintf (buf, "%s's finger", &op->name); 2674 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2675 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2676 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2677 " the %s, when he was defeated at\n level %d by %s.\n",
3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2678 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2679 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2680 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2681 tmp->materialname = "organics";
3014 tmp->x = op->x, tmp->y = op->y; 2682 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2683 }
3017 2684
3018 /* teleport defeated player to new destination */ 2685 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2686 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2687 op->contr->braced = 0;
3025 2692
3026 command_kill_pets (op, 0); 2693 command_kill_pets (op, 0);
3027 2694
3028 if (op->stats.food < 0) 2695 if (op->stats.food < 0)
3029 { 2696 {
3030 if (op->contr->explore)
3031 {
3032 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3034 op->stats.food = 999;
3035 return;
3036 }
3037 sprintf (buf, "%s starved to death.", &op->name); 2697 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2698 strcpy (op->contr->killer, "starvation");
3039 } 2699 }
3040 else 2700 else
3041 {
3042 if (op->contr->explore)
3043 {
3044 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3046 op->stats.hp = op->stats.maxhp;
3047 return;
3048 }
3049 sprintf (buf, "%s died.", &op->name); 2701 sprintf (buf, "%s died.", &op->name);
3050 } 2702
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2703 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2704
3053 /* save the map location for corpse, gravestone */ 2705 /* save the map location for corpse, gravestone */
3054 x = op->x; 2706 x = op->x;
3055 y = op->y; 2707 y = op->y;
3056 map = op->map; 2708 map = op->map;
3057 2709
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2710 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2711 * life if they are dead - it takes some exp and a random stat.
3063 * See the config.h file for a little more in depth detail about this. 2712 * See the config.h file for a little more in depth detail about this.
3064 */ 2713 */
3065 2714
3066 /* Basically two ways to go - remove a stat permanently, or just 2715 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2716 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2717 * of death.
3069 */ 2718 */
3070#ifndef COZY_SERVER 2719#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2720 if (settings.balanced_stat_loss)
3072 { 2721 {
3073 /* If stat loss is permanent, lose one stat only. */ 2722 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2723 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2724 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2725 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2726 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2727 little bit harder. */
3079 /* GD */ 2728 /* GD */
3080 if (settings.stat_loss_on_death) 2729 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2730 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2731 else
3086 { 2732 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2733 }
2734 else
3087 num_stats_lose = 1; 2735 num_stats_lose = 1;
3088 } 2736
3089 lost_a_stat = 0; 2737 lost_a_stat = 0;
3090 2738
3091 for (z = 0; z < num_stats_lose; z++) 2739 for (z = 0; z < num_stats_lose; z++)
3092 { 2740 {
3093 i = RANDOM () % NUM_STATS; 2741 i = RANDOM () % NUM_STATS;
3094 2742
3095 if (settings.stat_loss_on_death) 2743 if (settings.stat_loss_on_death)
2744 {
2745 /* Pick a random stat and take a point off it. Tell the player
2746 * what he lost.
2747 */
2748 change_attr_value (&(op->stats), i, -1);
2749 check_stat_bounds (&(op->stats));
2750 change_attr_value (&(op->contr->orig_stats), i, -1);
2751 check_stat_bounds (&(op->contr->orig_stats));
2752 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2753 lost_a_stat = 1;
2754 }
2755 else
2756 {
2757 /* deplete a stat */
2758 archetype *deparch = archetype::find ("depletion");
2759 object *dep;
2760
2761 dep = present_arch_in_ob (deparch, op);
2762 if (!dep)
3096 { 2763 {
3097 /* Pick a random stat and take a point off it. Tell the player 2764 dep = arch_to_object (deparch);
3098 * what he lost. 2765 insert_ob_in_ob (dep, op);
3099 */
3100 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1;
3106 } 2766 }
3107 else 2767 lose_this_stat = 1;
2768 if (settings.balanced_stat_loss)
3108 { 2769 {
3109 /* deplete a stat */ 2770 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2771 /* Get the stat that we're about to deplete. */
3111 object *dep; 2772 this_stat = get_attr_value (&(dep->stats), i);
3112 2773 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2774 {
3116 dep = arch_to_object (deparch); 2775 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2776 int keep_chance = this_stat * this_stat;
3118 } 2777
3119 lose_this_stat = 1; 2778 /* Yes, I am paranoid. Sue me. */
3120 if (settings.balanced_stat_loss)
3121 {
3122 /* GD */
3123 /* Get the stat that we're about to deplete. */
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 if (this_stat < 0) 2779 if (keep_chance < 1)
2780 keep_chance = 1;
2781
2782 /* There is a maximum depletion total per level. */
2783 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2784 {
3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3128 int keep_chance = this_stat * this_stat;
3129
3130 /* Yes, I am paranoid. Sue me. */
3131 if (keep_chance < 1)
3132 keep_chance = 1;
3133
3134 /* There is a maximum depletion total per level. */
3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0; 2785 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2786 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2787 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3144 lose_this_stat = 0;
3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3146 this_stat, keep_chance, loss_chance,
3147 lose_this_stat?"LOSE":"KEEP"); */
3148 }
3149 } 2788 }
3150 }
3151
3152 if (lose_this_stat)
3153 {
3154 this_stat = get_attr_value (&(dep->stats), i);
3155 /* We could try to do something clever like find another
3156 * stat to reduce if this fails. But chances are, if
3157 * stats have been depleted to -50, all are pretty low
3158 * and should be roughly the same, so it shouldn't make a
3159 * difference.
3160 */ 2789 else
3161 if (this_stat >= -50)
3162 { 2790 {
3163 change_attr_value (&(dep->stats), i, -1); 2791 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3164 SET_FLAG (dep, FLAG_APPLIED);
3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3166 fix_player (op);
3167 lost_a_stat = 1; 2792 lose_this_stat = 0;
2793 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2794 this_stat, keep_chance, loss_chance,
2795 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2796 }
3169 } 2797 }
3170 } 2798 }
2799
2800 if (lose_this_stat)
2801 {
2802 this_stat = get_attr_value (&(dep->stats), i);
2803 /* We could try to do something clever like find another
2804 * stat to reduce if this fails. But chances are, if
2805 * stats have been depleted to -50, all are pretty low
2806 * and should be roughly the same, so it shouldn't make a
2807 * difference.
2808 */
2809 if (this_stat >= -50)
2810 {
2811 change_attr_value (&(dep->stats), i, -1);
2812 SET_FLAG (dep, FLAG_APPLIED);
2813 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2814 op->update_stats ();
2815 lost_a_stat = 1;
2816 }
3171 } 2817 }
2818 }
2819 }
3172 /* If no stat lost, tell the player. */ 2820 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2821 if (!lost_a_stat)
3174 { 2822 {
3175 /* determine_god() seems to not work sometimes... why is this? 2823 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2824 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2825 const char *god = determine_god (op);
3178 2826
3179 if (god && (strcmp (god, "none"))) 2827 if (god && (strcmp (god, "none")))
3180 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2828 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2829 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2830 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2831 }
2832#else
2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2834#endif
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3186 2835
3187 /* Put a gravestone up where the character 'almost' died. List the 2836 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2837 * exp loss on the stone.
3189 */ 2838 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2839 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2840 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2841 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2842 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2843 tmp->name_pl = buf;
3195 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2844 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3196 tmp->msg = buf; 2845 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2846 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2847 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2848
3200 /**************************************/ 2849 /**************************************/
3201 /* */ 2850 /* */
3202 /* Subtract the experience points, */ 2851 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2852 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2853 /* food, and reset HP's... */
3205 /* */ 2854 /* */
3206
3207 /**************************************/ 2855 /**************************************/
3208 2856
3209 /* remove any poisoning and confusion the character may be suffering. */ 2857 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2858 /* restore player */
3211 at = archetype::find ("poisoning"); 2859 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2860 tmp = present_arch_in_ob (at, op);
2861
3213 if (tmp) 2862 if (tmp)
3214 { 2863 {
3215 remove_ob (tmp); 2864 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2865 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2866 }
3219 2867
3220 at = archetype::find ("confusion"); 2868 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2869 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2870 if (tmp)
3223 { 2871 {
3224 remove_ob (tmp); 2872 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2873 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2874 }
2875
3228 cure_disease (op, 0); /* remove any disease */ 2876 cure_disease (op, 0); /* remove any disease */
3229 2877
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2878 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2879 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2880 if (op->stats.food < 100)
3233 op->stats.food = 900; 2881 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2882 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2883 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2884 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2885
3238 /* 2886 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2887 * Check to see if the player has any unpaid items. If so, remove them
3240 * the player has any unpaid items. If so, remove them and put them back 2888 * and put them back in the map.
3241 * in the map. 2889 */
3242 */
3243
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2890 remove_unpaid_objects (op->inv, op);
3246 2891
3247 /****************************************/ 2892 /****************************************/
3248 /* */ 2893 /* */
3249 /* Move player to his current respawn- */ 2894 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2895 /* position (usually last savebed) */
3251 /* */ 2896 /* */
3252
3253 /****************************************/ 2897 /****************************************/
3254 2898
3255 enter_player_savebed (op); 2899 enter_player_savebed (op);
3256 2900
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2901 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2902
3263 /* it is possible that the player has blown something up 2903 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2904 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2905 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2906 * on the space that might harm the player.
3267 */ 2907 */
3268 will_kill_again = 0; 2908 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2909 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2910 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2911 will_kill_again |= tmp->attacktype;
3273 } 2912
3274 if (will_kill_again) 2913 if (will_kill_again)
3275 { 2914 {
3276 object *force; 2915 object *force;
3277 int at; 2916 int at;
3278 2917
3279 force = get_archetype (FORCE_NAME); 2918 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2919 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 2920 force->speed = 0.1f;
3282 force->speed_left = -5.0; 2921 force->speed_left = -5.f;
3283 SET_FLAG (force, FLAG_APPLIED); 2922 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 2923 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2924 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2925 force->resist[at] = 100;
3288 } 2926
3289 insert_ob_in_ob (force, op); 2927 insert_ob_in_ob (force, op);
3290 fix_player (op); 2928 op->update_stats ();
3291 2929
3292 } 2930 }
3293 2931
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2932 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3295 return;
3296 } /* NOT_PERMADETH */
3297 else
3298 {
3299 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3300 * should probably be embedded in an else statement.
3301 */
3302
3303 op->contr->party = NULL;
3304 if (settings.set_title == TRUE)
3305 op->contr->own_title[0] = '\0';
3306 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3307 check_score (op);
3308 if (op->contr->ranges[range_golem] != NULL)
3309 {
3310 remove_friendly_object (op->contr->ranges[range_golem]);
3311 remove_ob (op->contr->ranges[range_golem]);
3312 free_object (op->contr->ranges[range_golem]);
3313 op->contr->ranges[range_golem] = NULL;
3314 op->contr->golem_count = 0;
3315 }
3316 loot_object (op); /* Remove some of the items for good */
3317 remove_ob (op);
3318 op->direction = 0;
3319
3320 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3321 {
3322 delete_character (op->name, 0);
3323 if (settings.resurrection == TRUE)
3324 {
3325 /* save playerfile sans equipment when player dies
3326 ** then save it as player.pl.dead so that future resurrection
3327 ** type spells will work on them nicely
3328 */
3329 delete_character (op->name, 0);
3330 op->stats.hp = op->stats.maxhp;
3331 op->stats.food = 999;
3332
3333 /* set the location of where the person will reappear when */
3334 /* maybe resurrection code should fix map also */
3335 strcpy (op->contr->maplevel, settings.emergency_mapname);
3336 if (op->map != NULL)
3337 op->map = NULL;
3338 op->x = settings.emergency_x;
3339 op->y = settings.emergency_y;
3340 save_player (op, 0);
3341 op->map = map;
3342 /* please see resurrection.c: peterm */
3343 dead_player (op);
3344 }
3345 else
3346 delete_character (op->name, 1);
3347 }
3348
3349 play_again (op);
3350
3351 /* peterm: added to create a corpse at deathsite. */
3352 tmp = arch_to_object (archetype::find ("corpse_pl"));
3353 sprintf (buf, "%s", &op->name);
3354 tmp->name = tmp->name_pl = buf;
3355 tmp->level = op->level;
3356 tmp->x = x;
3357 tmp->y = y;
3358 tmp->msg = gravestone_text (op);
3359 SET_FLAG (tmp, FLAG_UNIQUE);
3360 insert_ob_in_map (tmp, map, NULL, 0);
3361 }
3362} 2933}
3363
3364 2934
3365void 2935void
3366loot_object (object *op) 2936loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2937{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2938 object *tmp, *tmp2, *next;
3369 2939
3370 if (op->container) 2940 op->close_container (); /* close open sack first */
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374 2941
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2942 for (tmp = op->inv; tmp; tmp = next)
3376 { 2943 {
3377 next = tmp->below; 2944 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2945
2946 if (tmp->invisible)
3379 continue; 2947 continue;
3380 remove_ob (tmp); 2948
2949 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2950 tmp->x = op->x, tmp->y = op->y;
2951
3382 if (tmp->type == CONTAINER) 2952 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2953 loot_object (tmp); /* empty container to ground */
3384 loot_object (tmp); 2954
3385 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2955 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3387 { 2956 {
3388 if (tmp->nrof > 1) 2957 if (tmp->nrof > 1)
3389 { 2958 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2959 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 2960 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2961 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2962 }
3394 else 2963 else
3395 free_object (tmp); 2964 tmp->destroy ();
3396 } 2965 }
3397 else 2966 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 2967 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 2968 }
3400} 2969}
3402/* 2971/*
3403 * fix_weight(): Check recursively the weight of all players, and fix 2972 * fix_weight(): Check recursively the weight of all players, and fix
3404 * what needs to be fixed. Refresh windows and fix speed if anything 2973 * what needs to be fixed. Refresh windows and fix speed if anything
3405 * was changed. 2974 * was changed.
3406 */ 2975 */
3407
3408void 2976void
3409fix_weight (void) 2977fix_weight (void)
3410{ 2978{
3411 player *pl; 2979 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 2980 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2981 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 2982
3417 if (old == sum) 2983 if (old == sum)
3418 continue; 2984 continue;
3419 fix_player (pl->ob); 2985 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2986 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 2987 }
3422} 2988}
3423 2989
3424void 2990void
3425fix_luck (void) 2991fix_luck (void)
3426{ 2992{
3427 player *pl; 2993 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 2994 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 2995 pl->ob->change_luck (0);
3432} 2996}
3433
3434 2997
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 2998/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 2999 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3000 * just treat this as any other spell casting object.
3438 */ 3001 */
3439
3440void 3002void
3441cast_dust (object *op, object *throw_ob, int dir) 3003cast_dust (object *op, object *throw_ob, int dir)
3442{ 3004{
3443 object *skop, *spob; 3005 object *skop, *spob;
3444 3006
3465 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3028 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3029
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3030 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3031
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3032 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3033}
3474 3034
3475void 3035void
3476make_visible (object *op) 3036make_visible (object *op)
3477{ 3037{
3480 if (op->type == PLAYER) 3040 if (op->type == PLAYER)
3481 { 3041 {
3482 op->contr->tmp_invis = 0; 3042 op->contr->tmp_invis = 0;
3483 op->contr->invis_race = 0; 3043 op->contr->invis_race = 0;
3484 } 3044 }
3045
3485 update_object (op, UP_OBJ_FACE); 3046 update_object (op, UP_OBJ_CHANGE);
3486} 3047}
3487 3048
3488int 3049int
3489is_true_undead (object *op) 3050is_true_undead (object *op)
3490{ 3051{
3491 object *tmp = NULL;
3492
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3052 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3053 return 1;
3495 3054
3496 if (op->type == PLAYER)
3497 for (tmp = op->inv; tmp; tmp = tmp->below)
3498 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3499 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3500 return 1;
3501 return 0; 3055 return 0;
3502} 3056}
3503 3057
3504/* look at the surrounding terrain to determine 3058/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3059 * the hideability of this object. Positive levels
3547/* For Hidden creatures - a chance of becoming 'unhidden' 3101/* For Hidden creatures - a chance of becoming 'unhidden'
3548 * every time they move - as we subtract off 'invisibility' 3102 * every time they move - as we subtract off 'invisibility'
3549 * AND, for players, if they move into a ridiculously unhideable 3103 * AND, for players, if they move into a ridiculously unhideable
3550 * spot (surrounded by clear terrain in broad daylight). -b.t. 3104 * spot (surrounded by clear terrain in broad daylight). -b.t.
3551 */ 3105 */
3552
3553void 3106void
3554do_hidden_move (object *op) 3107do_hidden_move (object *op)
3555{ 3108{
3556 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3557 object *skop; 3110 object *skop;
3561 3114
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3115 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3116
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3117 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3118 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3119 if (!skop || num >= skop->level)
3568 { 3120 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3121 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3122 make_visible (op);
3571 return; 3123 return;
3572 } 3124 }
3573 else 3125 else
3574 num += 20; 3126 num += 20;
3575 } 3127
3576 num += op->map->difficulty; 3128 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3129 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3130 num -= hide;
3131
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3132 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3133 {
3581 make_visible (op); 3134 make_visible (op);
3582 if (op->type == PLAYER) 3135 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3136 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3137 }
3585 else if (op->type == PLAYER && skop) 3138 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3139 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3140}
3590 3141
3591/* determine if who is standing near a hostile creature. */ 3142/* determine if who is standing near a hostile creature. */
3592 3143
3593int 3144int
3620 if (mflags & P_OUT_OF_MAP) 3171 if (mflags & P_OUT_OF_MAP)
3621 continue; 3172 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3173 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3174 continue;
3624 3175
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3176 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3177 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3178 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3179 return 1;
3629 else if (tmp->type == PLAYER) 3180 else if (tmp->type == PLAYER)
3630 { 3181 {
3660 if (pl->type != PLAYER) 3211 if (pl->type != PLAYER)
3661 { 3212 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3213 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3214 return -1;
3664 } 3215 }
3216
3665 if (!pl || !op) 3217 if (!pl || !op)
3666 return 0; 3218 return 0;
3667 3219
3668 if (op->head)
3669 {
3670 op = op->head; 3220 op = op->head_ ();
3671 } 3221
3672 get_rangevector (pl, op, &rv, 0x1); 3222 get_rangevector (pl, op, &rv, 0x1);
3673 3223
3674 /* starting with the 'head' part, lets loop 3224 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3225 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3226 * part that is in the los array but isnt on
3684 3234
3685 /* only the viewable area the player sees is updated by LOS 3235 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3236 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3237 * for any meaningful values.
3688 */ 3238 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3239 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3240 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3241 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3242 return 1;
3693 op = op->more; 3243 op = op->more;
3694 } 3244 }
3695 return 0; 3245 return 0;
3696} 3246}
3793 char buf[MAX_BUF]; /* tmp. string buffer */ 3343 char buf[MAX_BUF]; /* tmp. string buffer */
3794 int i = 0, j = 0; 3344 int i = 0, j = 0;
3795 3345
3796 /* get the appropriate treasurelist */ 3346 /* get the appropriate treasurelist */
3797 if (atnr == ATNR_FIRE) 3347 if (atnr == ATNR_FIRE)
3798 trlist = find_treasurelist ("dragon_ability_fire"); 3348 trlist = treasurelist::find ("dragon_ability_fire");
3799 else if (atnr == ATNR_COLD) 3349 else if (atnr == ATNR_COLD)
3800 trlist = find_treasurelist ("dragon_ability_cold"); 3350 trlist = treasurelist::find ("dragon_ability_cold");
3801 else if (atnr == ATNR_ELECTRICITY) 3351 else if (atnr == ATNR_ELECTRICITY)
3802 trlist = find_treasurelist ("dragon_ability_elec"); 3352 trlist = treasurelist::find ("dragon_ability_elec");
3803 else if (atnr == ATNR_POISON) 3353 else if (atnr == ATNR_POISON)
3804 trlist = find_treasurelist ("dragon_ability_poison"); 3354 trlist = treasurelist::find ("dragon_ability_poison");
3805 3355
3806 if (trlist == NULL || who->type != PLAYER) 3356 if (trlist == NULL || who->type != PLAYER)
3807 return; 3357 return;
3808 3358
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3359 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3360
3811 if (tr == NULL || tr->item == NULL) 3361 if (!tr || !tr->item)
3812 { 3362 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3363 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3364 return;
3815 } 3365 }
3816 3366
3882 { 3432 {
3883 /* forces in the treasurelist can alter the player's stats */ 3433 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3434 object *skin;
3885 3435
3886 /* first get the dragon skin force */ 3436 /* first get the dragon skin force */
3437 shstr_cmp dragon_skin_force ("dragon_skin_force");
3887 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3438 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3439 ;
3440
3888 if (skin == NULL) 3441 if (!skin)
3889 return; 3442 return;
3890 3443
3891 /* adding new spellpath attunements */ 3444 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3445 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3446 {
3938 * not readied. 3491 * not readied.
3939 */ 3492 */
3940void 3493void
3941player_unready_range_ob (player *pl, object *ob) 3494player_unready_range_ob (player *pl, object *ob)
3942{ 3495{
3943 rangetype i; 3496 if (pl->ob->current_weapon == ob)
3497 pl->ob->current_weapon = 0;
3944 3498
3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3499 if (pl->combat_ob == ob)
3946 { 3500 pl->combat_ob = 0;
3501
3947 if (pl->ranges[i] == ob) 3502 if (pl->ranged_ob == ob)
3948 { 3503 pl->ranged_ob = 0;
3949 pl->ranges[i] = NULL;
3950 if (pl->shoottype == i)
3951 {
3952 pl->shoottype = range_none;
3953 }
3954 }
3955 }
3956} 3504}
3505
3506sint8
3507player::visibility_at (maptile *map, int x, int y) const
3508{
3509 if (!ns)
3510 return 0;
3511
3512 int dx, dy;
3513 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3514 return 0;
3515
3516 x += dx - ns->current_x + ns->mapx / 2;
3517 y += dy - ns->current_y + ns->mapy / 2;
3518
3519 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3520 return 0;
3521
3522 return 100 - blocked_los [x][y];
3523}

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