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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 1.151 by root, Sat Jun 16 00:12:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 37
81void 38void
82display_motd (const object *op) 39display_motd (const object *op)
83{ 40{
84 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 int comp; 44 int comp;
88 int size; 45 int size;
89 46
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 49 return;
94 } 50
95 motd[0] = '\0'; 51 motd[0] = '\0';
96 size = 0; 52 size = 0;
53
97 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
98 { 55 {
99 if (*buf == '#') 56 if (*buf == '#')
100 continue; 57 continue;
58
101 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 60 size += strlen (buf);
103 } 61 }
62
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
106} 65}
107 66
108void 67void
114 int comp; 73 int comp;
115 int size; 74 int size;
116 75
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 78 return;
121 } 79
122 rules[0] = '\0'; 80 rules[0] = '\0';
123 size = 0; 81 size = 0;
82
124 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
125 { 84 {
126 if (*buf == '#') 85 if (*buf == '#')
127 continue; 86 continue;
87
128 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
129 { 89 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 91 break;
132 } 92 }
93
133 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 95 size += strlen (buf);
135 } 96 }
97
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
138} 100}
139 101
140void 102void
148 int size; 110 int size;
149 111
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 114 return;
115
153 news[0] = '\0'; 116 news[0] = '\0';
154 subject[0] = '\0'; 117 subject[0] = '\0';
155 size = 0; 118 size = 0;
119
156 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
157 { 121 {
158 if (*buf == '#') 122 if (*buf == '#')
159 continue; 123 continue;
124
160 if (*buf == '%') 125 if (*buf == '%')
161 { /* send one news */ 126 { /* send one news */
162 if (size > 0) 127 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
164 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
165 strip_endline (subject); 131 strip_endline (subject);
166 size = 0; 132 size = 0;
167 news[0] = '\0'; 133 news[0] = '\0';
168 } 134 }
177 size += strlen (buf); 143 size += strlen (buf);
178 } 144 }
179 } 145 }
180 146
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 150}
310 151
311/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
312static void 153static void
313set_first_map (object *op) 154set_first_map (object *op)
314{ 155{
315 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
316 op->x = -1; 157 op->x = -1;
317 op->y = -1; 158 op->y = -1;
318 enter_exit (op, NULL);
319} 159}
320 160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
371}
372
373player::~player ()
374{
375 /* Clear item stack */
376 free (stack_items);
377}
378
321/* Tries to add player on the connection passwd in ns. 379/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 380 * All we can really get in this is some settings like host and display
323 * mode. 381 * mode.
324 */ 382 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 383player *
384player::create ()
385{
386 player *pl = new player;
330 387
331 p = get_player (NULL); 388 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 389
335 if (p->socket.faces_sent == NULL) 390 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 391 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */
337 393
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); 394 set_first_map (pl->ob);
345 395
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; 396 return pl;
354} 397}
355 398
356/* 399/*
357 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
359 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
360 */ 403 */
361archetype * 404archetype *
362get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
363{ 406{
364 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
365 408
366 for (;;) 409 for (;;)
367 { 410 {
368 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
369 at = first_archetype; 412 i = archetypes.begin ();
370 else 413 else if (*i == at)
371 at = at->next; 414 cleanup ("not a single player archetype found");
415
372 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
373 return at; 417 return *i;
374 if (at == start)
375 {
376 LOG (llevError, "No Player archetypes\n");
377 exit (-1);
378 }
379 } 418 }
380} 419}
381
382 420
383object * 421object *
384get_nearest_player (object *mon) 422get_nearest_player (object *mon)
385{ 423{
386 object *op = NULL; 424 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 425 objectlink *ol;
389 unsigned lastdist; 426 unsigned lastdist;
390 rv_vector rv; 427 rv_vector rv;
391 428
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 430 {
394 /* We should not find free objects on this friendly list, but it 431 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it. 432 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 433 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 434 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 438 object *tmp = ol->ob;
402 439
403 /* Can't do much more other than log the fact, because the object 440 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared. 441 * itself will have been cleared.
405 */ 442 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 443 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
444 tmp->debug_desc ());
407 ol = ol->next; 445 ol = ol->next;
408 remove_friendly_object (tmp); 446 remove_friendly_object (tmp);
409 if (!ol) 447 if (!ol)
410 return op; 448 return op;
411 } 449 }
424 { 462 {
425 op = ol->ob; 463 op = ol->ob;
426 lastdist = rv.distance; 464 lastdist = rv.distance;
427 } 465 }
428 } 466 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 467
430 { 468 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 469 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 470 if (lastdist > rv.distance)
435 { 471 {
436 op = pl->ob; 472 op = pl->ob;
437 lastdist = rv.distance; 473 lastdist = rv.distance;
438 } 474 }
439 } 475
440 }
441#if 0 476#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 477 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 478#endif
444 return op; 479 return op;
445} 480}
463 * circling behaviour. Unfortunately, this function is also used to determined 498 * 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 499 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 500 * is probably not a good thing.
466 */ 501 */
467#define MAX_SPACES 50 502#define MAX_SPACES 50
468
469 503
470/* 504/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 505 * 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 506 * 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 507 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 538 x = mon->x;
505 y = mon->y; 539 y = mon->y;
506 m = mon->map; 540 m = mon->map;
507 dir = rv.direction; 541 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 542 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 543 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
544
510 /* If we can't solve it within the search distance, return now. */ 545 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 546 if (diff > max)
512 return 0; 547 return 0;
548
513 while (diff > 1 && max > 0) 549 while (diff > 1 && max > 0)
514 { 550 {
515 lastx = x; 551 lastx = x;
516 lasty = y; 552 lasty = y;
517 lastmap = m; 553 lastmap = m;
599 max--; 635 max--;
600 lastdir = dir; 636 lastdir = dir;
601 if (!firstdir) 637 if (!firstdir)
602 firstdir = dir; 638 firstdir = dir;
603 } 639 }
640
604 if (diff <= 1) 641 if (diff <= 1)
605 { 642 {
606 /* Recalculate diff (distance) because we may not have actually 643 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 644 * headed toward player for entire distance.
608 */ 645 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 646 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); 647 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 648 }
649
612 if (diff > max) 650 if (diff > max)
613 return 0; 651 return 0;
614 } 652 }
653
615 /* If we reached the max, didn't find a direction in time */ 654 /* If we reached the max, didn't find a direction in time */
616 if (!max) 655 if (!max)
617 return 0; 656 return 0;
618 657
619 return firstdir; 658 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 685 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 686 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 687 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 688 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 689 {
651 remove_ob (op); 690 op->destroy ();
652 free_object (op);
653 continue; 691 continue;
654 } 692 }
655 } 693 }
656 694
657 /* This really needs to be better - we should really give 695 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 706 if (tmp->type == op->type && tmp->name == op->name)
669 break; 707 break;
670 708
671 if (tmp) 709 if (tmp)
672 { 710 {
673 remove_ob (op); 711 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 712 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 713 continue;
677 } 714 }
715
678 if (op->nrof > 1) 716 if (op->nrof > 1)
679 op->nrof = 1; 717 op->nrof = 1;
680 } 718 }
681 719
682 if (op->type == SPELLBOOK && op->inv) 720 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 732 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 733 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 734 }
697 if (op->type == SPELL) 735 if (op->type == SPELL)
698 { 736 {
699 remove_ob (op); 737 op->destroy ();
700 free_object (op);
701 continue; 738 continue;
702 } 739 }
703 else if (op->type == SKILL) 740 else if (op->type == SKILL)
704 { 741 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 742 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 751 /* Need to set up the skill pointers */
715 link_player_skills (pl); 752 link_player_skills (pl);
716} 753}
717 754
718void 755void
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) 756get_party_password (object *op, partylist *party)
803{ 757{
804 if (party == NULL) 758 if (party == NULL)
805 { 759 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 760 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 761 return;
808 } 762 }
763
809 op->contr->write_buf[0] = '\0'; 764 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 765 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 766 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 767 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 768}
814
815 769
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 770/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 771static int
818roll_stat (void) 772roll_stat (void)
819{ 773{
820 int a[4], i, j, k; 774 int a[4], i, j, k;
821 775
822 for (i = 0; i < 4; i++) 776 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 777 a[i] = (int) rndm (6) + 1;
824 778
825 for (i = 0, j = 0, k = 7; i < 4; i++) 779 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 780 if (a[i] < k)
827 k = a[i], j = i; 781 k = a[i], j = i;
828 782
829 for (i = 0, k = 0; i < 4; i++) 783 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 784 if (i != j)
832 k += a[i]; 785 k += a[i];
833 } 786
834 return k; 787 return k;
835} 788}
836 789
837void 790void
838roll_stats (object *op) 791object::roll_stats ()
839{ 792{
793 int statsort [NUM_STATS];
794
795 for (;;)
796 {
840 int sum = 0; 797 int sum = 0;
841 int i = 0, j = 0; 798 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 799 sum += statsort [i] = roll_stat ();
843 800
844 do 801 if (sum >= 82 && sum <= 116)
802 break;
845 { 803 }
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);
856 804
857 /* Sort the stats so that rerolling is easier... */ 805 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 806 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;
865 807
866 /* a quick and dirty bubblesort? */ 808 for (int i = 0; i < NUM_STATS; ++i)
867 do 809 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);
882 810
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; 811 stats.exp = 0;
902 op->stats.ac = 0; 812 stats.ac = 0;
903 813
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; 814 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 815 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 816 stats.grace = stats.maxgrace;
817
818 if (contr)
819 {
820 contr->levhp[1] = 9;
821 contr->levsp[1] = 6;
822 contr->levgrace[1] = 3;
823
912 op->contr->orig_stats = op->stats; 824 contr->orig_stats = stats;
825 }
913} 826}
914 827
915void 828void
916Roll_Again (object *op) 829object::swap_stats (int a, int b)
917{ 830{
918 esrv_new_player (op->contr, 0); 831 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}
922 832
923void 833 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 834 stats.stat (i) = contr->orig_stats.stat (i);
835
836 //TODO: the following code looks so borked and should, at the very least,
837 // be merged with the similar code in roll_stats
838 stats.ac = 0;
839
840 level = 1;
841 stats.exp = 0;
842 stats.ac = 0;
843
844 stats.hp = stats.maxhp;
845 stats.sp = stats.maxsp;
846 stats.grace = stats.maxgrace;
847
848 if (contr)
849 {
850 contr->levhp[1] = 9;
851 contr->levsp[1] = 6;
852 contr->levgrace[1] = 3;
853
854 contr->orig_stats = stats;
855 }
856}
857
858static void
859start_info (object *op)
925{ 860{
926 signed char tmp;
927 char buf[MAX_BUF]; 861 char buf[MAX_BUF];
928 862
929 if (op->contr->Swap_First == -1) 863 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); 864 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 865 //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); 866 //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} 867}
1044 868
1045/* This function takes the key that is passed, and does the 869/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 870 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 871 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 872 * separate race and class; this actually changes the RACE,
1049 * not the class. 873 * not the class.
1050 */ 874 */
1051 875void
1052int 876player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 877{
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 */ 878 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 879 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 880
881 treasurelist *tl = treasurelist::find ("starting_wealth");
882 if (tl)
883 create_treasure (tl, ob, 0, 0, 0);
884
1071 INVOKE_PLAYER (BIRTH, op->contr); 885 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 886 INVOKE_PLAYER (LOGIN, ob->contr);
1073 887
1074 op->contr->state = ST_PLAYING; 888 ob->contr->ns->state = ST_PLAYING;
1075 889
1076 if (op->msg) 890 if (ob->msg)
1077 op->msg = NULL; 891 ob->msg = 0;
1078 892
1079 /* We create this now because some of the unique maps will need it 893 /* We create this now because some of the unique maps will need it
1080 * to save here. 894 * to save here.
1081 */ 895 */
896 {
897 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 899 make_path_to_file (buf);
900 }
1084 901
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 902 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 903 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 904 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 905 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 906 esrv_send_inventory (ob, ob);
1093 fix_player (op); 907 ob->update_stats ();
1094 908
1095 /* This moves the player to a different start map, if there 909 /* This moves the player to a different start map, if there
1096 * is one for this race 910 * is one for this race
1097 */ 911 */
1098 if (*first_map_ext_path) 912 if (*first_map_ext_path)
1099 { 913 {
1100 object *tmp; 914 object *tmp;
1101 char mapname[MAX_BUF]; 915 char mapname[MAX_BUF];
1102 916
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 917 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1104 tmp = get_object (); 918 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 919 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 920 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 921 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 922 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 923 * if the map isn't there, then stay on the
1110 * default initial map */ 924 * default initial map */
1111 free_object (tmp); 925 tmp->destroy ();
1112 } 926 }
1113 else 927 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 928 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 929}
1117 return 0;
1118 }
1119 930
931void
932player::chargen_race_next ()
933{
1120 /* Following actually changes the race - this is the default command 934 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 935 * if we don't match with one of the options above.
1122 */ 936 */
1123 937
1124 tmp_loop = 0; 938 do
1125 while (!tmp_loop)
1126 { 939 {
1127 shstr name = op->name; 940 shstr name = ob->name;
1128 int x = op->x, y = op->y; 941 int x = ob->x, y = ob->y;
1129 942
1130 remove_statbonus (op); 943 ob->remove_statbonus ();
1131 remove_ob (op); 944 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 945 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 946 ob->arch->copy_to (ob);
1134 op->instantiate (); 947 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 948 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 949 ob->name = ob->name_pl = name;
1137 op->x = x; 950 ob->x = x;
1138 op->y = y; 951 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 952 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 953 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 954 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 955 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 956 }
957 while (!allowed_class (ob));
1145 958
1146 update_object (op, UP_OBJ_FACE); 959 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 960 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 961 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 962 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 963 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 964 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} 965}
1208 966
1209void 967void
1210flee_player (object *op) 968flee_player (object *op)
1211{ 969{
1241 { 999 {
1242 op->enemy = NULL; 1000 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1001 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1002 return;
1245 } 1003 }
1004
1246 get_rangevector (op, op->enemy, &rv, 0); 1005 get_rangevector (op, op->enemy, &rv, 0);
1247 1006
1248 dir = absdir (4 + rv.direction); 1007 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1008 for (diff = 0; diff < 3; diff++)
1250 { 1009 {
1251 int m = 1 - (RANDOM () & 2); 1010 int m = 1 - (RANDOM () & 2);
1252 1011
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1012 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1013 return;
1256 }
1257 } 1014 }
1015
1258 /* Cornered, get rid of scared */ 1016 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1017 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1018 op->enemy = NULL;
1261} 1019}
1262 1020
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1021/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 1022 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1023 * stop.
1267 */ 1024 */
1268int 1025int
1269check_pick (object *op) 1026check_pick (object *op)
1270{ 1027{
1271 object *tmp, *next; 1028 object *tmp, *next;
1272 int stop = 0; 1029 int stop = 0;
1273 int j, k, wvratio; 1030 int wvratio;
1274 char putstring[128], tmpstr[16]; 1031 char putstring[128];
1275 1032
1276 /* if you're flying, you cna't pick up anything */ 1033 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1034 if (op->move_type & MOVE_FLYING)
1278 return 1; 1035 return 1;
1279 1036
1347 if (tmp->name != NULL) 1104 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1105 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)))); 1106 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1107 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1108 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)))); 1109 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1110
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1111 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 } 1112 }
1113
1384 /* philosophy: 1114 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1115 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1116 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1117 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1118 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1119 * example.
1390 * The drawback: right now it has no frontend, so you need to 1120 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1121 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1122 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1156 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1157 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1158 if (tmp->type == FOOD)
1429 { 1159 {
1430 pick_up (op, tmp); 1160 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1161 continue;
1434 } 1162 }
1163
1435 if (op->contr->mode & PU_DRINK) 1164 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1165 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1166 {
1438 pick_up (op, tmp); 1167 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1168 continue;
1442 } 1169 }
1443 1170
1444 if (op->contr->mode & PU_POTION) 1171 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1172 if (tmp->type == POTION)
1446 { 1173 {
1447 pick_up (op, tmp); 1174 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1175 continue;
1451 } 1176 }
1452 1177
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1178 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1179 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1180 if (tmp->type == SPELLBOOK)
1456 { 1181 {
1457 pick_up (op, tmp); 1182 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1183 continue;
1461 } 1184 }
1185
1462 if (op->contr->mode & PU_SKILLSCROLL) 1186 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1187 if (tmp->type == SKILLSCROLL)
1464 { 1188 {
1465 pick_up (op, tmp); 1189 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1190 continue;
1469 } 1191 }
1192
1470 if (op->contr->mode & PU_READABLES) 1193 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1194 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1195 {
1473 pick_up (op, tmp); 1196 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1197 continue;
1477 } 1198 }
1478 1199
1479 /* wands/staves/rods/horns */ 1200 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1201 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1202 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1203 {
1483 pick_up (op, tmp); 1204 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1205 continue;
1487 } 1206 }
1488 1207
1489 /* pick up all magical items */ 1208 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1209 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1210 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1211 {
1493 pick_up (op, tmp); 1212 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1213 continue;
1497 } 1214 }
1498 1215
1499 if (op->contr->mode & PU_VALUABLES) 1216 if (op->contr->mode & PU_VALUABLES)
1500 { 1217 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1218 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1219 {
1503 pick_up (op, tmp); 1220 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1221 continue;
1507 } 1222 }
1508 } 1223 }
1509 1224
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1225 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1226 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1227 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1228 {
1514 pick_up (op, tmp); 1229 pick_up (op, tmp);
1230 continue;
1515 if (0) 1231 }
1516 fprintf (stderr, "JEWELS\n"); 1232
1233 /* we don't forget dragon food */
1234 if (op->contr->mode & PU_FLESH)
1235 if (tmp->type == FLESH)
1236 {
1237 pick_up (op, tmp);
1517 continue; 1238 continue;
1518 } 1239 }
1519 1240
1520 /* bows and arrows. Bows are good for selling! */ 1241 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1242 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1243 if (tmp->type == BOW)
1523 { 1244 {
1524 pick_up (op, tmp); 1245 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1246 continue;
1528 } 1247 }
1248
1529 if (op->contr->mode & PU_ARROW) 1249 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1250 if (tmp->type == ARROW)
1531 { 1251 {
1532 pick_up (op, tmp); 1252 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1253 continue;
1536 } 1254 }
1537 1255
1538 /* all kinds of armor etc. */ 1256 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1257 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1258 if (tmp->type == ARMOUR)
1541 { 1259 {
1542 pick_up (op, tmp); 1260 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1261 continue;
1546 } 1262 }
1263
1547 if (op->contr->mode & PU_HELMET) 1264 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1265 if (tmp->type == HELMET)
1549 { 1266 {
1550 pick_up (op, tmp); 1267 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1268 continue;
1554 } 1269 }
1270
1555 if (op->contr->mode & PU_SHIELD) 1271 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1272 if (tmp->type == SHIELD)
1557 { 1273 {
1558 pick_up (op, tmp); 1274 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1275 continue;
1562 } 1276 }
1277
1563 if (op->contr->mode & PU_BOOTS) 1278 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1279 if (tmp->type == BOOTS)
1565 { 1280 {
1566 pick_up (op, tmp); 1281 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1282 continue;
1570 } 1283 }
1284
1571 if (op->contr->mode & PU_GLOVES) 1285 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1286 if (tmp->type == GLOVES)
1573 { 1287 {
1574 pick_up (op, tmp); 1288 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1289 continue;
1578 } 1290 }
1291
1579 if (op->contr->mode & PU_CLOAK) 1292 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1293 if (tmp->type == CLOAK)
1581 { 1294 {
1582 pick_up (op, tmp); 1295 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1296 continue;
1586 } 1297 }
1587 1298
1588 /* hoping to catch throwing daggers here */ 1299 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1300 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1301 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1302 {
1592 pick_up (op, tmp); 1303 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1304 continue;
1596 } 1305 }
1597 1306
1598 /* careful: chairs and tables are weapons! */ 1307 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1308 if (op->contr->mode & PU_ALLWEAPON)
1600 { 1309 {
1601 if (tmp->type == WEAPON && tmp->name != NULL) 1310 if (tmp->type == WEAPON && tmp->name != NULL)
1602 { 1311 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1312 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1313 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1605 { 1314 {
1606 pick_up (op, tmp); 1315 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1316 continue;
1610 } 1317 }
1611 } 1318 }
1319
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1320 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1321 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1322 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1615 { 1323 {
1616 pick_up (op, tmp); 1324 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1325 continue;
1620 } 1326 }
1621 } 1327 }
1622 } 1328 }
1623 1329
1624 /* misc stuff that's useful */ 1330 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1331 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1332 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1333 {
1628 pick_up (op, tmp); 1334 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1335 continue;
1632 } 1336 }
1633 1337
1634 /* any of the last 4 bits set means we use the ratio for value 1338 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1339 * pickups */
1648 if (tmp->name != NULL) 1352 if (tmp->name != NULL)
1649 { 1353 {
1650 fprintf (stderr, "%s", tmp->name); 1354 fprintf (stderr, "%s", tmp->name);
1651 } 1355 }
1652 else 1356 else
1653 fprintf (stderr, "%s", tmp->arch->name); 1357 fprintf (stderr, "%s", tmp->arch->archname);
1654 fprintf (stderr, ",%d] = ", tmp->type); 1358 fprintf (stderr, ",%d] = ", tmp->type);
1655 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1359 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1656#endif 1360#endif
1657 continue; 1361 continue;
1658 } 1362 }
1659 } 1363 }
1660 } /* the new pickup model */ 1364 } /* the new pickup model */
1661 } 1365 }
1366
1662 return !stop; 1367 return !stop;
1663} 1368}
1664 1369
1665/* 1370/*
1666 * Find an arrow in the inventory and after that 1371 * Find an arrow in the inventory and after that
1668 * found object is returned. 1373 * found object is returned.
1669 */ 1374 */
1670object * 1375object *
1671find_arrow (object *op, const char *type) 1376find_arrow (object *op, const char *type)
1672{ 1377{
1673 object *tmp = NULL; 1378 object *tmp = 0;
1674 1379
1675 for (op = op->inv; op; op = op->below) 1380 for (op = op->inv; op; op = op->below)
1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1381 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677 tmp = find_arrow (op, type); 1382 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1383 else if (op->type == ARROW && op->race == type)
1679 return op; 1384 return op;
1385
1680 return tmp; 1386 return tmp;
1681} 1387}
1682 1388
1683/* 1389/*
1684 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1390 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1685 * against the target. A full test is not performed, simply a basic test 1391 * against the target. A full test is not performed, simply a basic test
1686 * of resistances. The archer is making a quick guess at what he sees down 1392 * of resistances. The archer is making a quick guess at what he sees down
1687 * the hall. Failing that it does it's best to pick the highest plus arrow. 1393 * the hall. Failing that it does it's best to pick the highest plus arrow.
1688 */ 1394 */
1689
1690object * 1395object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1396find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1397{
1693 object *tmp = NULL, *arrow, *ntmp; 1398 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1399 int attacknum, attacktype, betterby = 0, i;
1727 else 1432 else
1728 { 1433 {
1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1434 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 { 1435 {
1731 attacktype = 1 << attacknum; 1436 attacktype = 1 << attacknum;
1732 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1437 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1733 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1438 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1734 { 1439 {
1735 tmp = arrow; 1440 tmp = arrow;
1736 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1441 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1737 } 1442 }
1738 } 1443 }
1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1444 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1740 { 1445 {
1741 tmp = arrow; 1446 tmp = arrow;
1760 * find_better_arrow to find a decent arrow to use. 1465 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1466 * op = the shooter
1762 * type = bow->race 1467 * type = bow->race
1763 * dir = fire direction 1468 * dir = fire direction
1764 */ 1469 */
1765
1766object * 1470object *
1767pick_arrow_target (object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1768{ 1472{
1769 object *tmp = NULL; 1473 object *tmp = NULL;
1770 maptile *m; 1474 maptile *m;
1835 */ 1539 */
1836int 1540int
1837fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1838{ 1542{
1839 object *left, *bow; 1543 object *left, *bow;
1840 int bowspeed, mflags; 1544 int mflags;
1841 maptile *m; 1545 maptile *m;
1842 1546
1843 if (!dir) 1547 if (!dir)
1844 { 1548 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1550 return 0;
1847 } 1551 }
1848 if (op->type == PLAYER) 1552
1849 bow = op->contr->ranges[range_bow]; 1553 if (op->contr)
1554 bow = op->current_weapon;
1850 else 1555 else
1851 { 1556 {
1852 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1853 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1854 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1859 if (!bow) 1564 if (!bow)
1860 { 1565 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1567 return 0;
1863 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1864 } 1577 }
1578
1865 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1866 { 1580 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1582 return 0;
1869 } 1583 }
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 1584
1879 if (arrow == NULL) 1585 if (arrow == NULL)
1880 { 1586 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1588 {
1883 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1591 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1886 else 1592 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1888 return 0; 1595 return 0;
1889 } 1596 }
1890 } 1597 }
1598
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1601 return 0;
1895 } 1602
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1604 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1605 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1606 return 0;
1900 } 1607 }
1901 1608
1902 /* this should not happen, but sometimes does */ 1609 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1610 if (arrow->nrof == 0)
1904 { 1611 {
1905 remove_ob (arrow); 1612 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1613 return 0;
1908 } 1614 }
1909 1615
1910 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1618 if (!arrow)
1913 { 1619 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1621 return 0;
1916 } 1622 }
1917 set_owner (arrow, op); 1623
1624 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1626 arrow->direction = dir;
1921 arrow->x = sx; 1627
1922 arrow->y = sy; 1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype;
1631
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635#if 0
1636 if (player *pl = op->contr)
1637 {
1638 float speed = pl->weapon_sp;
1639
1640 /* penalize ROF for bestarrow */
1641 if (pl->bowtype == bow_bestarrow)
1642 speed *= .9f;
1643 else
1644 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1645
1646 op->speed_left += speed - op->speed;
1647 }
1648#endif
1649
1650 SET_ANIMATION (arrow, arrow->direction);
1651
1652 /* update the speed */
1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1654 + bow->stats.dam / 7.f;
1655
1656 arrow->set_speed (max (arrow->speed, 2.f));
1657 arrow->speed_left = 0;
1658
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1923 1660
1924 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1925 { 1662 {
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; 1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1664 wc -= dex_bonus[op->stats.Dex];
1665
1666 if (!arrow->slaying)
1667 arrow->slaying = op->slaying;
1668
1669 arrow->attacktype |= op->attacktype;
1959 } 1670 }
1960 else 1671 else
1961 { 1672 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1673 arrow->level = op->level;
1964 } 1674 arrow->stats.wc -= bow->magic;
1965 1675
1966 if (arrow->attacktype == AT_PHYSICAL) 1676 if (!arrow->slaying)
1677 arrow->slaying = bow->slaying;
1678
1967 arrow->attacktype |= bow->attacktype; 1679 arrow->attacktype |= bow->attacktype;
1680 }
1968 1681
1969 if (bow->slaying != NULL) 1682 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1683 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1684
1972 arrow->map = m; 1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1688
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977 insert_ob_in_map (arrow, m, op, 0); 1690 m->insert (arrow, sx, sy, op);
1978 1691
1979 if (!arrow->destroyed ()) 1692 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1693 move_arrow (arrow);
1981 1694
1982 if (op->type == PLAYER) 1695 if (op->type == PLAYER)
2002{ 1715{
2003 int ret = 0, wcmod = 0; 1716 int ret = 0, wcmod = 0;
2004 1717
2005 if (op->contr->bowtype == bow_bestarrow) 1718 if (op->contr->bowtype == bow_bestarrow)
2006 { 1719 {
2007 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2008 } 1721 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1723 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1725 wcmod = -1;
1726
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1728 }
2015 else if (op->contr->bowtype == bow_threewide) 1729 else if (op->contr->bowtype == bow_threewide)
2016 { 1730 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2021 else if (op->contr->bowtype == bow_spreadshot) 1735 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1736 {
2023 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2024 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2025 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2026
2027 } 1740 }
2028 else 1741 else
2029 { 1742 {
2030 /* Simple case */ 1743 /* Simple case */
2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 } 1745 }
1746
2033 return ret; 1747 return ret;
2034} 1748}
2035
2036 1749
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1750/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1751 * Broken apart from 'fire' to keep it more readable.
2039 */ 1752 */
2040void 1753void
2041fire_misc_object (object *op, int dir) 1754fire_misc_object (object *op, int dir)
2042{ 1755{
2043 object *item; 1756 object *item = op->contr->ranged_ob;
2044 1757
2045 if (!op->contr->ranges[range_misc]) 1758 if (!item)
2046 { 1759 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1760 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2048 return; 1761 return;
2049 } 1762 }
2050 1763
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1764 if (!item->inv)
2053 { 1765 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1766 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1767 return;
2056 } 1768 }
1769
1770 if (!op->change_weapon (item))
1771 return;
1772
2057 if (item->type == WAND) 1773 if (item->type == WAND)
2058 { 1774 {
2059 if (item->stats.food <= 0) 1775 if (item->stats.food <= 0)
2060 { 1776 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1777 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)); 1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1779
2063 return; 1780 return;
2064 } 1781 }
2065 } 1782 }
2066 else if (item->type == ROD || item->type == HORN) 1783 else if (item->type == ROD || item->type == HORN)
2067 { 1784 {
2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1785 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2069 { 1786 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1788
2071 if (item->type == ROD) 1789 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)); 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1791 else
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1793
2075 return; 1794 return;
2076 } 1795 }
2077 } 1796 }
2078 1797
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1798 if (cast_spell (op, item, dir, item->inv, NULL))
2086 object *tmp; 1805 object *tmp;
2087 1806
2088 if (item->arch) 1807 if (item->arch)
2089 { 1808 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1809 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1810 item->face = item->arch->face;
2092 item->speed = 0; 1811 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1812 }
1813
2095 if ((tmp = is_player_inv (item))) 1814 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1815 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1816 }
2098 } 1817 }
2099 else if (item->type == ROD || item->type == HORN) 1818 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1819 drain_rod_charge (item);
2102 }
2103 } 1820 }
2104} 1821}
2105 1822
2106/* Received a fire command for the player - go and do it. 1823/* Received a fire command for the player - go and do it.
2107 */ 1824 */
2108void 1825bool
2109fire (object *op, int dir) 1826fire (object *op, int dir)
2110{ 1827{
2111 int spellcost = 0; 1828 int spellcost = 0;
2112 1829
2113 /* check for loss of invisiblity/hide */ 1830 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1831 if (action_makes_visible (op))
2115 make_visible (op); 1832 make_visible (op);
2116 1833
2117 switch (op->contr->shoottype) 1834 player *pl = op->contr;
1835
1836 if (pl->golem)
1837 {
1838 control_golem (op->contr->golem, dir);
1839 return false;
2118 { 1840 }
2119 case range_none:
2120 return;
2121 1841
2122 case range_bow: 1842 object *ob = pl->ranged_ob;
1843
1844 if (!ob)
1845 return false;
1846
1847 if (!op->change_weapon (ob))
1848 return false;
1849
1850 if (op->speed_left > 0.f)
1851 --op->speed_left;
1852 else
1853 return false;
1854
1855 switch (ob->type)
1856 {
1857 case BOW:
2123 player_fire_bow (op, dir); 1858 player_fire_bow (op, dir);
2124 return; 1859 break;
2125 1860
2126 case range_magic: /* Casting spells */ 1861 case SPELL:
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1862 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2128 return; 1863 break;
2129 1864
2130 case range_misc: 1865 case BUILDER:
1866 apply_map_builder (op, dir);
1867 break;
1868
1869 case SKILL:
1870 do_skill (op, op, ob, dir, 0);
1871 break;
1872
1873 default:
2131 fire_misc_object (op, dir); 1874 fire_misc_object (op, dir);
2132 return; 1875 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 } 1876 }
2161}
2162 1877
2163 1878 return true;
1879}
2164 1880
2165/* find_key 1881/* find_key
2166 * We try to find a key for the door as passed. If we find a key 1882 * We try to find a key for the door as passed. If we find a key
2167 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1886 * pl is the player,
2171 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2174 */ 1890 */
2175
2176object * 1891object *
2177find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2178{ 1893{
2179 object *tmp, *key; 1894 object *tmp, *key;
2180 1895
2181 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1897 if (!container->inv)
2183 return NULL; 1898 return 0;
2184 1899
2185 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1902 {
2188 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1904 break;
2190 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2192 */ 1907 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1909 break;
2195 } 1910 }
1911
2196 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2197 /* If we find and use a key in an inventory, return at that time. 1913 /* If we find and use a key in an inventory, return at that time.
2198 * otherwise, if we search all the inventories and still don't find 1914 * otherwise, if we search all the inventories and still don't find
2199 * a key, return 1915 * a key, return
2200 */ 1916 */
2201 if (!tmp) 1917 if (!tmp)
2202 { 1918 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1920 {
2205 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1923 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2209 return key; 1925 return key;
2210 } 1926 }
2211 } 1927 }
1928
2212 if (!tmp) 1929 if (!tmp)
2213 return NULL; 1930 return NULL;
2214 } 1931 }
1932
2215 /* We get down here if we have found a key. Now if its in a container, 1933 /* We get down here if we have found a key. Now if its in a container,
2216 * see if we actually want to use it 1934 * see if we actually want to use it
2217 */ 1935 */
2218 if (pl != container) 1936 if (pl != container)
2219 { 1937 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 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)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1960 return NULL;
2243 } 1961 }
2244 } 1962 }
1963
2245 return tmp; 1964 return tmp;
2246} 1965}
2247 1966
2248/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1970 * 0 otherwise
2252 */ 1971 */
2253static int 1972static int
2254player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2255{ 1974{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* If its a door, try to find a key. If we do destroy the door,
2258 * might as well return immediately as there is nothing more to do - 1976 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2260 */ 1978 */
2261 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2262 1980
2263 /* IF we found a key, do some extra work */ 1981 /* If we found a key, do some extra work */
2264 if (key) 1982 if (key)
2265 { 1983 {
2266 object *container = key->env; 1984 object *container = key->env;
2267 1985
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
2269 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2270 make_visible (op); 1989 make_visible (op);
1990
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2273 if (door->type == DOOR) 1994 if (door->type == DOOR)
2274 {
2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2278 { 1997 {
2279 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2280 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2281 } 2000 }
2001
2282 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2285 if (container != op) 2005 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2287 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2288 } 2009 }
2289 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2290 { 2011 {
2291 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293 return 1; 2014 return 1;
2294 } 2015 }
2016
2295 return 0; 2017 return 0;
2296} 2018}
2297 2019
2298/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2303 */ 2025 */
2304 2026bool
2305void
2306move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2307{ 2028{
2308 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 2029 int on_battleground;
2311 maptile *m;
2312 2030
2313 nx = freearr_x[dir] + op->x; 2031 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2032 sint16 ny = freearr_y[dir] + op->y;
2315 2033
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2034 on_battleground = op_on_battleground (op, 0, 0);
2035
2036 if (out_of_map (op->map, nx, ny))
2037 return false;
2038
2039 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2040 {
2041 --op->speed_left;
2042 return true;
2043 }
2317 2044
2318 /* If braced, or can't move to the square, and it is not out of the 2045 /* If braced, or can't move to the square, and it is not out of the
2319 * map, attack it. Note order of if statement is important - don't 2046 * map, attack it. Note order of if statement is important - don't
2320 * want to be calling move_ob if braced, because move_ob will move the 2047 * want to be calling move_ob if braced, because move_ob will move the
2321 * player. This is a pretty nasty hack, because if we could 2048 * 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 2049 * 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 2050 * 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 2051 * quite a bit of processing. However, it probably is less than what
2325 * move_ob uses. 2052 * move_ob uses.
2326 */ 2053 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2054 maptile *m = op->map->xy_find (nx, ny);
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 2055
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 2056 /* 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. 2057 * 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 2058 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2059 * on the space
2349 */ 2060 */
2350 while (tmp != NULL) 2061 object *mon;
2351 { 2062 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2352 if (tmp == op) 2063 {
2353 { 2064 if ((mon->flag [FLAG_ALIVE]
2354 tmp = tmp->above; 2065 || mon->type == LOCKED_DOOR
2355 continue; 2066 || mon->flag [FLAG_CAN_ROLL])
2356 }
2357
2358 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2359 {
2360 mon = tmp; 2067 && mon != op)
2361 break; 2068 break;
2362 } 2069 }
2363 2070
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 */ 2071 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2072 return false; /* into a wall */
2372 2073
2373 if (mon->head != NULL)
2374 mon = mon->head; 2074 mon = mon->head_ ();
2375 2075
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2076 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2077 if (op->contr->weapon_sp_left > 0.f)
2377 if (player_attack_door (op, mon)) 2078 if (player_attack_door (op, mon))
2079 {
2080 --op->contr->weapon_sp_left;
2378 return; 2081 return true;
2082 }
2379 2083
2380 /* The following deals with possibly attacking peaceful 2084 /* The following deals with possibly attacking peaceful
2381 * or frienddly creatures. Basically, all players are considered 2085 * or friendly creatures. Basically, all players are considered
2382 * unaggressive. If the moving player has peaceful set, then the 2086 * unaggressive. If the moving player has peaceful set, then the
2383 * object should be pushed instead of attacked. It is assumed that 2087 * object should be pushed instead of attacked. It is assumed that
2384 * if you are braced, you will not attack friends accidently, 2088 * if you are braced, you will not attack friends accidently,
2385 * and thus will not push them. 2089 * and thus will not push them.
2386 */ 2090 */
2387 2091
2388 /* If the creature is a pet, push it even if the player is not 2092 /* If the creature is a pet, push it even if the player is not
2389 * peaceful. Our assumption is the creature is a pet if the 2093 * peaceful. Our assumption is the creature is a pet if the
2390 * player owns it and it is either friendly or unagressive. 2094 * player owns it and it is either friendly or unagressive.
2391 */ 2095 */
2392 if ((op->type == PLAYER) 2096 if (op->type == PLAYER
2393#if COZY_SERVER 2097 && ((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) 2098 && same_party (mon->owner->contr->party, op->contr->party))
2397#else 2099 || mon->owner == op)
2398 && get_owner (mon) == op
2399#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2100 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2101 {
2402 /* If we're braced, we don't want to switch places with it */ 2102 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2103 if (op->contr->braced)
2404 return; 2104 return false;
2105
2106 if (op->speed_left > 0.f)
2107 {
2108 --op->speed_left;
2109
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2112
2407 if (op->contr->tmp_invis || op->hide) 2113 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2114 make_visible (op);
2115
2409 return; 2116 return true;
2410 } 2117 }
2118 else
2119 return false;
2120 }
2411 2121
2412 /* in certain circumstances, you shouldn't attack friendly 2122 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2123 * creatures. Note that if you are braced, you can't push
2414 * someone, but put it inside this loop so that you won't 2124 * someone, but put it inside this loop so that you won't
2415 * attack them either. 2125 * attack them either.
2416 */ 2126 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2127 if ((mon->type == PLAYER || mon->enemy != op)
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2128 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2419#ifdef PROHIBIT_PLAYERKILL 2129 && ((op->contr->peaceful
2420 (op->contr->peaceful 2130 || (mon->type == PLAYER && mon->contr->peaceful))
2421 || (mon->type == PLAYER 2131 && !on_battleground))
2422 && mon->contr-> 2132 {
2423 peaceful)) && 2133 if (op->speed_left > 0.f)
2424#else
2425 op->contr->peaceful &&
2426#endif
2427 !on_battleground))
2428 { 2134 {
2135 --op->speed_left;
2136
2429 if (!op->contr->braced) 2137 if (!op->contr->braced)
2430 { 2138 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2432 (void) push_ob (mon, dir, op); 2140 push_ob (mon, dir, op);
2433 } 2141 }
2434 else 2142 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2143 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2144
2438 if (op->contr->tmp_invis || op->hide) 2145 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2146 make_visible (op);
2440 }
2441 2147
2148 return true;
2149 }
2150 }
2442 /* If the object is a boulder or other rollable object, then 2151 /* 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. 2152 * roll it if not braced. You can't roll it if you are braced.
2444 */ 2153 */
2445 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2154 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2155 {
2156 if (op->speed_left > 0.f)
2446 { 2157 {
2158 --op->speed_left;
2159
2447 recursive_roll (mon, dir, op); 2160 recursive_roll (mon, dir, op);
2448 if (action_makes_visible (op)) 2161 if (action_makes_visible (op))
2449 make_visible (op); 2162 make_visible (op);
2450 }
2451 2163
2164 return true;
2165 }
2166 }
2452 /* Any generic living creature. Including things like doors. 2167 /* Any generic living creature. Including things like doors.
2453 * Way it works is like this: First, it must have some hit points 2168 * Way it works is like this: First, it must have some hit points
2454 * and be living. Then, it must be one of the following: 2169 * 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 2170 * 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. 2171 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2172 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2173 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))) 2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2175 {
2462 2176 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 { 2177 {
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2178 --op->contr->weapon_sp_left;
2471 2179
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); 2180 skill_attack (mon, op, 0, 0, 0);
2476 2181
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)) 2182 if (action_makes_visible (op))
2491 make_visible (op); 2183 make_visible (op);
2492 }
2493 } /* if player should attack something */
2494}
2495 2184
2496int 2185 return true;
2186 }
2187 }
2188
2189 return false;
2190}
2191
2192bool
2497move_player (object *op, int dir) 2193move_player (object *op, int dir)
2498{ 2194{
2499 int pick; 2195 int pick;
2500 2196
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2198 return 0;
2503 2199
2504 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2506 { 2202 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2204 return 0;
2509 } 2205 }
2510 2206
2511 /* peterm: added following line */ 2207 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2210
2515 op->facing = dir; 2211 op->facing = dir;
2516 2212
2517 if (op->hide) 2213 if (op->hide)
2518 do_hidden_move (op); 2214 do_hidden_move (op);
2519 2215
2216 bool retval;
2217
2520 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2218 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2521 /*nop */ ; 2219 retval = RESULT_INT (0);
2522 else if (op->contr->fire_on) 2220 else if (op->contr->fire_on)
2523 fire (op, dir); 2221 retval = fire (op, dir);
2524 else 2222 else
2525 { 2223 {
2526 move_player_attack (op, dir); 2224 retval = move_player_attack (op, dir);
2527 pick = check_pick (op); 2225 pick = check_pick (op);
2528 } 2226 }
2529 2227
2530 /* Add special check for newcs players and fire on - this way, the 2228 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2229 * server can handle repeat firing.
2532 */ 2230 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2231 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2232 op->direction = dir;
2536 }
2537 else 2233 else
2538 {
2539 op->direction = 0; 2234 op->direction = 0;
2540 } 2235
2541 /* Update how the player looks. Use the facing, so direction may 2236 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2237 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2238 * for players.
2544 */ 2239 */
2545 animate_object (op, op->facing); 2240 animate_object (op, op->facing);
2546 return 0; 2241
2242 return retval;
2547} 2243}
2548 2244
2549/* This is similar to handle_player, below, but is only used by the 2245/* This is similar to handle_player, below, but is only used by the
2550 * new client/server stuff. 2246 * new client/server stuff.
2551 * This is sort of special, in that the new client/server actually uses 2247 * This is sort of special, in that the new client/server actually uses
2552 * the new speed values for commands. 2248 * the new speed values for commands.
2553 * 2249 *
2554 * Returns true if there are more actions we can do. 2250 * Returns true if there are more actions we can do. Should not do
2251 * many actions in a row, as that would be too unfair to other
2252 * players.
2555 */ 2253 */
2556int 2254bool
2557handle_newcs_player (object *op) 2255handle_newcs_player (object *op)
2558{ 2256{
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)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2580 { 2258 {
2581 flee_player (op); 2259 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 { 2260 {
2585 op->speed_left--; 2261 --op->speed_left;
2262 flee_player (op);
2263
2586 return 0; 2264 return true;
2587 } 2265 }
2588 } 2266 else
2589 2267 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 } 2268 }
2601 2269
2602 /* call this here - we also will call this in do_ericserver, but 2270 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2271 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2272 * called, so we recheck it here.
2605 */ 2273 */
2606 HandleClient (&op->contr->socket, op->contr); 2274 if (op->contr->ns->handle_command ())
2607 if (op->speed_left < 0)
2608 return 0; 2275 return true;
2609 2276
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 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); 2278 return move_player (op, op->direction);
2620 if (op->speed_left > 0) 2279
2621 return 1;
2622 else
2623 return 0;
2624 }
2625 return 0; 2280 return false;
2626} 2281}
2627 2282
2628int 2283int
2629save_life (object *op) 2284save_life (object *op)
2630{ 2285{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2286 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2287 return 0;
2635 2288
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2289 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2290 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2291 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2292 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2293 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2294
2641 if (op->contr) 2295 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2296 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2297
2644 free_object (tmp); 2298 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2299 CLEAR_FLAG (op, FLAG_LIFESAVE);
2300
2646 if (op->stats.hp < 0) 2301 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2302 op->stats.hp = op->stats.maxhp;
2303
2648 if (op->stats.food < 0) 2304 if (op->stats.food < 0)
2649 op->stats.food = 999; 2305 op->stats.food = 999;
2650 fix_player (op); 2306
2307 op->update_stats ();
2651 return 1; 2308 return 1;
2652 } 2309 }
2310
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2311 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2312 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2313 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2314 return 0;
2657} 2315}
2662 * from. 2320 * from.
2663 */ 2321 */
2664void 2322void
2665remove_unpaid_objects (object *op, object *env) 2323remove_unpaid_objects (object *op, object *env)
2666{ 2324{
2667 object *next;
2668
2669 while (op) 2325 while (op)
2670 { 2326 {
2671 next = op->below; /* Make sure we have a good value, in case 2327 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2328
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2329 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2330 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2331 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2332 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2333
2334 op->insert_at (env);
2682 } 2335 }
2683 else if (op->inv) 2336 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2337 remove_unpaid_objects (op->inv, env);
2338
2685 op = next; 2339 op = next;
2686 } 2340 }
2687} 2341}
2688
2689 2342
2690/* 2343/*
2691 * Returns pointer a static string containing gravestone text 2344 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2345 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2346 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2357 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2358 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2359 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2360 else
2708 sprintf (buf, "%s\n", &op->name); 2361 sprintf (buf, "%s\n", &op->name);
2362
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2363 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2364 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2365 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2366 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2367 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2368 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2369
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2371 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2372 if (op->type == PLAYER)
2718 { 2373 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2374 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2375 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2376 strcat (buf2, buf);
2722 } 2377 }
2378
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2379 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2381 strcat (buf2, buf);
2382
2726 return buf2; 2383 return buf2;
2727} 2384}
2728
2729
2730 2385
2731void 2386void
2732do_some_living (object *op) 2387do_some_living (object *op)
2733{ 2388{
2734 int last_food = op->stats.food; 2389 int last_food = op->stats.food;
2740 int rate_grace = 2000; 2395 int rate_grace = 2000;
2741 const int max_hp = 1; 2396 const int max_hp = 1;
2742 const int max_sp = 1; 2397 const int max_sp = 1;
2743 const int max_grace = 1; 2398 const int max_grace = 1;
2744 2399
2745 if (op->contr->outputs_sync) 2400 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 } 2401 {
2402 op->invisible = 1000;
2403 /* the socket code flashes the player visible/invisible
2404 * depending on the value of invisible, so we need to
2405 * alternate it here for it to work correctly.
2406 */
2407 if (pticks & 2)
2408 op->invisible--;
2409 }
2410 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2411 {
2412 if (!op->invisible--)
2413 {
2414 make_visible (op);
2415 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2416 }
2417 }
2751 2418
2752 if (op->contr->state == ST_PLAYING) 2419 if (op->contr->ns->state == ST_PLAYING)
2753 { 2420 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2421 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2422 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2423 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2424 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2425 else
2760 { 2426 {
2761 gen_hp = op->stats.maxhp; 2427 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2428 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2429 }
2430
2764 if (op->contr->gen_sp >= 0) 2431 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2432 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2433 else
2767 { 2434 {
2768 gen_sp = op->stats.maxsp; 2435 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2436 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2437 }
2438
2771 if (op->contr->gen_grace >= 0) 2439 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2440 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2441 else
2774 { 2442 {
2775 gen_grace = op->stats.maxgrace; 2443 gen_grace = op->stats.maxgrace;
2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2444 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2777 } 2445 }
2778 2446
2779 /* Regenerate Spell Points */ 2447 /* Regenerate Spell Points */
2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2448 if (!op->contr->golem && --op->last_sp < 0)
2781 { 2449 {
2782 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2450 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2783 if (op->stats.sp < op->stats.maxsp) 2451 if (op->stats.sp < op->stats.maxsp)
2784 { 2452 {
2785 op->stats.sp++; 2453 op->stats.sp++;
2791 op->stats.food += op->contr->digestion; 2459 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2460 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2461 op->stats.food = last_food;
2794 } 2462 }
2795 } 2463 }
2464
2796 if (max_sp > 1) 2465 if (max_sp > 1)
2797 { 2466 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2467 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2468 if (over_sp > 0)
2800 { 2469 {
2801 if (op->stats.sp < op->stats.maxsp) 2470 if (op->stats.sp < op->stats.maxsp)
2802 { 2471 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2472 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2473
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2474 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2475 op->stats.sp--;
2476
2806 if (op->stats.sp > op->stats.maxsp) 2477 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2478 op->stats.sp = op->stats.maxsp;
2808 } 2479 }
2809 op->last_sp = 0; 2480 op->last_sp = 0;
2810 } 2481 }
2811 else 2482 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2483 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2484 }
2816 else 2485 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2486 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2487 }
2821 2488
2822 /* Regenerate Grace */ 2489 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2490 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2491 if (--op->last_grace < 0)
2825 { 2492 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2493 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2494 op->stats.grace++; /* no penalty in food for regaining grace */
2495
2828 if (max_grace > 1) 2496 if (max_grace > 1)
2829 { 2497 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2498 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2499 if (over_grace > 0)
2832 { 2500 {
2860 op->stats.food += op->contr->digestion; 2528 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2529 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2530 op->stats.food = last_food;
2863 } 2531 }
2864 } 2532 }
2533
2865 if (max_hp > 1) 2534 if (max_hp > 1)
2866 { 2535 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2536 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2537 if (over_hp > 0)
2869 { 2538 {
2882 } 2551 }
2883 2552
2884 /* Digestion */ 2553 /* Digestion */
2885 if (--op->last_eat < 0) 2554 if (--op->last_eat < 0)
2886 { 2555 {
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; 2556 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2892#endif
2893 2557
2894 if (op->contr->gen_hp > 0) 2558 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2896 else 2560 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2561 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2562
2898 /* dms do not consume food */ 2563 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2564 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2565 op->stats.food--;
2901 } 2566 }
2902 }
2903 2567
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2568 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2569 {
2906 object *tmp, *flesh = NULL; 2570 object *tmp, *flesh = 0;
2907 2571
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2572 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 { 2573 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2574 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2913 { 2575 {
2576 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2578 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2579 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2580 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2581 break;
2918 } 2582 }
2919 else if (tmp->type == FLESH) 2583 else if (tmp->type == FLESH)
2920 flesh = tmp; 2584 flesh = tmp;
2921 } /* End if paid for object */ 2585 } /* End if paid for object */
2922 } /* end of for loop */ 2586 } /* end of for loop */
2587
2923 /* If player is still starving, it means they don't have any food, so 2588 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2589 * eat flesh instead.
2925 */ 2590 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2591 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2592 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2593 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2594 manual_apply (op, flesh, 0);
2930 } 2595 }
2931 } /* end if player is starving */ 2596 }
2932 2597
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2598 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2599 op->stats.food++, op->stats.hp--;
2935 2600
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2601 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2602 kill_player (op);
2603 }
2938} 2604}
2939
2940
2941 2605
2942/* If the player should die (lack of hp, food, etc), we call this. 2606/* If the player should die (lack of hp, food, etc), we call this.
2943 * op is the player in jeopardy. If the player can not be saved (not 2607 * op is the player in jeopardy. If the player can not be saved (not
2944 * permadeath, no lifesave), this will take care of removing the player 2608 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2609 * file.
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2639 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2976 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2641
2978 /* restore player */ 2642 /* restore player */
2979 at = archetype::find ("poisoning"); 2643 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2644 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2645 {
2983 remove_ob (tmp); 2646 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2647 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2648 }
2987 2649
2988 at = archetype::find ("confusion"); 2650 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2651 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2652 {
2992 remove_ob (tmp); 2653 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2654 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2655 }
2996 2656
2997 cure_disease (op, 0); /* remove any disease */ 2657 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2658 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2659 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2660 op->stats.food = 999;
3001 2661
3002 /* create a bodypart-trophy to make the winner happy */ 2662 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2663 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2664 {
3006 sprintf (buf, "%s's finger", &op->name); 2665 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2666 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2667 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2668 " the %s, when he was defeated at\n level %d by %s.\n",
3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2669 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2670 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2671 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2672 tmp->materialname = "organics";
3014 tmp->x = op->x, tmp->y = op->y; 2673 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2674 }
3017 2675
3018 /* teleport defeated player to new destination */ 2676 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2677 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2678 op->contr->braced = 0;
3025 2683
3026 command_kill_pets (op, 0); 2684 command_kill_pets (op, 0);
3027 2685
3028 if (op->stats.food < 0) 2686 if (op->stats.food < 0)
3029 { 2687 {
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); 2688 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2689 strcpy (op->contr->killer, "starvation");
3039 } 2690 }
3040 else 2691 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); 2692 sprintf (buf, "%s died.", &op->name);
3050 } 2693
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2694 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2695
3053 /* save the map location for corpse, gravestone */ 2696 /* save the map location for corpse, gravestone */
3054 x = op->x; 2697 x = op->x;
3055 y = op->y; 2698 y = op->y;
3056 map = op->map; 2699 map = op->map;
3057 2700
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2701 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2702 * life if they are dead - it takes some exp and a random stat.
3063 * See the config.h file for a little more in depth detail about this. 2703 * See the config.h file for a little more in depth detail about this.
3064 */ 2704 */
3065 2705
3066 /* Basically two ways to go - remove a stat permanently, or just 2706 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2707 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2708 * of death.
3069 */ 2709 */
3070#ifndef COZY_SERVER 2710#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2711 if (settings.balanced_stat_loss)
3072 { 2712 {
3073 /* If stat loss is permanent, lose one stat only. */ 2713 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2714 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2715 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2716 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2717 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2718 little bit harder. */
3079 /* GD */ 2719 /* GD */
3080 if (settings.stat_loss_on_death) 2720 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2721 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2722 else
3086 { 2723 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2724 }
2725 else
3087 num_stats_lose = 1; 2726 num_stats_lose = 1;
3088 } 2727
3089 lost_a_stat = 0; 2728 lost_a_stat = 0;
3090 2729
3091 for (z = 0; z < num_stats_lose; z++) 2730 for (z = 0; z < num_stats_lose; z++)
3092 { 2731 {
3093 i = RANDOM () % NUM_STATS; 2732 i = RANDOM () % NUM_STATS;
3094 2733
3095 if (settings.stat_loss_on_death) 2734 if (settings.stat_loss_on_death)
2735 {
2736 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost.
2738 */
2739 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds (&(op->stats));
2741 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1;
2745 }
2746 else
2747 {
2748 /* deplete a stat */
2749 archetype *deparch = archetype::find ("depletion");
2750 object *dep;
2751
2752 dep = present_arch_in_ob (deparch, op);
2753 if (!dep)
3096 { 2754 {
3097 /* Pick a random stat and take a point off it. Tell the player 2755 dep = arch_to_object (deparch);
3098 * what he lost. 2756 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 } 2757 }
3107 else 2758 lose_this_stat = 1;
2759 if (settings.balanced_stat_loss)
3108 { 2760 {
3109 /* deplete a stat */ 2761 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2762 /* Get the stat that we're about to deplete. */
3111 object *dep; 2763 this_stat = get_attr_value (&(dep->stats), i);
3112 2764 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2765 {
3116 dep = arch_to_object (deparch); 2766 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2767 int keep_chance = this_stat * this_stat;
3118 } 2768
3119 lose_this_stat = 1; 2769 /* 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) 2770 if (keep_chance < 1)
2771 keep_chance = 1;
2772
2773 /* There is a maximum depletion total per level. */
2774 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2775 {
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; 2776 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2777 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2778 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 } 2779 }
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 */ 2780 else
3161 if (this_stat >= -50)
3162 { 2781 {
3163 change_attr_value (&(dep->stats), i, -1); 2782 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; 2783 lose_this_stat = 0;
2784 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2785 this_stat, keep_chance, loss_chance,
2786 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2787 }
3169 } 2788 }
3170 } 2789 }
2790
2791 if (lose_this_stat)
2792 {
2793 this_stat = get_attr_value (&(dep->stats), i);
2794 /* We could try to do something clever like find another
2795 * stat to reduce if this fails. But chances are, if
2796 * stats have been depleted to -50, all are pretty low
2797 * and should be roughly the same, so it shouldn't make a
2798 * difference.
2799 */
2800 if (this_stat >= -50)
2801 {
2802 change_attr_value (&(dep->stats), i, -1);
2803 SET_FLAG (dep, FLAG_APPLIED);
2804 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2805 op->update_stats ();
2806 lost_a_stat = 1;
2807 }
3171 } 2808 }
2809 }
2810 }
3172 /* If no stat lost, tell the player. */ 2811 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2812 if (!lost_a_stat)
3174 { 2813 {
3175 /* determine_god() seems to not work sometimes... why is this? 2814 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2815 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2816 const char *god = determine_god (op);
3178 2817
3179 if (god && (strcmp (god, "none"))) 2818 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); 2819 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2820 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2821 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2822 }
2823#else
2824 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2825#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 2826
3187 /* Put a gravestone up where the character 'almost' died. List the 2827 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2828 * exp loss on the stone.
3189 */ 2829 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2830 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2831 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2832 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2833 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2834 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); 2835 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3196 tmp->msg = buf; 2836 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2837 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2838 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2839
3200 /**************************************/ 2840 /**************************************/
3201 /* */ 2841 /* */
3202 /* Subtract the experience points, */ 2842 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2843 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2844 /* food, and reset HP's... */
3205 /* */ 2845 /* */
3206
3207 /**************************************/ 2846 /**************************************/
3208 2847
3209 /* remove any poisoning and confusion the character may be suffering. */ 2848 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2849 /* restore player */
3211 at = archetype::find ("poisoning"); 2850 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2851 tmp = present_arch_in_ob (at, op);
2852
3213 if (tmp) 2853 if (tmp)
3214 { 2854 {
3215 remove_ob (tmp); 2855 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2856 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2857 }
3219 2858
3220 at = archetype::find ("confusion"); 2859 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2860 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2861 if (tmp)
3223 { 2862 {
3224 remove_ob (tmp); 2863 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2864 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2865 }
2866
3228 cure_disease (op, 0); /* remove any disease */ 2867 cure_disease (op, 0); /* remove any disease */
3229 2868
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2869 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2870 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2871 if (op->stats.food < 100)
3233 op->stats.food = 900; 2872 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2873 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2874 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2875 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2876
3238 /* 2877 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2878 * Check to see if the player has any unpaid items. If so, remove them
3240 * the player has any unpaid items. If so, remove them and put them back 2879 * and put them back in the map.
3241 * in the map. 2880 */
3242 */
3243
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2881 remove_unpaid_objects (op->inv, op);
3246 2882
3247 /****************************************/ 2883 /****************************************/
3248 /* */ 2884 /* */
3249 /* Move player to his current respawn- */ 2885 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2886 /* position (usually last savebed) */
3251 /* */ 2887 /* */
3252
3253 /****************************************/ 2888 /****************************************/
3254 2889
3255 enter_player_savebed (op); 2890 enter_player_savebed (op);
3256 2891
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2892 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2893
3263 /* it is possible that the player has blown something up 2894 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2895 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2896 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2897 * on the space that might harm the player.
3267 */ 2898 */
3268 will_kill_again = 0; 2899 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2900 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2901 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2902 will_kill_again |= tmp->attacktype;
3273 } 2903
3274 if (will_kill_again) 2904 if (will_kill_again)
3275 { 2905 {
3276 object *force; 2906 object *force;
3277 int at; 2907 int at;
3278 2908
3279 force = get_archetype (FORCE_NAME); 2909 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2910 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 2911 force->speed = 0.1f;
3282 force->speed_left = -5.0; 2912 force->speed_left = -5.f;
3283 SET_FLAG (force, FLAG_APPLIED); 2913 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 2914 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2915 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2916 force->resist[at] = 100;
3288 } 2917
3289 insert_ob_in_ob (force, op); 2918 insert_ob_in_ob (force, op);
3290 fix_player (op); 2919 op->update_stats ();
3291 2920
3292 } 2921 }
3293 2922
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2923 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} 2924}
3363
3364 2925
3365void 2926void
3366loot_object (object *op) 2927loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2928{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2929 object *tmp, *tmp2, *next;
3369 2930
3370 if (op->container) 2931 op->close_container (); /* close open sack first */
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374 2932
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2933 for (tmp = op->inv; tmp; tmp = next)
3376 { 2934 {
3377 next = tmp->below; 2935 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2936
2937 if (tmp->invisible)
3379 continue; 2938 continue;
3380 remove_ob (tmp); 2939
2940 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2941 tmp->x = op->x, tmp->y = op->y;
2942
3382 if (tmp->type == CONTAINER) 2943 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2944 loot_object (tmp); /* empty container to ground */
3384 loot_object (tmp); 2945
3385 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2946 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3387 { 2947 {
3388 if (tmp->nrof > 1) 2948 if (tmp->nrof > 1)
3389 { 2949 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2950 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 2951 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2952 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2953 }
3394 else 2954 else
3395 free_object (tmp); 2955 tmp->destroy ();
3396 } 2956 }
3397 else 2957 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 2958 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 2959 }
3400} 2960}
3402/* 2962/*
3403 * fix_weight(): Check recursively the weight of all players, and fix 2963 * fix_weight(): Check recursively the weight of all players, and fix
3404 * what needs to be fixed. Refresh windows and fix speed if anything 2964 * what needs to be fixed. Refresh windows and fix speed if anything
3405 * was changed. 2965 * was changed.
3406 */ 2966 */
3407
3408void 2967void
3409fix_weight (void) 2968fix_weight (void)
3410{ 2969{
3411 player *pl; 2970 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 2971 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2972 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 2973
3417 if (old == sum) 2974 if (old == sum)
3418 continue; 2975 continue;
3419 fix_player (pl->ob); 2976 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2977 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 2978 }
3422} 2979}
3423 2980
3424void 2981void
3425fix_luck (void) 2982fix_luck (void)
3426{ 2983{
3427 player *pl; 2984 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 2985 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 2986 pl->ob->change_luck (0);
3432} 2987}
3433
3434 2988
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 2989/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 2990 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 2991 * just treat this as any other spell casting object.
3438 */ 2992 */
3439
3440void 2993void
3441cast_dust (object *op, object *throw_ob, int dir) 2994cast_dust (object *op, object *throw_ob, int dir)
3442{ 2995{
3443 object *skop, *spob; 2996 object *skop, *spob;
3444 2997
3465 if (op->type == PLAYER) 3018 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3019 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 3020
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3021 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3022
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3023 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3024}
3474 3025
3475void 3026void
3476make_visible (object *op) 3027make_visible (object *op)
3477{ 3028{
3480 if (op->type == PLAYER) 3031 if (op->type == PLAYER)
3481 { 3032 {
3482 op->contr->tmp_invis = 0; 3033 op->contr->tmp_invis = 0;
3483 op->contr->invis_race = 0; 3034 op->contr->invis_race = 0;
3484 } 3035 }
3036
3485 update_object (op, UP_OBJ_FACE); 3037 update_object (op, UP_OBJ_CHANGE);
3486} 3038}
3487 3039
3488int 3040int
3489is_true_undead (object *op) 3041is_true_undead (object *op)
3490{ 3042{
3491 object *tmp = NULL;
3492
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3043 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3494 return 1; 3044 return 1;
3495 3045
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; 3046 return 0;
3502} 3047}
3503 3048
3504/* look at the surrounding terrain to determine 3049/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3050 * the hideability of this object. Positive levels
3547/* For Hidden creatures - a chance of becoming 'unhidden' 3092/* For Hidden creatures - a chance of becoming 'unhidden'
3548 * every time they move - as we subtract off 'invisibility' 3093 * every time they move - as we subtract off 'invisibility'
3549 * AND, for players, if they move into a ridiculously unhideable 3094 * AND, for players, if they move into a ridiculously unhideable
3550 * spot (surrounded by clear terrain in broad daylight). -b.t. 3095 * spot (surrounded by clear terrain in broad daylight). -b.t.
3551 */ 3096 */
3552
3553void 3097void
3554do_hidden_move (object *op) 3098do_hidden_move (object *op)
3555{ 3099{
3556 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3100 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3557 object *skop; 3101 object *skop;
3561 3105
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3106 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3107
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3108 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3109 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3110 if (!skop || num >= skop->level)
3568 { 3111 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3112 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3113 make_visible (op);
3571 return; 3114 return;
3572 } 3115 }
3573 else 3116 else
3574 num += 20; 3117 num += 20;
3575 } 3118
3576 num += op->map->difficulty; 3119 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3120 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3121 num -= hide;
3122
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3123 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3124 {
3581 make_visible (op); 3125 make_visible (op);
3582 if (op->type == PLAYER) 3126 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3127 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3128 }
3585 else if (op->type == PLAYER && skop) 3129 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3130 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3131}
3590 3132
3591/* determine if who is standing near a hostile creature. */ 3133/* determine if who is standing near a hostile creature. */
3592 3134
3593int 3135int
3620 if (mflags & P_OUT_OF_MAP) 3162 if (mflags & P_OUT_OF_MAP)
3621 continue; 3163 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3164 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3165 continue;
3624 3166
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3167 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3168 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3169 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3170 return 1;
3629 else if (tmp->type == PLAYER) 3171 else if (tmp->type == PLAYER)
3630 { 3172 {
3660 if (pl->type != PLAYER) 3202 if (pl->type != PLAYER)
3661 { 3203 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3204 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3205 return -1;
3664 } 3206 }
3207
3665 if (!pl || !op) 3208 if (!pl || !op)
3666 return 0; 3209 return 0;
3667 3210
3668 if (op->head)
3669 {
3670 op = op->head; 3211 op = op->head_ ();
3671 } 3212
3672 get_rangevector (pl, op, &rv, 0x1); 3213 get_rangevector (pl, op, &rv, 0x1);
3673 3214
3674 /* starting with the 'head' part, lets loop 3215 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3216 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3217 * part that is in the los array but isnt on
3677 * a blocked los square. 3218 * a blocked los square.
3678 * we use the archetype to figure out offsets. 3219 * we use the archetype to figure out offsets.
3679 */ 3220 */
3680 while (op) 3221 while (op)
3681 { 3222 {
3682 dx = rv.distance_x + op->arch->clone.x; 3223 dx = rv.distance_x + op->arch->x;
3683 dy = rv.distance_y + op->arch->clone.y; 3224 dy = rv.distance_y + op->arch->y;
3684 3225
3685 /* only the viewable area the player sees is updated by LOS 3226 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3227 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3228 * for any meaningful values.
3688 */ 3229 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3230 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3231 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3232 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3233 return 1;
3693 op = op->more; 3234 op = op->more;
3694 } 3235 }
3695 return 0; 3236 return 0;
3696} 3237}
3793 char buf[MAX_BUF]; /* tmp. string buffer */ 3334 char buf[MAX_BUF]; /* tmp. string buffer */
3794 int i = 0, j = 0; 3335 int i = 0, j = 0;
3795 3336
3796 /* get the appropriate treasurelist */ 3337 /* get the appropriate treasurelist */
3797 if (atnr == ATNR_FIRE) 3338 if (atnr == ATNR_FIRE)
3798 trlist = find_treasurelist ("dragon_ability_fire"); 3339 trlist = treasurelist::find ("dragon_ability_fire");
3799 else if (atnr == ATNR_COLD) 3340 else if (atnr == ATNR_COLD)
3800 trlist = find_treasurelist ("dragon_ability_cold"); 3341 trlist = treasurelist::find ("dragon_ability_cold");
3801 else if (atnr == ATNR_ELECTRICITY) 3342 else if (atnr == ATNR_ELECTRICITY)
3802 trlist = find_treasurelist ("dragon_ability_elec"); 3343 trlist = treasurelist::find ("dragon_ability_elec");
3803 else if (atnr == ATNR_POISON) 3344 else if (atnr == ATNR_POISON)
3804 trlist = find_treasurelist ("dragon_ability_poison"); 3345 trlist = treasurelist::find ("dragon_ability_poison");
3805 3346
3806 if (trlist == NULL || who->type != PLAYER) 3347 if (trlist == NULL || who->type != PLAYER)
3807 return; 3348 return;
3808 3349
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3350 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3351
3811 if (tr == NULL || tr->item == NULL) 3352 if (!tr || !tr->item)
3812 { 3353 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3354 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3355 return;
3815 } 3356 }
3816 3357
3817 /* everything seems okay - now bring on the gift: */ 3358 /* everything seems okay - now bring on the gift: */
3818 item = &(tr->item->clone); 3359 item = tr->item;
3819 3360
3820 if (item->type == SPELL) 3361 if (item->type == SPELL)
3821 { 3362 {
3822 if (check_spell_known (who, item->name)) 3363 if (check_spell_known (who, item->name))
3823 return; 3364 return;
3882 { 3423 {
3883 /* forces in the treasurelist can alter the player's stats */ 3424 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3425 object *skin;
3885 3426
3886 /* first get the dragon skin force */ 3427 /* first get the dragon skin force */
3428 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); 3429 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3430 ;
3431
3888 if (skin == NULL) 3432 if (!skin)
3889 return; 3433 return;
3890 3434
3891 /* adding new spellpath attunements */ 3435 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3437 {
3938 * not readied. 3482 * not readied.
3939 */ 3483 */
3940void 3484void
3941player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3942{ 3486{
3943 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3944 3489
3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3946 { 3491 pl->combat_ob = 0;
3492
3947 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3948 { 3494 pl->ranged_ob = 0;
3949 pl->ranges[i] = NULL;
3950 if (pl->shoottype == i)
3951 {
3952 pl->shoottype = range_none;
3953 }
3954 }
3955 }
3956} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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