ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.160 by root, Wed Aug 22 20:46:46 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 25#include <sproto.h>
30#endif
31#include <sounds.h> 26#include <sounds.h>
32#include <living.h> 27#include <living.h>
33#include <object.h> 28#include <object.h>
34#include <spells.h> 29#include <spells.h>
35#include <skills.h> 30#include <skills.h>
36#include <newclient.h>
37 31
38#ifdef COZY_SERVER 32#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 33#include <functional>
40#endif
41 34
42player * 35playervec 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 36
81void 37void
82display_motd (const object *op) 38display_motd (const object *op)
83{ 39{
84 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 int comp; 43 int comp;
88 int size; 44 int size;
89 45
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 48 return;
94 } 49
95 motd[0] = '\0'; 50 motd[0] = '\0';
96 size = 0; 51 size = 0;
52
97 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
98 { 54 {
99 if (*buf == '#') 55 if (*buf == '#')
100 continue; 56 continue;
57
101 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 59 size += strlen (buf);
103 } 60 }
61
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
106} 64}
107 65
108void 66void
114 int comp; 72 int comp;
115 int size; 73 int size;
116 74
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 77 return;
121 } 78
122 rules[0] = '\0'; 79 rules[0] = '\0';
123 size = 0; 80 size = 0;
81
124 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
125 { 83 {
126 if (*buf == '#') 84 if (*buf == '#')
127 continue; 85 continue;
86
128 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
129 { 88 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 90 break;
132 } 91 }
92
133 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 94 size += strlen (buf);
135 } 95 }
96
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
138} 99}
139 100
140void 101void
148 int size; 109 int size;
149 110
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 113 return;
114
153 news[0] = '\0'; 115 news[0] = '\0';
154 subject[0] = '\0'; 116 subject[0] = '\0';
155 size = 0; 117 size = 0;
118
156 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
157 { 120 {
158 if (*buf == '#') 121 if (*buf == '#')
159 continue; 122 continue;
123
160 if (*buf == '%') 124 if (*buf == '%')
161 { /* send one news */ 125 { /* send one news */
162 if (size > 0) 126 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 */ 127 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 */
128
164 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
165 strip_endline (subject); 130 strip_endline (subject);
166 size = 0; 131 size = 0;
167 news[0] = '\0'; 132 news[0] = '\0';
168 } 133 }
177 size += strlen (buf); 142 size += strlen (buf);
178 } 143 }
179 } 144 }
180 145
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 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); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 148 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} 149}
310 150
311/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
312static void 152static void
313set_first_map (object *op) 153set_first_map (object *op)
314{ 154{
315 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
316 op->x = -1; 156 op->x = -1;
317 op->y = -1; 157 op->y = -1;
318 enter_exit (op, NULL);
319} 158}
320 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE)
233 if (tmp->arch->archname == shstr_dragon_ability_force)
234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
295 if (ns)
296 {
297 if (active)
298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
299
300 INVOKE_PLAYER (DISCONNECT, this);
301
302 ns->reset_stats ();
303 ns->pl = 0;
304 ns = 0;
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
335 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point.
337 */
338 outputs_sync = 4;
339 outputs_count = 4;
340 unapply = unapply_nochoice;
341
342 savebed_map = first_map_path; /* Init. respawn position */
343
344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy ();
367 }
368
369 ob = observe = 0;
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
321/* Tries to add player on the connection passwd in ns. 378/* 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 379 * All we can really get in this is some settings like host and display
323 * mode. 380 * mode.
324 */ 381 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 382player *
383player::create ()
384{
385 player *pl = new player;
330 386
331 p = get_player (NULL); 387 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));
334 388
335 if (p->socket.faces_sent == NULL) 389 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
337 392
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); 393 set_first_map (pl->ob);
345 394
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; 395 return pl;
354} 396}
355 397
356/* 398/*
357 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
359 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
360 */ 402 */
361archetype * 403archetype *
362get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
363{ 405{
364 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
365 407
366 for (;;) 408 for (;;)
367 { 409 {
368 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
369 at = first_archetype; 411 i = archetypes.begin ();
370 else 412 else if (*i == at)
371 at = at->next; 413 cleanup ("not a single player archetype found");
414
372 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
373 return at; 416 return *i;
374 if (at == start)
375 {
376 LOG (llevError, "No Player archetypes\n");
377 exit (-1);
378 }
379 } 417 }
380} 418}
381
382 419
383object * 420object *
384get_nearest_player (object *mon) 421get_nearest_player (object *mon)
385{ 422{
386 object *op = NULL; 423 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 424 objectlink *ol;
389 unsigned lastdist; 425 unsigned lastdist;
390 rv_vector rv; 426 rv_vector rv;
391 427
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 429 {
394 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop.
398 */
399 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
400 {
401 object *tmp = ol->ob;
402
403 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared.
405 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
407 ol = ol->next;
408 remove_friendly_object (tmp);
409 if (!ol)
410 return op;
411 }
412
413 /* Remove special check for player from this. First, it looks to cause
414 * some crashes (ol->ob->contr not set properly?), but secondly, a more
415 * complicated method of state checking would be needed in any case -
416 * as it was, a clever player could type quit, and the function would
417 * skip them over while waiting for confirmation. Remove
418 * on_same_map check, as can_detect_enemy also does this
419 */
420 if (!can_detect_enemy (mon, ol->ob, &rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
421 continue; 431 continue;
422 432
423 if (lastdist > rv.distance) 433 if (lastdist > rv.distance)
424 { 434 {
425 op = ol->ob; 435 op = ol->ob;
426 lastdist = rv.distance; 436 lastdist = rv.distance;
427 } 437 }
428 } 438 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 439
430 { 440 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 441 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
435 { 443 {
436 op = pl->ob; 444 op = pl->ob;
437 lastdist = rv.distance; 445 lastdist = rv.distance;
438 } 446 }
439 } 447
440 }
441#if 0 448#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 449 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 450#endif
444 return op; 451 return op;
445} 452}
463 * circling behaviour. Unfortunately, this function is also used to determined 470 * 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 471 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 472 * is probably not a good thing.
466 */ 473 */
467#define MAX_SPACES 50 474#define MAX_SPACES 50
468
469 475
470/* 476/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * 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 478 * 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 479 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 510 x = mon->x;
505 y = mon->y; 511 y = mon->y;
506 m = mon->map; 512 m = mon->map;
507 dir = rv.direction; 513 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 514 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); 515 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
516
510 /* If we can't solve it within the search distance, return now. */ 517 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 518 if (diff > max)
512 return 0; 519 return 0;
520
513 while (diff > 1 && max > 0) 521 while (diff > 1 && max > 0)
514 { 522 {
515 lastx = x; 523 lastx = x;
516 lasty = y; 524 lasty = y;
517 lastmap = m; 525 lastmap = m;
599 max--; 607 max--;
600 lastdir = dir; 608 lastdir = dir;
601 if (!firstdir) 609 if (!firstdir)
602 firstdir = dir; 610 firstdir = dir;
603 } 611 }
612
604 if (diff <= 1) 613 if (diff <= 1)
605 { 614 {
606 /* Recalculate diff (distance) because we may not have actually 615 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 616 * headed toward player for entire distance.
608 */ 617 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 618 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); 619 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 620 }
621
612 if (diff > max) 622 if (diff > max)
613 return 0; 623 return 0;
614 } 624 }
625
615 /* If we reached the max, didn't find a direction in time */ 626 /* If we reached the max, didn't find a direction in time */
616 if (!max) 627 if (!max)
617 return 0; 628 return 0;
618 629
619 return firstdir; 630 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 657 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 658 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 659 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 660 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 661 {
651 remove_ob (op); 662 op->destroy ();
652 free_object (op);
653 continue; 663 continue;
654 } 664 }
655 } 665 }
656 666
657 /* This really needs to be better - we should really give 667 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 678 if (tmp->type == op->type && tmp->name == op->name)
669 break; 679 break;
670 680
671 if (tmp) 681 if (tmp)
672 { 682 {
673 remove_ob (op); 683 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 685 continue;
677 } 686 }
687
678 if (op->nrof > 1) 688 if (op->nrof > 1)
679 op->nrof = 1; 689 op->nrof = 1;
680 } 690 }
681 691
682 if (op->type == SPELLBOOK && op->inv) 692 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 704 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 705 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 706 }
697 if (op->type == SPELL) 707 if (op->type == SPELL)
698 { 708 {
699 remove_ob (op); 709 op->destroy ();
700 free_object (op);
701 continue; 710 continue;
702 } 711 }
703 else if (op->type == SKILL) 712 else if (op->type == SKILL)
704 { 713 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 714 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 723 /* Need to set up the skill pointers */
715 link_player_skills (pl); 724 link_player_skills (pl);
716} 725}
717 726
718void 727void
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) 728get_party_password (object *op, partylist *party)
803{ 729{
804 if (party == NULL) 730 if (party == NULL)
805 { 731 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 732 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 733 return;
808 } 734 }
735
809 op->contr->write_buf[0] = '\0'; 736 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 737 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 738 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 739 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 740}
814
815 741
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 743static int
818roll_stat (void) 744roll_stat (void)
819{ 745{
820 int a[4], i, j, k; 746 int a[4], i, j, k;
821 747
822 for (i = 0; i < 4; i++) 748 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 749 a[i] = (int) rndm (6) + 1;
824 750
825 for (i = 0, j = 0, k = 7; i < 4; i++) 751 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 752 if (a[i] < k)
827 k = a[i], j = i; 753 k = a[i], j = i;
828 754
829 for (i = 0, k = 0; i < 4; i++) 755 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 756 if (i != j)
832 k += a[i]; 757 k += a[i];
833 } 758
834 return k; 759 return k;
835} 760}
836 761
837void 762void
838roll_stats (object *op) 763object::roll_stats ()
839{ 764{
765 int statsort [NUM_STATS];
766
767 for (;;)
768 {
840 int sum = 0; 769 int sum = 0;
841 int i = 0, j = 0; 770 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 771 sum += statsort [i] = roll_stat ();
843 772
844 do 773 if (sum >= 82 && sum <= 116)
774 break;
845 { 775 }
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);
856 776
857 /* Sort the stats so that rerolling is easier... */ 777 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 778 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;
865 779
866 /* a quick and dirty bubblesort? */ 780 for (int i = 0; i < NUM_STATS; ++i)
867 do 781 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);
882 782
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; 783 stats.exp = 0;
902 op->stats.ac = 0; 784 stats.ac = 0;
903 785
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; 786 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 787 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 788 stats.grace = stats.maxgrace;
789
790 if (contr)
791 {
792 contr->levhp[1] = 9;
793 contr->levsp[1] = 6;
794 contr->levgrace[1] = 3;
795
912 op->contr->orig_stats = op->stats; 796 contr->orig_stats = stats;
797 }
913} 798}
914 799
915void 800void
916Roll_Again (object *op) 801object::swap_stats (int a, int b)
917{ 802{
918 esrv_new_player (op->contr, 0); 803 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}
922 804
923void 805 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 806 stats.stat (i) = contr->orig_stats.stat (i);
807
808 //TODO: the following code looks so borked and should, at the very least,
809 // be merged with the similar code in roll_stats
810 stats.ac = 0;
811
812 level = 1;
813 stats.exp = 0;
814 stats.ac = 0;
815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
826 contr->orig_stats = stats;
827 }
828}
829
830static void
831start_info (object *op)
925{ 832{
926 signed char tmp;
927 char buf[MAX_BUF]; 833 char buf[MAX_BUF];
928 834
929 if (op->contr->Swap_First == -1) 835 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); 836 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 837 //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); 838 //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} 839}
1044 840
1045/* This function takes the key that is passed, and does the 841/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 842 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 843 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 844 * separate race and class; this actually changes the RACE,
1049 * not the class. 845 * not the class.
1050 */ 846 */
1051 847void
1052int 848player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 849{
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 */ 850 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 851 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 852
853 treasurelist *tl = treasurelist::find ("starting_wealth");
854 if (tl)
855 create_treasure (tl, ob, 0, 0, 0);
856
1071 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, ob->contr);
1073 859
1074 op->contr->state = ST_PLAYING; 860 ob->contr->ns->state = ST_PLAYING;
1075 861
1076 if (op->msg) 862 if (ob->msg)
1077 op->msg = NULL; 863 ob->msg = 0;
1078 864
1079 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
1080 * to save here. 866 * to save here.
1081 */ 867 */
868 {
869 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 871 make_path_to_file (buf);
872 }
1084 873
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 874 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 875 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 876 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 877 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 878 esrv_send_inventory (ob, ob);
1093 fix_player (op); 879 ob->update_stats ();
1094 880
1095 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
1096 * is one for this race 882 * is one for this race
1097 */ 883 */
1098 if (*first_map_ext_path) 884 if (*first_map_ext_path)
1099 { 885 {
1100 object *tmp; 886 object *tmp;
1101 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
1102 888
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1104 tmp = get_object (); 890 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 891 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 892 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 893 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 895 * if the map isn't there, then stay on the
1110 * default initial map */ 896 * default initial map */
1111 free_object (tmp); 897 tmp->destroy ();
1112 } 898 }
1113 else 899 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 900 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 901}
1117 return 0;
1118 }
1119 902
903void
904player::chargen_race_next ()
905{
1120 /* Following actually changes the race - this is the default command 906 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 907 * if we don't match with one of the options above.
1122 */ 908 */
1123 909
1124 tmp_loop = 0; 910 do
1125 while (!tmp_loop)
1126 { 911 {
1127 shstr name = op->name; 912 shstr name = ob->name;
1128 int x = op->x, y = op->y; 913 int x = ob->x, y = ob->y;
1129 914
1130 remove_statbonus (op); 915 ob->remove_statbonus ();
1131 remove_ob (op); 916 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 917 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 918 ob->arch->copy_to (ob);
1134 op->instantiate (); 919 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 920 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 921 ob->name = ob->name_pl = name;
1137 op->x = x; 922 ob->x = x;
1138 op->y = y; 923 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 924 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 925 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 926 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 927 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 928 }
929 while (!allowed_class (ob));
1145 930
1146 update_object (op, UP_OBJ_FACE); 931 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 932 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 933 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 934 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 935 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 936 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} 937}
1208 938
1209void 939void
1210flee_player (object *op) 940flee_player (object *op)
1211{ 941{
1241 { 971 {
1242 op->enemy = NULL; 972 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 974 return;
1245 } 975 }
976
1246 get_rangevector (op, op->enemy, &rv, 0); 977 get_rangevector (op, op->enemy, &rv, 0);
1247 978
1248 dir = absdir (4 + rv.direction); 979 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 980 for (diff = 0; diff < 3; diff++)
1250 { 981 {
1251 int m = 1 - (RANDOM () & 2); 982 int m = 1 - (RANDOM () & 2);
1252 983
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 984 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 985 return;
1256 }
1257 } 986 }
987
1258 /* Cornered, get rid of scared */ 988 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 989 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 990 op->enemy = NULL;
1261} 991}
1262 992
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 993/* 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 994 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 995 * stop.
1267 */ 996 */
1268int 997int
1269check_pick (object *op) 998check_pick (object *op)
1270{ 999{
1271 object *tmp, *next; 1000 object *tmp, *next;
1272 int stop = 0; 1001 int stop = 0;
1273 int j, k, wvratio; 1002 int wvratio;
1274 char putstring[128], tmpstr[16]; 1003 char putstring[128];
1275 1004
1276 /* if you're flying, you cna't pick up anything */ 1005 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1006 if (op->move_type & MOVE_FLYING)
1278 return 1; 1007 return 1;
1279 1008
1347 if (tmp->name != NULL) 1076 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1077 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)))); 1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1079 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1080 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)))); 1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1082
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1083 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 } 1084 }
1085
1384 /* philosophy: 1086 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1087 * 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 1088 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1089 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1090 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1091 * example.
1390 * The drawback: right now it has no frontend, so you need to 1092 * 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 1093 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1094 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1128 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1129 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1130 if (tmp->type == FOOD)
1429 { 1131 {
1430 pick_up (op, tmp); 1132 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1133 continue;
1434 } 1134 }
1135
1435 if (op->contr->mode & PU_DRINK) 1136 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1137 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 { 1138 {
1438 pick_up (op, tmp); 1139 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1140 continue;
1442 } 1141 }
1443 1142
1444 if (op->contr->mode & PU_POTION) 1143 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1144 if (tmp->type == POTION)
1446 { 1145 {
1447 pick_up (op, tmp); 1146 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1147 continue;
1451 } 1148 }
1452 1149
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1150 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1151 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1152 if (tmp->type == SPELLBOOK)
1456 { 1153 {
1457 pick_up (op, tmp); 1154 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1155 continue;
1461 } 1156 }
1157
1462 if (op->contr->mode & PU_SKILLSCROLL) 1158 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1159 if (tmp->type == SKILLSCROLL)
1464 { 1160 {
1465 pick_up (op, tmp); 1161 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1162 continue;
1469 } 1163 }
1164
1470 if (op->contr->mode & PU_READABLES) 1165 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1472 { 1167 {
1473 pick_up (op, tmp); 1168 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1169 continue;
1477 } 1170 }
1478 1171
1479 /* wands/staves/rods/horns */ 1172 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1173 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1174 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1175 {
1483 pick_up (op, tmp); 1176 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1177 continue;
1487 } 1178 }
1488 1179
1489 /* pick up all magical items */ 1180 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1181 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1182 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 { 1183 {
1493 pick_up (op, tmp); 1184 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1185 continue;
1497 } 1186 }
1498 1187
1499 if (op->contr->mode & PU_VALUABLES) 1188 if (op->contr->mode & PU_VALUABLES)
1500 { 1189 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1190 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1191 {
1503 pick_up (op, tmp); 1192 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1193 continue;
1507 } 1194 }
1508 } 1195 }
1509 1196
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1197 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1198 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1199 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1200 {
1514 pick_up (op, tmp); 1201 pick_up (op, tmp);
1202 continue;
1515 if (0) 1203 }
1516 fprintf (stderr, "JEWELS\n"); 1204
1205 /* we don't forget dragon food */
1206 if (op->contr->mode & PU_FLESH)
1207 if (tmp->type == FLESH)
1208 {
1209 pick_up (op, tmp);
1517 continue; 1210 continue;
1518 } 1211 }
1519 1212
1520 /* bows and arrows. Bows are good for selling! */ 1213 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1214 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1215 if (tmp->type == BOW)
1523 { 1216 {
1524 pick_up (op, tmp); 1217 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1218 continue;
1528 } 1219 }
1220
1529 if (op->contr->mode & PU_ARROW) 1221 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1222 if (tmp->type == ARROW)
1531 { 1223 {
1532 pick_up (op, tmp); 1224 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1225 continue;
1536 } 1226 }
1537 1227
1538 /* all kinds of armor etc. */ 1228 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1229 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1230 if (tmp->type == ARMOUR)
1541 { 1231 {
1542 pick_up (op, tmp); 1232 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1233 continue;
1546 } 1234 }
1235
1547 if (op->contr->mode & PU_HELMET) 1236 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1237 if (tmp->type == HELMET)
1549 { 1238 {
1550 pick_up (op, tmp); 1239 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1240 continue;
1554 } 1241 }
1242
1555 if (op->contr->mode & PU_SHIELD) 1243 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1244 if (tmp->type == SHIELD)
1557 { 1245 {
1558 pick_up (op, tmp); 1246 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1247 continue;
1562 } 1248 }
1249
1563 if (op->contr->mode & PU_BOOTS) 1250 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1251 if (tmp->type == BOOTS)
1565 { 1252 {
1566 pick_up (op, tmp); 1253 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1254 continue;
1570 } 1255 }
1256
1571 if (op->contr->mode & PU_GLOVES) 1257 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1258 if (tmp->type == GLOVES)
1573 { 1259 {
1574 pick_up (op, tmp); 1260 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1261 continue;
1578 } 1262 }
1263
1579 if (op->contr->mode & PU_CLOAK) 1264 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1265 if (tmp->type == CLOAK)
1581 { 1266 {
1582 pick_up (op, tmp); 1267 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1268 continue;
1586 } 1269 }
1587 1270
1588 /* hoping to catch throwing daggers here */ 1271 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1272 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1273 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1274 {
1592 pick_up (op, tmp); 1275 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1276 continue;
1596 } 1277 }
1597 1278
1598 /* careful: chairs and tables are weapons! */ 1279 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1280 if (op->contr->mode & PU_ALLWEAPON)
1600 { 1281 {
1601 if (tmp->type == WEAPON && tmp->name != NULL) 1282 if (tmp->type == WEAPON && tmp->name != NULL)
1602 { 1283 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1605 { 1286 {
1606 pick_up (op, tmp); 1287 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1288 continue;
1610 } 1289 }
1611 } 1290 }
1291
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1292 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1293 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1615 { 1295 {
1616 pick_up (op, tmp); 1296 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1297 continue;
1620 } 1298 }
1621 } 1299 }
1622 } 1300 }
1623 1301
1624 /* misc stuff that's useful */ 1302 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1303 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1304 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1305 {
1628 pick_up (op, tmp); 1306 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1307 continue;
1632 } 1308 }
1633 1309
1634 /* any of the last 4 bits set means we use the ratio for value 1310 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */ 1311 * pickups */
1648 if (tmp->name != NULL) 1324 if (tmp->name != NULL)
1649 { 1325 {
1650 fprintf (stderr, "%s", tmp->name); 1326 fprintf (stderr, "%s", tmp->name);
1651 } 1327 }
1652 else 1328 else
1653 fprintf (stderr, "%s", tmp->arch->name); 1329 fprintf (stderr, "%s", tmp->arch->archname);
1654 fprintf (stderr, ",%d] = ", tmp->type); 1330 fprintf (stderr, ",%d] = ", tmp->type);
1655 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1331 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1656#endif 1332#endif
1657 continue; 1333 continue;
1658 } 1334 }
1659 } 1335 }
1660 } /* the new pickup model */ 1336 } /* the new pickup model */
1661 } 1337 }
1338
1662 return !stop; 1339 return !stop;
1663} 1340}
1664 1341
1665/* 1342/*
1666 * Find an arrow in the inventory and after that 1343 * Find an arrow in the inventory and after that
1668 * found object is returned. 1345 * found object is returned.
1669 */ 1346 */
1670object * 1347object *
1671find_arrow (object *op, const char *type) 1348find_arrow (object *op, const char *type)
1672{ 1349{
1673 object *tmp = NULL; 1350 object *tmp = 0;
1674 1351
1675 for (op = op->inv; op; op = op->below) 1352 for (op = op->inv; op; op = op->below)
1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677 tmp = find_arrow (op, type); 1354 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1355 else if (op->type == ARROW && op->race == type)
1679 return op; 1356 return op;
1357
1680 return tmp; 1358 return tmp;
1681} 1359}
1682 1360
1683/* 1361/*
1684 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * 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 1363 * 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 1364 * 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. 1365 * the hall. Failing that it does it's best to pick the highest plus arrow.
1688 */ 1366 */
1689
1690object * 1367object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1368find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1369{
1693 object *tmp = NULL, *arrow, *ntmp; 1370 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1371 int attacknum, attacktype, betterby = 0, i;
1727 else 1404 else
1728 { 1405 {
1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 { 1407 {
1731 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1732 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1733 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1734 { 1411 {
1735 tmp = arrow; 1412 tmp = arrow;
1736 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1737 } 1414 }
1738 } 1415 }
1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1740 { 1417 {
1741 tmp = arrow; 1418 tmp = arrow;
1760 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1438 * op = the shooter
1762 * type = bow->race 1439 * type = bow->race
1763 * dir = fire direction 1440 * dir = fire direction
1764 */ 1441 */
1765
1766object * 1442object *
1767pick_arrow_target (object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1768{ 1444{
1769 object *tmp = NULL; 1445 object *tmp = NULL;
1770 maptile *m; 1446 maptile *m;
1835 */ 1511 */
1836int 1512int
1837fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1513fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1838{ 1514{
1839 object *left, *bow; 1515 object *left, *bow;
1840 int bowspeed, mflags; 1516 int mflags;
1841 maptile *m; 1517 maptile *m;
1842 1518
1843 if (!dir) 1519 if (!dir)
1844 { 1520 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1522 return 0;
1847 } 1523 }
1848 if (op->type == PLAYER) 1524
1849 bow = op->contr->ranges[range_bow]; 1525 if (op->contr)
1526 bow = op->current_weapon;
1850 else 1527 else
1851 { 1528 {
1852 for (bow = op->inv; bow; bow = bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1853 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* 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. 1531 * don't need to switch back and forth between bows and weapons.
1859 if (!bow) 1536 if (!bow)
1860 { 1537 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1539 return 0;
1863 } 1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1864 } 1549 }
1550
1865 if (!bow->race || !bow->skill) 1551 if (!bow->race || !bow->skill)
1866 { 1552 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1554 return 0;
1869 } 1555 }
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 1556
1879 if (arrow == NULL) 1557 if (arrow == NULL)
1880 { 1558 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1560 {
1883 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1562 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 */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1886 else 1564 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1888 return 0; 1567 return 0;
1889 } 1568 }
1890 } 1569 }
1570
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1572 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1573 return 0;
1895 } 1574
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1575 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1576 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1577 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1578 return 0;
1900 } 1579 }
1901 1580
1902 /* this should not happen, but sometimes does */ 1581 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1582 if (arrow->nrof == 0)
1904 { 1583 {
1905 remove_ob (arrow); 1584 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1585 return 0;
1908 } 1586 }
1909 1587
1910 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1589 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1590 if (!arrow)
1913 { 1591 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1593 return 0;
1916 } 1594 }
1917 set_owner (arrow, op); 1595
1596 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1598 arrow->direction = dir;
1921 arrow->x = sx; 1599
1922 arrow->y = sy; 1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype;
1603
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606
1607#if 0
1608 if (player *pl = op->contr)
1609 {
1610 float speed = pl->weapon_sp;
1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1624 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0;
1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1923 1632
1924 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1925 { 1634 {
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; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1636 wc -= dex_bonus[op->stats.Dex];
1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1959 } 1642 }
1960 else 1643 else
1961 { 1644 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1645 arrow->level = op->level;
1964 } 1646 arrow->stats.wc -= bow->magic;
1965 1647
1966 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1967 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1968 1653
1969 if (bow->slaying != NULL) 1654 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1656
1972 arrow->map = m; 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1660
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1977 insert_ob_in_map (arrow, m, op, 0); 1662 m->insert (arrow, sx, sy, op);
1978 1663
1979 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1665 move_arrow (arrow);
1981 1666
1982 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
2002{ 1687{
2003 int ret = 0, wcmod = 0; 1688 int ret = 0, wcmod = 0;
2004 1689
2005 if (op->contr->bowtype == bow_bestarrow) 1690 if (op->contr->bowtype == bow_bestarrow)
2006 { 1691 {
2007 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1692 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2008 } 1693 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1694 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1695 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1697 wcmod = -1;
1698
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1699 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1700 }
2015 else if (op->contr->bowtype == bow_threewide) 1701 else if (op->contr->bowtype == bow_threewide)
2016 { 1702 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1703 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2021 else if (op->contr->bowtype == bow_spreadshot) 1707 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1708 {
2023 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1709 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); 1710 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); 1711 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2026
2027 } 1712 }
2028 else 1713 else
2029 { 1714 {
2030 /* Simple case */ 1715 /* Simple case */
2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 } 1717 }
1718
2033 return ret; 1719 return ret;
2034} 1720}
2035
2036 1721
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1722/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1723 * Broken apart from 'fire' to keep it more readable.
2039 */ 1724 */
2040void 1725void
2041fire_misc_object (object *op, int dir) 1726fire_misc_object (object *op, int dir)
2042{ 1727{
2043 object *item; 1728 object *item = op->contr->ranged_ob;
2044 1729
2045 if (!op->contr->ranges[range_misc]) 1730 if (!item)
2046 { 1731 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1732 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2048 return; 1733 return;
2049 } 1734 }
2050 1735
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1736 if (!item->inv)
2053 { 1737 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1738 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1739 return;
2056 } 1740 }
1741
1742 if (!op->change_weapon (item))
1743 return;
1744
2057 if (item->type == WAND) 1745 if (item->type == WAND)
2058 { 1746 {
2059 if (item->stats.food <= 0) 1747 if (item->stats.food <= 0)
2060 { 1748 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1749 op->contr->play_sound (sound_find ("wand_poof"));
2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1751
2063 return; 1752 return;
2064 } 1753 }
2065 } 1754 }
2066 else if (item->type == ROD || item->type == HORN) 1755 else if (item->type == ROD || item->type == HORN)
2067 { 1756 {
2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2069 { 1758 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1760
2071 if (item->type == ROD) 1761 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)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1763 else
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1765
2075 return; 1766 return;
2076 } 1767 }
2077 } 1768 }
2078 1769
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1770 if (cast_spell (op, item, dir, item->inv, NULL))
2086 object *tmp; 1777 object *tmp;
2087 1778
2088 if (item->arch) 1779 if (item->arch)
2089 { 1780 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1781 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1782 item->face = item->arch->face;
2092 item->speed = 0; 1783 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1784 }
1785
2095 if ((tmp = is_player_inv (item))) 1786 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1787 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1788 }
2098 } 1789 }
2099 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1791 drain_rod_charge (item);
2102 }
2103 } 1792 }
2104} 1793}
2105 1794
2106/* Received a fire command for the player - go and do it. 1795/* Received a fire command for the player - go and do it.
2107 */ 1796 */
2108void 1797bool
2109fire (object *op, int dir) 1798fire (object *op, int dir)
2110{ 1799{
2111 int spellcost = 0; 1800 int spellcost = 0;
2112 1801
2113 /* check for loss of invisiblity/hide */ 1802 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1803 if (action_makes_visible (op))
2115 make_visible (op); 1804 make_visible (op);
2116 1805
2117 switch (op->contr->shoottype) 1806 player *pl = op->contr;
1807
1808 if (pl->golem)
1809 {
1810 control_golem (op->contr->golem, dir);
1811 return false;
2118 { 1812 }
2119 case range_none:
2120 return;
2121 1813
2122 case range_bow: 1814 object *ob = pl->ranged_ob;
1815
1816 if (!ob)
1817 return false;
1818
1819 if (!op->change_weapon (ob))
1820 return false;
1821
1822 if (op->speed_left > 0.f)
1823 --op->speed_left;
1824 else
1825 return false;
1826
1827 switch (ob->type)
1828 {
1829 case BOW:
2123 player_fire_bow (op, dir); 1830 player_fire_bow (op, dir);
2124 return; 1831 break;
2125 1832
2126 case range_magic: /* Casting spells */ 1833 case SPELL:
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1834 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2128 return; 1835 break;
2129 1836
2130 case range_misc: 1837 case BUILDER:
1838 apply_map_builder (op, dir);
1839 break;
1840
1841 case SKILL:
1842 do_skill (op, op, ob, dir, 0);
1843 break;
1844
1845 default:
2131 fire_misc_object (op, dir); 1846 fire_misc_object (op, dir);
2132 return; 1847 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 } 1848 }
2161}
2162 1849
2163 1850 return true;
1851}
2164 1852
2165/* find_key 1853/* find_key
2166 * We try to find a key for the door as passed. If we find a key 1854 * 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 1855 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1856 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1858 * pl is the player,
2171 * inv is the objects inventory to searched 1859 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1860 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1861 * This function can be called recursively to search containers.
2174 */ 1862 */
2175
2176object * 1863object *
2177find_key (object *pl, object *container, object *door) 1864find_key (object *pl, object *container, object *door)
2178{ 1865{
2179 object *tmp, *key; 1866 object *tmp, *key;
2180 1867
2181 /* Should not happen, but sanity checking is never bad */ 1868 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1869 if (!container->inv)
2183 return NULL; 1870 return 0;
2184 1871
2185 /* First, lets try to find a key in the top level inventory */ 1872 /* First, lets try to find a key in the top level inventory */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1873 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1874 {
2188 if (door->type == DOOR && tmp->type == KEY) 1875 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1876 break;
2190 /* For sanity, we should really check door type, but other stuff 1877 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1878 * (like containers) can be locked with special keys
2192 */ 1879 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1881 break;
2195 } 1882 }
1883
2196 /* No key found - lets search inventories now */ 1884 /* No key found - lets search inventories now */
2197 /* If we find and use a key in an inventory, return at that time. 1885 /* 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 1886 * otherwise, if we search all the inventories and still don't find
2199 * a key, return 1887 * a key, return
2200 */ 1888 */
2201 if (!tmp) 1889 if (!tmp)
2202 { 1890 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1891 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1892 {
2205 /* No reason to search empty containers */ 1893 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1894 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1895 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1896 if ((key = find_key (pl, tmp, door)))
2209 return key; 1897 return key;
2210 } 1898 }
2211 } 1899 }
1900
2212 if (!tmp) 1901 if (!tmp)
2213 return NULL; 1902 return NULL;
2214 } 1903 }
1904
2215 /* We get down here if we have found a key. Now if its in a container, 1905 /* 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 1906 * see if we actually want to use it
2217 */ 1907 */
2218 if (pl != container) 1908 if (pl != container)
2219 { 1909 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1930 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)); 1931 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1932 return NULL;
2243 } 1933 }
2244 } 1934 }
1935
2245 return tmp; 1936 return tmp;
2246} 1937}
2247 1938
2248/* moved door processing out of move_player_attack. 1939/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1940 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1942 * 0 otherwise
2252 */ 1943 */
2253static int 1944static int
2254player_attack_door (object *op, object *door) 1945player_attack_door (object *op, object *door)
2255{ 1946{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1947 /* 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 - 1948 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1949 * otherwise, we fall through to the rest of the code.
2260 */ 1950 */
2261 object *key = find_key (op, op, door); 1951 object *key = find_key (op, op, door);
2262 1952
2263 /* IF we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
2264 if (key) 1954 if (key)
2265 { 1955 {
2266 object *container = key->env; 1956 object *container = key->env;
2267 1957
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2269 if (action_makes_visible (op)) 1958 if (action_makes_visible (op))
2270 make_visible (op); 1959 make_visible (op);
1960
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1962 spring_trap (door->inv, op);
1963
2273 if (door->type == DOOR) 1964 if (door->type == DOOR)
2274 {
2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1965 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1966 else if (door->type == LOCKED_DOOR)
2278 { 1967 {
2279 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1968 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 ;-) */ 1969 remove_door2 (door); /* remove door without violence ;-) */
2281 } 1970 }
1971
2282 /* Do this after we print the message */ 1972 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 1973 decrease_ob (key); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 1974 /* Need to update the weight the container the key was in */
2285 if (container != op) 1975 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container); 1976 esrv_update_item (UPD_WEIGHT, op, container);
1977
2287 return 1; /* Nothing more to do below */ 1978 return 1; /* Nothing more to do below */
2288 } 1979 }
2289 else if (door->type == LOCKED_DOOR) 1980 else if (door->type == LOCKED_DOOR)
2290 { 1981 {
2291 /* Might as well return now - no other way to open this */ 1982 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293 return 1; 1984 return 1;
2294 } 1985 }
1986
2295 return 0; 1987 return 0;
2296} 1988}
2297 1989
2298/* This function is just part of a breakup from move_player. 1990/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 1991 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 1992 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 1993 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 1994 * going to try and move (not fire weapons).
2303 */ 1995 */
2304 1996bool
2305void
2306move_player_attack (object *op, int dir) 1997move_player_attack (object *op, int dir)
2307{ 1998{
2308 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 1999 int on_battleground;
2311 maptile *m;
2312 2000
2313 nx = freearr_x[dir] + op->x; 2001 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2002 sint16 ny = freearr_y[dir] + op->y;
2315 2003
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2004 on_battleground = op_on_battleground (op, 0, 0);
2005
2006 if (out_of_map (op->map, nx, ny))
2007 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2317 2014
2318 /* If braced, or can't move to the square, and it is not out of the 2015 /* 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 2016 * 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 2017 * 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 2018 * 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 2019 * 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 2020 * 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 2021 * quite a bit of processing. However, it probably is less than what
2325 * move_ob uses. 2022 * move_ob uses.
2326 */ 2023 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2024 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 2025
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 2026 /* 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. 2027 * 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 2028 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space 2029 * on the space
2349 */ 2030 */
2350 while (tmp != NULL) 2031 object *mon;
2351 { 2032 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2352 if (tmp == op) 2033 {
2353 { 2034 if ((mon->flag [FLAG_ALIVE]
2354 tmp = tmp->above; 2035 || mon->type == LOCKED_DOOR
2355 continue; 2036 || mon->flag [FLAG_CAN_ROLL])
2356 }
2357
2358 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2359 {
2360 mon = tmp; 2037 && mon != op)
2361 break; 2038 break;
2362 } 2039 }
2363 2040
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 */ 2041 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2042 return false; /* into a wall */
2372 2043
2373 if (mon->head != NULL)
2374 mon = mon->head; 2044 mon = mon->head_ ();
2375 2045
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2046 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2047 if (op->contr->weapon_sp_left > 0.f)
2377 if (player_attack_door (op, mon)) 2048 if (player_attack_door (op, mon))
2049 {
2050 --op->contr->weapon_sp_left;
2378 return; 2051 return true;
2052 }
2379 2053
2380 /* The following deals with possibly attacking peaceful 2054 /* The following deals with possibly attacking peaceful
2381 * or frienddly creatures. Basically, all players are considered 2055 * or friendly creatures. Basically, all players are considered
2382 * unaggressive. If the moving player has peaceful set, then the 2056 * unaggressive. If the moving player has peaceful set, then the
2383 * object should be pushed instead of attacked. It is assumed that 2057 * object should be pushed instead of attacked. It is assumed that
2384 * if you are braced, you will not attack friends accidently, 2058 * if you are braced, you will not attack friends accidently,
2385 * and thus will not push them. 2059 * and thus will not push them.
2386 */ 2060 */
2387 2061
2388 /* If the creature is a pet, push it even if the player is not 2062 /* 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 2063 * peaceful. Our assumption is the creature is a pet if the
2390 * player owns it and it is either friendly or unagressive. 2064 * player owns it and it is either friendly or unagressive.
2391 */ 2065 */
2392 if ((op->type == PLAYER) 2066 if (op->type == PLAYER
2393#if COZY_SERVER 2067 && ((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) 2068 && same_party (mon->owner->contr->party, op->contr->party))
2397#else 2069 || mon->owner == op)
2398 && get_owner (mon) == op
2399#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2071 {
2402 /* If we're braced, we don't want to switch places with it */ 2072 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced) 2073 if (op->contr->braced)
2404 return; 2074 return false;
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2075
2076 if (op->speed_left > 0.f)
2077 {
2078 --op->speed_left;
2079
2080 op->play_sound (sound_find ("push_player"));
2406 (void) push_ob (mon, dir, op); 2081 push_ob (mon, dir, op);
2082
2407 if (op->contr->tmp_invis || op->hide) 2083 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2084 make_visible (op);
2085
2409 return; 2086 return true;
2410 } 2087 }
2088 else
2089 return false;
2090 }
2411 2091
2412 /* in certain circumstances, you shouldn't attack friendly 2092 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2093 * creatures. Note that if you are braced, you can't push
2414 * someone, but put it inside this loop so that you won't 2094 * someone, but put it inside this loop so that you won't
2415 * attack them either. 2095 * attack them either.
2416 */ 2096 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2097 if ((mon->type == PLAYER || mon->enemy != op)
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2098 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2419#ifdef PROHIBIT_PLAYERKILL 2099 && ((op->contr->peaceful
2420 (op->contr->peaceful 2100 || (mon->type == PLAYER && mon->contr->peaceful))
2421 || (mon->type == PLAYER 2101 && !on_battleground))
2422 && mon->contr-> 2102 {
2423 peaceful)) && 2103 if (op->speed_left > 0.f)
2424#else
2425 op->contr->peaceful &&
2426#endif
2427 !on_battleground))
2428 { 2104 {
2105 --op->speed_left;
2106
2429 if (!op->contr->braced) 2107 if (!op->contr->braced)
2430 { 2108 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 op->play_sound (sound_find ("push_player"));
2432 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2433 } 2111 }
2434 else 2112 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2114
2438 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2116 make_visible (op);
2440 }
2441 2117
2118 return true;
2119 }
2120 }
2442 /* If the object is a boulder or other rollable object, then 2121 /* 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. 2122 * roll it if not braced. You can't roll it if you are braced.
2444 */ 2123 */
2445 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2124 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2125 {
2126 if (op->speed_left > 0.f)
2446 { 2127 {
2128 --op->speed_left;
2129
2447 recursive_roll (mon, dir, op); 2130 recursive_roll (mon, dir, op);
2448 if (action_makes_visible (op)) 2131 if (action_makes_visible (op))
2449 make_visible (op); 2132 make_visible (op);
2450 }
2451 2133
2134 return true;
2135 }
2136 }
2452 /* Any generic living creature. Including things like doors. 2137 /* Any generic living creature. Including things like doors.
2453 * Way it works is like this: First, it must have some hit points 2138 * 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: 2139 * 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 2140 * 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. 2141 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2142 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2143 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))) 2144 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2145 {
2462 2146 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 { 2147 {
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2148 --op->contr->weapon_sp_left;
2471 2149
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); 2150 skill_attack (mon, op, 0, 0, 0);
2476 2151
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)) 2152 if (action_makes_visible (op))
2491 make_visible (op); 2153 make_visible (op);
2492 }
2493 } /* if player should attack something */
2494}
2495 2154
2496int 2155 return true;
2156 }
2157 }
2158
2159 return false;
2160}
2161
2162bool
2497move_player (object *op, int dir) 2163move_player (object *op, int dir)
2498{ 2164{
2499 int pick; 2165 int pick;
2500 2166
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2168 return 0;
2503 2169
2504 /* Sanity check: make sure dir is valid */ 2170 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2171 if ((dir < 0) || (dir >= 9))
2506 { 2172 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2173 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2174 return 0;
2509 } 2175 }
2510 2176
2511 /* peterm: added following line */ 2177 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2179 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2180
2515 op->facing = dir; 2181 op->facing = dir;
2516 2182
2517 if (op->hide) 2183 if (op->hide)
2518 do_hidden_move (op); 2184 do_hidden_move (op);
2519 2185
2186 bool retval;
2187
2520 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2521 /*nop */ ; 2189 retval = RESULT_INT (0);
2522 else if (op->contr->fire_on) 2190 else if (op->contr->fire_on)
2523 fire (op, dir); 2191 retval = fire (op, dir);
2524 else 2192 else
2525 { 2193 {
2526 move_player_attack (op, dir); 2194 retval = move_player_attack (op, dir);
2527 pick = check_pick (op); 2195 pick = check_pick (op);
2528 } 2196 }
2529 2197
2530 /* Add special check for newcs players and fire on - this way, the 2198 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2199 * server can handle repeat firing.
2532 */ 2200 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2201 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2202 op->direction = dir;
2536 }
2537 else 2203 else
2538 {
2539 op->direction = 0; 2204 op->direction = 0;
2540 } 2205
2541 /* Update how the player looks. Use the facing, so direction may 2206 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2207 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2208 * for players.
2544 */ 2209 */
2545 animate_object (op, op->facing); 2210 animate_object (op, op->facing);
2546 return 0; 2211
2212 return retval;
2547} 2213}
2548 2214
2549/* This is similar to handle_player, below, but is only used by the 2215/* This is similar to handle_player, below, but is only used by the
2550 * new client/server stuff. 2216 * new client/server stuff.
2551 * This is sort of special, in that the new client/server actually uses 2217 * This is sort of special, in that the new client/server actually uses
2552 * the new speed values for commands. 2218 * the new speed values for commands.
2553 * 2219 *
2554 * Returns true if there are more actions we can do. 2220 * Returns true if there are more actions we can do. Should not do
2221 * many actions in a row, as that would be too unfair to other
2222 * players.
2555 */ 2223 */
2556int 2224bool
2557handle_newcs_player (object *op) 2225handle_newcs_player (object *op)
2558{ 2226{
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)) 2227 if (QUERY_FLAG (op, FLAG_SCARED))
2580 { 2228 {
2581 flee_player (op); 2229 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 { 2230 {
2585 op->speed_left--; 2231 --op->speed_left;
2232 flee_player (op);
2233
2586 return 0; 2234 return true;
2587 } 2235 }
2588 } 2236 else
2589 2237 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 } 2238 }
2601 2239
2602 /* call this here - we also will call this in do_ericserver, but 2240 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2241 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2242 * called, so we recheck it here.
2605 */ 2243 */
2606 HandleClient (&op->contr->socket, op->contr); 2244 if (op->contr->ns->handle_command ())
2607 if (op->speed_left < 0)
2608 return 0; 2245 return true;
2609 2246
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2247 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); 2248 return move_player (op, op->direction);
2620 if (op->speed_left > 0) 2249
2621 return 1;
2622 else
2623 return 0;
2624 }
2625 return 0; 2250 return false;
2626} 2251}
2627 2252
2628int 2253int
2629save_life (object *op) 2254save_life (object *op)
2630{ 2255{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2256 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2257 return 0;
2635 2258
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2261 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 op->play_sound (sound_find ("ob_evaporate"));
2640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2264
2641 if (op->contr) 2265 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2267
2644 free_object (tmp); 2268 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2269 CLEAR_FLAG (op, FLAG_LIFESAVE);
2270
2646 if (op->stats.hp < 0) 2271 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2272 op->stats.hp = op->stats.maxhp;
2273
2648 if (op->stats.food < 0) 2274 if (op->stats.food < 0)
2649 op->stats.food = 999; 2275 op->stats.food = 999;
2650 fix_player (op); 2276
2277 op->update_stats ();
2651 return 1; 2278 return 1;
2652 } 2279 }
2280
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2281 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2282 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2283 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2284 return 0;
2657} 2285}
2659/* This goes throws the inventory and removes unpaid objects, and puts them 2287/* This goes throws the inventory and removes unpaid objects, and puts them
2660 * back in the map (location and map determined by values of env). This 2288 * back in the map (location and map determined by values of env). This
2661 * function will descend into containers. op is the object to start the search 2289 * function will descend into containers. op is the object to start the search
2662 * from. 2290 * from.
2663 */ 2291 */
2664void 2292static void
2665remove_unpaid_objects (object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2666{ 2294{
2667 object *next;
2668
2669 while (op) 2295 while (op)
2670 { 2296 {
2671 next = op->below; /* Make sure we have a good value, in case 2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2672 * we remove object 'op' 2298
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2299 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2300 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2301 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2303
2304 op->insert_at (env);
2682 } 2305 }
2683 else if (op->inv) 2306 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2307 drop_unpaid_items (op->inv, env);
2308
2685 op = next; 2309 op = next;
2686 } 2310 }
2687} 2311}
2688 2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2318}
2689 2319
2690/* 2320/*
2691 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2323 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2334 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2335 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2336 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2337 else
2708 sprintf (buf, "%s\n", &op->name); 2338 sprintf (buf, "%s\n", &op->name);
2339
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2340 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2341 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2342 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2343 sprintf (buf, "who was in level %d when killed\n", op->level);
2713 else 2344 else
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2345 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2346
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2347 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2348 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2349 if (op->type == PLAYER)
2718 { 2350 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2351 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2352 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2353 strcat (buf2, buf);
2722 } 2354 }
2355
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2356 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2358 strcat (buf2, buf);
2359
2726 return buf2; 2360 return buf2;
2727} 2361}
2728
2729
2730 2362
2731void 2363void
2732do_some_living (object *op) 2364do_some_living (object *op)
2733{ 2365{
2734 int last_food = op->stats.food; 2366 int last_food = op->stats.food;
2740 int rate_grace = 2000; 2372 int rate_grace = 2000;
2741 const int max_hp = 1; 2373 const int max_hp = 1;
2742 const int max_sp = 1; 2374 const int max_sp = 1;
2743 const int max_grace = 1; 2375 const int max_grace = 1;
2744 2376
2745 if (op->contr->outputs_sync) 2377 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 } 2378 {
2379 op->invisible = 1000;
2380 /* the socket code flashes the player visible/invisible
2381 * depending on the value of invisible, so we need to
2382 * alternate it here for it to work correctly.
2383 */
2384 if (pticks & 2)
2385 op->invisible--;
2386 }
2387 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2388 {
2389 if (!op->invisible--)
2390 {
2391 make_visible (op);
2392 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2393 }
2394 }
2751 2395
2752 if (op->contr->state == ST_PLAYING) 2396 if (op->contr->ns->state == ST_PLAYING)
2753 { 2397 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2398 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2399 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2400 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2401 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2402 else
2760 { 2403 {
2761 gen_hp = op->stats.maxhp; 2404 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2405 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2406 }
2407
2764 if (op->contr->gen_sp >= 0) 2408 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2409 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2410 else
2767 { 2411 {
2768 gen_sp = op->stats.maxsp; 2412 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2413 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2414 }
2415
2771 if (op->contr->gen_grace >= 0) 2416 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2418 else
2774 { 2419 {
2775 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2777 } 2422 }
2778 2423
2779 /* Regenerate Spell Points */ 2424 /* Regenerate Spell Points */
2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2425 if (!op->contr->golem && --op->last_sp < 0)
2781 { 2426 {
2782 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2427 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) 2428 if (op->stats.sp < op->stats.maxsp)
2784 { 2429 {
2785 op->stats.sp++; 2430 op->stats.sp++;
2791 op->stats.food += op->contr->digestion; 2436 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2437 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food; 2438 op->stats.food = last_food;
2794 } 2439 }
2795 } 2440 }
2441
2796 if (max_sp > 1) 2442 if (max_sp > 1)
2797 { 2443 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2444 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2445 if (over_sp > 0)
2800 { 2446 {
2801 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2802 { 2448 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2449 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2450
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2451 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--; 2452 op->stats.sp--;
2453
2806 if (op->stats.sp > op->stats.maxsp) 2454 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2455 op->stats.sp = op->stats.maxsp;
2808 } 2456 }
2809 op->last_sp = 0; 2457 op->last_sp = 0;
2810 } 2458 }
2811 else 2459 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2460 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 } 2461 }
2816 else 2462 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2463 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 } 2464 }
2821 2465
2822 /* Regenerate Grace */ 2466 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2467 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2468 if (--op->last_grace < 0)
2825 { 2469 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2470 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2471 op->stats.grace++; /* no penalty in food for regaining grace */
2472
2828 if (max_grace > 1) 2473 if (max_grace > 1)
2829 { 2474 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2475 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2476 if (over_grace > 0)
2832 { 2477 {
2860 op->stats.food += op->contr->digestion; 2505 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2506 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2507 op->stats.food = last_food;
2863 } 2508 }
2864 } 2509 }
2510
2865 if (max_hp > 1) 2511 if (max_hp > 1)
2866 { 2512 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2513 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2514 if (over_hp > 0)
2869 { 2515 {
2882 } 2528 }
2883 2529
2884 /* Digestion */ 2530 /* Digestion */
2885 if (--op->last_eat < 0) 2531 if (--op->last_eat < 0)
2886 { 2532 {
2887#ifdef COZY_SERVER 2533 int bonus = max (0, op->contr->digestion),
2888 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2534 penalty = max (0, -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;
2892#endif
2893 2535
2894 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2536 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2896 else 2537
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2898 /* dms do not consume food */ 2538 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2539 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2540 op->stats.food--;
2901 } 2541 }
2902 }
2903 2542
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2543 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2544 {
2906 object *tmp, *flesh = NULL; 2545 object *tmp, *flesh = 0;
2907 2546
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2547 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 { 2548 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2549 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2913 { 2550 {
2551 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2552 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2553 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2915 manual_apply (op, tmp, 0); 2554 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2555 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2556 break;
2918 } 2557 }
2919 else if (tmp->type == FLESH) 2558 else if (tmp->type == FLESH)
2920 flesh = tmp; 2559 flesh = tmp;
2921 } /* End if paid for object */ 2560 } /* End if paid for object */
2922 } /* end of for loop */ 2561 } /* end of for loop */
2562
2923 /* If player is still starving, it means they don't have any food, so 2563 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2564 * eat flesh instead.
2925 */ 2565 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2566 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2567 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2568 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2929 manual_apply (op, flesh, 0); 2569 manual_apply (op, flesh, 0);
2930 } 2570 }
2931 } /* end if player is starving */ 2571 }
2932 2572
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2573 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2574 op->stats.food++, op->stats.hp--;
2935 2575
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2576 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2577 kill_player (op);
2578 }
2938} 2579}
2939
2940
2941 2580
2942/* If the player should die (lack of hp, food, etc), we call this. 2581/* 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 2582 * 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 2583 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2584 * file.
2963 object *tmp; 2602 object *tmp;
2964 2603
2965 if (save_life (op)) 2604 if (save_life (op))
2966 return; 2605 return;
2967 2606
2968
2969 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2607 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2970 * in cities ONLY!!! It is very important that this doesn't get abused. 2608 * in cities ONLY!!! It is very important that this doesn't get abused.
2971 * Look at op_on_battleground() for more info --AndreasV 2609 * Look at op_on_battleground() for more info --AndreasV
2972 */ 2610 */
2973 if (op_on_battleground (op, &x, &y)) 2611 if (op_on_battleground (op, &x, &y))
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2613 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..."); 2614 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2615
2978 /* restore player */ 2616 /* restore player */
2979 at = archetype::find ("poisoning"); 2617 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2618 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2619 {
2983 remove_ob (tmp); 2620 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2621 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2622 }
2987 2623
2988 at = archetype::find ("confusion"); 2624 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2625 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2626 {
2992 remove_ob (tmp); 2627 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2628 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2629 }
2996 2630
2997 cure_disease (op, 0); /* remove any disease */ 2631 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2632 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2633 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2634 op->stats.food = 999;
3001 2635
3002 /* create a bodypart-trophy to make the winner happy */ 2636 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2637 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2638 {
3006 sprintf (buf, "%s's finger", &op->name); 2639 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2640 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2641 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n", 2642 " 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); 2643 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2644 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2645 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2646 tmp->materialname = "organics";
3014 tmp->x = op->x, tmp->y = op->y; 2647 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2648 }
3017 2649
3018 /* teleport defeated player to new destination */ 2650 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2651 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2652 op->contr->braced = 0;
3025 2657
3026 command_kill_pets (op, 0); 2658 command_kill_pets (op, 0);
3027 2659
3028 if (op->stats.food < 0) 2660 if (op->stats.food < 0)
3029 { 2661 {
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); 2662 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2663 strcpy (op->contr->killer, "starvation");
3039 } 2664 }
3040 else 2665 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); 2666 sprintf (buf, "%s died.", &op->name);
3050 } 2667
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2668 op->contr->play_sound (sound_find ("player_dies"));
3052 2669
3053 /* save the map location for corpse, gravestone */ 2670 /* save the map location for corpse, gravestone */
3054 x = op->x; 2671 x = op->x;
3055 y = op->y; 2672 y = op->y;
3056 map = op->map; 2673 map = op->map;
3057 2674
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2675 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat. 2676 * 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. 2677 * See the config.h file for a little more in depth detail about this.
3064 */ 2678 */
3065 2679
3066 /* Basically two ways to go - remove a stat permanently, or just 2680 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2681 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2682 * of death.
3069 */ 2683 */
3070#ifndef COZY_SERVER 2684#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2685 if (settings.balanced_stat_loss)
3072 { 2686 {
3073 /* If stat loss is permanent, lose one stat only. */ 2687 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer 2688 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */ 2689 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2690 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2691 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2692 little bit harder. */
3079 /* GD */ 2693 /* GD */
3080 if (settings.stat_loss_on_death) 2694 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2695 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2696 else
3086 { 2697 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2698 }
2699 else
3087 num_stats_lose = 1; 2700 num_stats_lose = 1;
3088 } 2701
3089 lost_a_stat = 0; 2702 lost_a_stat = 0;
3090 2703
3091 for (z = 0; z < num_stats_lose; z++) 2704 for (z = 0; z < num_stats_lose; z++)
3092 { 2705 {
3093 i = RANDOM () % NUM_STATS; 2706 i = RANDOM () % NUM_STATS;
3094 2707
3095 if (settings.stat_loss_on_death) 2708 if (settings.stat_loss_on_death)
2709 {
2710 /* Pick a random stat and take a point off it. Tell the player
2711 * what he lost.
2712 */
2713 change_attr_value (&(op->stats), i, -1);
2714 check_stat_bounds (&(op->stats));
2715 change_attr_value (&(op->contr->orig_stats), i, -1);
2716 check_stat_bounds (&(op->contr->orig_stats));
2717 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2718 lost_a_stat = 1;
2719 }
2720 else
2721 {
2722 /* deplete a stat */
2723 archetype *deparch = archetype::find ("depletion");
2724 object *dep;
2725
2726 dep = present_arch_in_ob (deparch, op);
2727 if (!dep)
3096 { 2728 {
3097 /* Pick a random stat and take a point off it. Tell the player 2729 dep = arch_to_object (deparch);
3098 * what he lost. 2730 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 } 2731 }
3107 else 2732 lose_this_stat = 1;
2733 if (settings.balanced_stat_loss)
3108 { 2734 {
3109 /* deplete a stat */ 2735 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2736 /* Get the stat that we're about to deplete. */
3111 object *dep; 2737 this_stat = get_attr_value (&(dep->stats), i);
3112 2738 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2739 {
3116 dep = arch_to_object (deparch); 2740 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2741 int keep_chance = this_stat * this_stat;
3118 } 2742
3119 lose_this_stat = 1; 2743 /* 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) 2744 if (keep_chance < 1)
2745 keep_chance = 1;
2746
2747 /* There is a maximum depletion total per level. */
2748 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2749 {
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; 2750 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2751 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2752 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 } 2753 }
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 */ 2754 else
3161 if (this_stat >= -50)
3162 { 2755 {
3163 change_attr_value (&(dep->stats), i, -1); 2756 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; 2757 lose_this_stat = 0;
2758 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2759 this_stat, keep_chance, loss_chance,
2760 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2761 }
3169 } 2762 }
3170 } 2763 }
2764
2765 if (lose_this_stat)
2766 {
2767 this_stat = get_attr_value (&(dep->stats), i);
2768 /* We could try to do something clever like find another
2769 * stat to reduce if this fails. But chances are, if
2770 * stats have been depleted to -50, all are pretty low
2771 * and should be roughly the same, so it shouldn't make a
2772 * difference.
2773 */
2774 if (this_stat >= -50)
2775 {
2776 change_attr_value (&(dep->stats), i, -1);
2777 SET_FLAG (dep, FLAG_APPLIED);
2778 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2779 op->update_stats ();
2780 lost_a_stat = 1;
2781 }
3171 } 2782 }
2783 }
2784 }
3172 /* If no stat lost, tell the player. */ 2785 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2786 if (!lost_a_stat)
3174 { 2787 {
3175 /* determine_god() seems to not work sometimes... why is this? 2788 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2789 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2790 const char *god = determine_god (op);
3178 2791
3179 if (god && (strcmp (god, "none"))) 2792 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); 2793 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2794 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2795 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2796 }
2797#else
2798 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3184#endif 2799#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 2800
3187 /* Put a gravestone up where the character 'almost' died. List the 2801 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2802 * exp loss on the stone.
3189 */ 2803 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2804 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2805 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2806 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2807 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2808 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); 2809 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; 2810 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2811 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2812 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2813
3200 /**************************************/ 2814 /**************************************/
3201 /* */ 2815 /* */
3202 /* Subtract the experience points, */ 2816 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2817 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2818 /* food, and reset HP's... */
3205 /* */ 2819 /* */
3206
3207 /**************************************/ 2820 /**************************************/
3208 2821
3209 /* remove any poisoning and confusion the character may be suffering. */ 2822 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2823 /* restore player */
3211 at = archetype::find ("poisoning"); 2824 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2825 tmp = present_arch_in_ob (at, op);
2826
3213 if (tmp) 2827 if (tmp)
3214 { 2828 {
3215 remove_ob (tmp); 2829 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2830 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2831 }
3219 2832
3220 at = archetype::find ("confusion"); 2833 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2834 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2835 if (tmp)
3223 { 2836 {
3224 remove_ob (tmp); 2837 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2838 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2839 }
2840
3228 cure_disease (op, 0); /* remove any disease */ 2841 cure_disease (op, 0); /* remove any disease */
3229 2842
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2845 if (op->stats.food < 100)
3233 op->stats.food = 900; 2846 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2847 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2848 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2849 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2850
3238 /* 2851 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2852 * 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 2853 * and put them back in the map.
3241 * in the map. 2854 */
3242 */ 2855 op->drop_unpaid_items ();
3243 2856
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op);
3246
3247 /****************************************/ 2857 /****************************************/
3248 /* */ 2858 /* */
3249 /* Move player to his current respawn- */ 2859 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2860 /* position (usually last savebed) */
3251 /* */ 2861 /* */
3252
3253 /****************************************/ 2862 /****************************************/
3254 2863
3255 enter_player_savebed (op); 2864 enter_player_savebed (op);
3256 2865
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2866 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2867
3263 /* it is possible that the player has blown something up 2868 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2869 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2870 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2871 * on the space that might harm the player.
3267 */ 2872 */
3268 will_kill_again = 0; 2873 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2874 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2875 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2876 will_kill_again |= tmp->attacktype;
3273 } 2877
3274 if (will_kill_again) 2878 if (will_kill_again)
3275 { 2879 {
3276 object *force; 2880 object *force;
3277 int at; 2881 int at;
3278 2882
3279 force = get_archetype (FORCE_NAME); 2883 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2884 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 2885 force->speed = 0.1f;
3282 force->speed_left = -5.0; 2886 force->speed_left = -5.f;
3283 SET_FLAG (force, FLAG_APPLIED); 2887 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 2888 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2889 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2890 force->resist[at] = 100;
3288 } 2891
3289 insert_ob_in_ob (force, op); 2892 insert_ob_in_ob (force, op);
3290 fix_player (op); 2893 op->update_stats ();
3291 2894
3292 } 2895 }
3293 2896
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2897 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} 2898}
3363
3364 2899
3365void 2900void
3366loot_object (object *op) 2901loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2902{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2903 object *tmp, *tmp2, *next;
3369 2904
3370 if (op->container) 2905 op->close_container (); /* close open sack first */
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374 2906
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2907 for (tmp = op->inv; tmp; tmp = next)
3376 { 2908 {
3377 next = tmp->below; 2909 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2910
2911 if (tmp->invisible)
3379 continue; 2912 continue;
3380 remove_ob (tmp); 2913
2914 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2915 tmp->x = op->x, tmp->y = op->y;
2916
3382 if (tmp->type == CONTAINER) 2917 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2918 loot_object (tmp); /* empty container to ground */
3384 loot_object (tmp); 2919
3385 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2920 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3387 { 2921 {
3388 if (tmp->nrof > 1) 2922 if (tmp->nrof > 1)
3389 { 2923 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2924 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 2925 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2927 }
3394 else 2928 else
3395 free_object (tmp); 2929 tmp->destroy ();
3396 } 2930 }
3397 else 2931 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 2933 }
3400} 2934}
3402/* 2936/*
3403 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
3404 * what needs to be fixed. Refresh windows and fix speed if anything 2938 * what needs to be fixed. Refresh windows and fix speed if anything
3405 * was changed. 2939 * was changed.
3406 */ 2940 */
3407
3408void 2941void
3409fix_weight (void) 2942fix_weight (void)
3410{ 2943{
3411 player *pl; 2944 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 2945 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 2947
3417 if (old == sum) 2948 if (old == sum)
3418 continue; 2949 continue;
3419 fix_player (pl->ob); 2950 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2951 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3421 } 2952 }
3422} 2953}
3423 2954
3424void 2955void
3425fix_luck (void) 2956fix_luck (void)
3426{ 2957{
3427 player *pl; 2958 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 2959 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 2960 pl->ob->change_luck (0);
3432} 2961}
3433
3434 2962
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 2963/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 2964 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 2965 * just treat this as any other spell casting object.
3438 */ 2966 */
3439
3440void 2967void
3441cast_dust (object *op, object *throw_ob, int dir) 2968cast_dust (object *op, object *throw_ob, int dir)
3442{ 2969{
3443 object *skop, *spob; 2970 object *skop, *spob;
3444 2971
3465 if (op->type == PLAYER) 2992 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2993 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 2994
3468 cast_spell (op, throw_ob, dir, spob, NULL); 2995 cast_spell (op, throw_ob, dir, spob, NULL);
3469 2996
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2997 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 2998}
3474 2999
3475void 3000void
3476make_visible (object *op) 3001make_visible (object *op)
3477{ 3002{
3480 if (op->type == PLAYER) 3005 if (op->type == PLAYER)
3481 { 3006 {
3482 op->contr->tmp_invis = 0; 3007 op->contr->tmp_invis = 0;
3483 op->contr->invis_race = 0; 3008 op->contr->invis_race = 0;
3484 } 3009 }
3010
3485 update_object (op, UP_OBJ_FACE); 3011 update_object (op, UP_OBJ_CHANGE);
3486} 3012}
3487 3013
3488int 3014int
3489is_true_undead (object *op) 3015is_true_undead (object *op)
3490{ 3016{
3491 object *tmp = NULL;
3492
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3017 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3494 return 1; 3018 return 1;
3495 3019
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; 3020 return 0;
3502} 3021}
3503 3022
3504/* look at the surrounding terrain to determine 3023/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3024 * the hideability of this object. Positive levels
3547/* For Hidden creatures - a chance of becoming 'unhidden' 3066/* For Hidden creatures - a chance of becoming 'unhidden'
3548 * every time they move - as we subtract off 'invisibility' 3067 * every time they move - as we subtract off 'invisibility'
3549 * AND, for players, if they move into a ridiculously unhideable 3068 * AND, for players, if they move into a ridiculously unhideable
3550 * spot (surrounded by clear terrain in broad daylight). -b.t. 3069 * spot (surrounded by clear terrain in broad daylight). -b.t.
3551 */ 3070 */
3552
3553void 3071void
3554do_hidden_move (object *op) 3072do_hidden_move (object *op)
3555{ 3073{
3556 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3074 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3557 object *skop; 3075 object *skop;
3561 3079
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3080 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3081
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3082 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3083 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3084 if (!skop || num >= skop->level)
3568 { 3085 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3086 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3087 make_visible (op);
3571 return; 3088 return;
3572 } 3089 }
3573 else 3090 else
3574 num += 20; 3091 num += 20;
3575 } 3092
3576 num += op->map->difficulty; 3093 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3094 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3095 num -= hide;
3096
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3097 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3098 {
3581 make_visible (op); 3099 make_visible (op);
3582 if (op->type == PLAYER) 3100 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3101 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3102 }
3585 else if (op->type == PLAYER && skop) 3103 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3104 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3105}
3590 3106
3591/* determine if who is standing near a hostile creature. */ 3107/* determine if who is standing near a hostile creature. */
3592 3108
3593int 3109int
3620 if (mflags & P_OUT_OF_MAP) 3136 if (mflags & P_OUT_OF_MAP)
3621 continue; 3137 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3138 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3139 continue;
3624 3140
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3141 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3142 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3143 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3144 return 1;
3629 else if (tmp->type == PLAYER) 3145 else if (tmp->type == PLAYER)
3630 { 3146 {
3660 if (pl->type != PLAYER) 3176 if (pl->type != PLAYER)
3661 { 3177 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3178 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3179 return -1;
3664 } 3180 }
3181
3665 if (!pl || !op) 3182 if (!pl || !op)
3666 return 0; 3183 return 0;
3667 3184
3668 if (op->head)
3669 {
3670 op = op->head; 3185 op = op->head_ ();
3671 } 3186
3672 get_rangevector (pl, op, &rv, 0x1); 3187 get_rangevector (pl, op, &rv, 0x1);
3673 3188
3674 /* starting with the 'head' part, lets loop 3189 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3190 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3191 * part that is in the los array but isnt on
3677 * a blocked los square. 3192 * a blocked los square.
3678 * we use the archetype to figure out offsets. 3193 * we use the archetype to figure out offsets.
3679 */ 3194 */
3680 while (op) 3195 while (op)
3681 { 3196 {
3682 dx = rv.distance_x + op->arch->clone.x; 3197 dx = rv.distance_x + op->arch->x;
3683 dy = rv.distance_y + op->arch->clone.y; 3198 dy = rv.distance_y + op->arch->y;
3684 3199
3685 /* only the viewable area the player sees is updated by LOS 3200 /* only the viewable area the player sees is updated by LOS
3686 * code, so we need to restrict ourselves to that range of values 3201 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values. 3202 * for any meaningful values.
3688 */ 3203 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3204 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3205 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3206 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3692 return 1; 3207 return 1;
3693 op = op->more; 3208 op = op->more;
3694 } 3209 }
3695 return 0; 3210 return 0;
3696} 3211}
3793 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3794 int i = 0, j = 0; 3309 int i = 0, j = 0;
3795 3310
3796 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3797 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3798 trlist = find_treasurelist ("dragon_ability_fire"); 3313 trlist = treasurelist::find ("dragon_ability_fire");
3799 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3800 trlist = find_treasurelist ("dragon_ability_cold"); 3315 trlist = treasurelist::find ("dragon_ability_cold");
3801 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3802 trlist = find_treasurelist ("dragon_ability_elec"); 3317 trlist = treasurelist::find ("dragon_ability_elec");
3803 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3804 trlist = find_treasurelist ("dragon_ability_poison"); 3319 trlist = treasurelist::find ("dragon_ability_poison");
3805 3320
3806 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3807 return; 3322 return;
3808 3323
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3324 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3325
3811 if (tr == NULL || tr->item == NULL) 3326 if (!tr || !tr->item)
3812 { 3327 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3328 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3329 return;
3815 } 3330 }
3816 3331
3817 /* everything seems okay - now bring on the gift: */ 3332 /* everything seems okay - now bring on the gift: */
3818 item = &(tr->item->clone); 3333 item = tr->item;
3819 3334
3820 if (item->type == SPELL) 3335 if (item->type == SPELL)
3821 { 3336 {
3822 if (check_spell_known (who, item->name)) 3337 if (check_spell_known (who, item->name))
3823 return; 3338 return;
3882 { 3397 {
3883 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3399 object *skin;
3885 3400
3886 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3887 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3402 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3403 ;
3404
3888 if (skin == NULL) 3405 if (!skin)
3889 return; 3406 return;
3890 3407
3891 /* adding new spellpath attunements */ 3408 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3409 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3410 {
3938 * not readied. 3455 * not readied.
3939 */ 3456 */
3940void 3457void
3941player_unready_range_ob (player *pl, object *ob) 3458player_unready_range_ob (player *pl, object *ob)
3942{ 3459{
3943 rangetype i; 3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3944 3462
3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3463 if (pl->combat_ob == ob)
3946 { 3464 pl->combat_ob = 0;
3465
3947 if (pl->ranges[i] == ob) 3466 if (pl->ranged_ob == ob)
3948 { 3467 pl->ranged_ob = 0;
3949 pl->ranges[i] = NULL;
3950 if (pl->shoottype == i)
3951 {
3952 pl->shoottype = range_none;
3953 }
3954 }
3955 }
3956} 3468}
3469
3470sint8
3471player::visibility_at (maptile *map, int x, int y) const
3472{
3473 if (!ns)
3474 return 0;
3475
3476 int dx, dy;
3477 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3478 return 0;
3479
3480 x += dx - ns->current_x + ns->mapx / 2;
3481 y += dy - ns->current_y + ns->mapy / 2;
3482
3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3484 return 0;
3485
3486 return 100 - blocked_los [x][y];
3487}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines