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Comparing deliantra/server/server/player.C (file contents):
Revision 1.32 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.133 by root, Sat May 12 22:04:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 37
79void 38void
80display_motd (const object *op) 39display_motd (const object *op)
81{ 40{
82 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
85 int comp; 44 int comp;
86 int size; 45 int size;
87 46
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 49 return;
92 } 50
93 motd[0] = '\0'; 51 motd[0] = '\0';
94 size = 0; 52 size = 0;
53
95 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
96 { 55 {
97 if (*buf == '#') 56 if (*buf == '#')
98 continue; 57 continue;
58
99 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 60 size += strlen (buf);
101 } 61 }
62
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
104} 65}
105 66
106void 67void
112 int comp; 73 int comp;
113 int size; 74 int size;
114 75
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 78 return;
119 } 79
120 rules[0] = '\0'; 80 rules[0] = '\0';
121 size = 0; 81 size = 0;
82
122 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
123 { 84 {
124 if (*buf == '#') 85 if (*buf == '#')
125 continue; 86 continue;
87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
127 { 89 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 91 break;
130 } 92 }
93
131 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 95 size += strlen (buf);
133 } 96 }
97
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
136} 100}
137 101
138void 102void
146 int size; 110 int size;
147 111
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 114 return;
115
151 news[0] = '\0'; 116 news[0] = '\0';
152 subject[0] = '\0'; 117 subject[0] = '\0';
153 size = 0; 118 size = 0;
119
154 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
155 { 121 {
156 if (*buf == '#') 122 if (*buf == '#')
157 continue; 123 continue;
124
158 if (*buf == '%') 125 if (*buf == '%')
159 { /* send one news */ 126 { /* send one news */
160 if (size > 0) 127 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
162 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
163 strip_endline (subject); 131 strip_endline (subject);
164 size = 0; 132 size = 0;
165 news[0] = '\0'; 133 news[0] = '\0';
166 } 134 }
175 size += strlen (buf); 143 size += strlen (buf);
176 } 144 }
177 } 145 }
178 146
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 150}
308 151
309/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
310static void 153static void
311set_first_map (object *op) 154set_first_map (object *op)
312{ 155{
313 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
314 op->x = -1; 157 op->x = -1;
315 op->y = -1; 158 op->y = -1;
316 enter_exit (op, NULL);
317} 159}
318 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293}
294
295void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op)
320{
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5f;
325 ob->speed = 1.0f;
326 ob->direction = 5; /* So player faces south */
327}
328
329player::player ()
330{
331 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point.
333 */
334 outputs_sync = 4;
335 outputs_count = 4;
336 unapply = unapply_nochoice;
337
338 savebed_map = first_map_path; /* Init. respawn position */
339
340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347}
348
349void
350player::do_destroy ()
351{
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
319/* Tries to add player on the connection passwd in ns. 369/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 370 * All we can really get in this is some settings like host and display
321 * mode. 371 * mode.
322 */ 372 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 373player *
374player::create ()
375{
376 player *pl = new player;
328 377
329 p = get_player (NULL); 378 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 379
333 if (p->socket.faces_sent == NULL) 380 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
335 383
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 384 set_first_map (pl->ob);
343 385
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 386 return pl;
352} 387}
353 388
354/* 389/*
355 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
365 { 400 {
366 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
367 at = first_archetype; 402 at = first_archetype;
368 else 403 else
369 at = at->next; 404 at = at->next;
405
370 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
371 return at; 407 return at;
408
372 if (at == start) 409 if (at == start)
373 { 410 {
374 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 412 exit (-1);
376 } 413 }
377 } 414 }
378} 415}
379 416
380
381object * 417object *
382get_nearest_player (object *mon) 418get_nearest_player (object *mon)
383{ 419{
384 object *op = NULL; 420 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 421 objectlink *ol;
387 unsigned lastdist; 422 unsigned lastdist;
388 rv_vector rv; 423 rv_vector rv;
389 424
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 426 {
392 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 434 object *tmp = ol->ob;
400 435
401 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared. 437 * itself will have been cleared.
403 */ 438 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
405 ol = ol->next; 441 ol = ol->next;
406 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
407 if (!ol) 443 if (!ol)
408 return op; 444 return op;
409 } 445 }
422 { 458 {
423 op = ol->ob; 459 op = ol->ob;
424 lastdist = rv.distance; 460 lastdist = rv.distance;
425 } 461 }
426 } 462 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 463
428 { 464 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
433 { 467 {
434 op = pl->ob; 468 op = pl->ob;
435 lastdist = rv.distance; 469 lastdist = rv.distance;
436 } 470 }
437 } 471
438 }
439#if 0 472#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 474#endif
442 return op; 475 return op;
443} 476}
461 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 496 * is probably not a good thing.
464 */ 497 */
465#define MAX_SPACES 50 498#define MAX_SPACES 50
466
467 499
468/* 500/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
502 x = mon->x; 534 x = mon->x;
503 y = mon->y; 535 y = mon->y;
504 m = mon->map; 536 m = mon->map;
505 dir = rv.direction; 537 dir = rv.direction;
506 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
507 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
508 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
509 if (diff > max) 542 if (diff > max)
510 return 0; 543 return 0;
544
511 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
512 { 546 {
513 lastx = x; 547 lastx = x;
514 lasty = y; 548 lasty = y;
515 lastmap = m; 549 lastmap = m;
597 max--; 631 max--;
598 lastdir = dir; 632 lastdir = dir;
599 if (!firstdir) 633 if (!firstdir)
600 firstdir = dir; 634 firstdir = dir;
601 } 635 }
636
602 if (diff <= 1) 637 if (diff <= 1)
603 { 638 {
604 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 640 * headed toward player for entire distance.
606 */ 641 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 644 }
645
610 if (diff > max) 646 if (diff > max)
611 return 0; 647 return 0;
612 } 648 }
649
613 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
614 if (!max) 651 if (!max)
615 return 0; 652 return 0;
616 653
617 return firstdir; 654 return firstdir;
644 (op->type == ARMOUR || op->type == BOOTS || 681 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 682 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 683 op->type == SHIELD || op->type == GLOVES ||
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 685 {
649 op->remove ();
650 op->destroy (0); 686 op->destroy ();
651 continue; 687 continue;
652 } 688 }
653 } 689 }
654 690
655 /* This really needs to be better - we should really give 691 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 702 if (tmp->type == op->type && tmp->name == op->name)
667 break; 703 break;
668 704
669 if (tmp) 705 if (tmp)
670 { 706 {
671 op->remove ();
672 op->destroy (0); 707 op->destroy ();
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue; 709 continue;
675 } 710 }
711
676 if (op->nrof > 1) 712 if (op->nrof > 1)
677 op->nrof = 1; 713 op->nrof = 1;
678 } 714 }
679 715
680 if (op->type == SPELLBOOK && op->inv) 716 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 728 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 729 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 730 }
695 if (op->type == SPELL) 731 if (op->type == SPELL)
696 { 732 {
697 op->remove ();
698 op->destroy (0); 733 op->destroy ();
699 continue; 734 continue;
700 } 735 }
701 else if (op->type == SKILL) 736 else if (op->type == SKILL)
702 { 737 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
713 link_player_skills (pl); 748 link_player_skills (pl);
714} 749}
715 750
716void 751void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 op->remove ();
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->destroy (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797}
798
799void
800get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
801{ 753{
802 if (party == NULL) 754 if (party == NULL)
803 { 755 {
804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
805 return; 757 return;
806 } 758 }
759
807 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
811} 764}
812
813 765
814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int 767static int
816roll_stat (void) 768roll_stat (void)
817{ 769{
818 int a[4], i, j, k; 770 int a[4], i, j, k;
819 771
820 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
821 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
822 774
823 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 776 if (a[i] < k)
825 k = a[i], j = i; 777 k = a[i], j = i;
826 778
827 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 780 if (i != j)
830 k += a[i]; 781 k += a[i];
831 } 782
832 return k; 783 return k;
833} 784}
834 785
835void 786void
836roll_stats (object *op) 787object::roll_stats ()
837{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
838 int sum = 0; 793 int sum = 0;
839 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
840 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
841 796
842 do 797 if (sum >= 82 && sum <= 116)
798 break;
843 { 799 }
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 }
853 while (sum < 82 || sum > 116);
854 800
855 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 803
864 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
865 do 805 stats.stat (i) = statsort [i];
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880 806
881 op->stats.Str = statsort[0];
882 op->stats.Dex = statsort[1];
883 op->stats.Con = statsort[2];
884 op->stats.Int = statsort[3];
885 op->stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6];
888
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 807 stats.exp = 0;
900 op->stats.ac = 0; 808 stats.ac = 0;
901 809
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
909 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
910 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
911} 822}
912 823
913void 824void
914Roll_Again (object *op) 825object::swap_stats (int a, int b)
915{ 826{
916 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
919}
920 828
921void 829 for (int i = 0; i < NUM_STATS; ++i)
922Swap_Stat (object *op, int Swap_Second) 830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
923{ 856{
924 signed char tmp;
925 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
926 858
927 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 863}
1042 864
1043/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1047 * not the class. 869 * not the class.
1048 */ 870 */
1049 871void
1050int 872player::chargen_race_done ()
1051key_change_class (object *op, char key)
1052{ 873{
1053 int tmp_loop;
1054
1055 if (key == 'q' || key == 'Q')
1056 {
1057 op->remove ();
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D')
1062 {
1063 char buf[MAX_BUF];
1064
1065 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1068 876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
1069 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1071 883
1072 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1073 885
1074 if (op->msg) 886 if (ob->msg)
1075 op->msg = NULL; 887 ob->msg = 0;
1076 888
1077 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
1078 * to save here. 890 * to save here.
1079 */ 891 */
892 {
893 char buf[MAX_BUF];
1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1081 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1082 897
1083#ifdef AUTOSAVE
1084 op->contr->last_save_tick = pticks;
1085#endif
1086 start_info (op); 898 start_info (ob);
1087 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1089 link_player_skills (op); 901 link_player_skills (ob);
1090 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1091 fix_player (op); 903 ob->update_stats ();
1092 904
1093 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1094 * is one for this race 906 * is one for this race
1095 */ 907 */
1096 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1097 { 909 {
1098 object *tmp; 910 object *tmp;
1099 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1100 912
1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1102 tmp = get_object (); 914 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1105 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1106 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1107 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1108 * default initial map */ 920 * default initial map */
1109 tmp->destroy (0); 921 tmp->destroy ();
1110 } 922 }
1111 else 923 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 925}
1115 return 0;
1116 }
1117 926
927void
928player::chargen_race_next ()
929{
1118 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1120 */ 932 */
1121 933
1122 tmp_loop = 0; 934 do
1123 while (!tmp_loop)
1124 { 935 {
1125 shstr name = op->name; 936 shstr name = ob->name;
1126 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1127 938
1128 remove_statbonus (op); 939 ob->remove_statbonus ();
1129 op->remove (); 940 ob->remove ();
1130 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1131 copy_object (&op->arch->clone, op); 942 ob->arch->clone.copy_to (ob);
1132 op->instantiate (); 943 ob->instantiate ();
1133 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1134 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1135 op->x = x; 946 ob->x = x;
1136 op->y = y; 947 ob->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1139 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->clone.name);
1140 add_statbonus (op); 951 ob->add_statbonus ();
1141 tmp_loop = allowed_class (op);
1142 } 952 }
953 while (!allowed_class (ob));
1143 954
1144 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1145 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1146 fix_player (op); 957 ob->update_stats ();
1147 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1148 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1149 op->stats.grace = 0; 960 ob->stats.grace = 0;
1150
1151 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153
1154 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1155 return 0;
1156}
1157
1158int
1159key_confirm_quit (object *op, char key)
1160{
1161 char buf[MAX_BUF];
1162
1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 {
1165 op->contr->state = ST_PLAYING;
1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1167 return 1;
1168 }
1169
1170 INVOKE_PLAYER (LOGOUT, op->contr);
1171 INVOKE_PLAYER (QUIT, op->contr);
1172
1173 terminate_all_pets (op);
1174 leave_map (op);
1175 op->direction = 0;
1176 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1177
1178 strcpy (op->contr->killer, "quit");
1179 check_score (op);
1180 op->contr->party = NULL;
1181 if (settings.set_title == TRUE)
1182 op->contr->own_title[0] = '\0';
1183
1184 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1185 {
1186 maptile *mp, *next;
1187
1188 /* We need to hunt for any per player unique maps in memory and
1189 * get rid of them. The trailing slash in the path is intentional,
1190 * so that players named 'Ab' won't match against players 'Abe' pathname
1191 */
1192 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1193 for (mp = first_map; mp != NULL; mp = next)
1194 {
1195 next = mp->next;
1196 if (!strncmp (mp->path, buf, strlen (buf)))
1197 delete_map (mp);
1198 }
1199
1200 delete_character (op->name, 1);
1201 }
1202
1203 play_again (op);
1204 return 1;
1205} 961}
1206 962
1207void 963void
1208flee_player (object *op) 964flee_player (object *op)
1209{ 965{
1239 { 995 {
1240 op->enemy = NULL; 996 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1242 return; 998 return;
1243 } 999 }
1000
1244 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1245 1002
1246 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1248 { 1005 {
1249 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1250 1007
1251 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1252 {
1253 return; 1009 return;
1254 }
1255 } 1010 }
1011
1256 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1258 op->enemy = NULL; 1014 op->enemy = NULL;
1259} 1015}
1260 1016
1261
1262/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1263 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1264 * stop. 1019 * stop.
1265 */ 1020 */
1266int 1021int
1267check_pick (object *op) 1022check_pick (object *op)
1268{ 1023{
1269 object *tmp, *next; 1024 object *tmp, *next;
1270 int stop = 0; 1025 int stop = 0;
1271 int j, k, wvratio; 1026 int wvratio;
1272 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1273 1028
1274 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1275 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1276 return 1; 1031 return 1;
1277 1032
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1347 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1348 else 1103 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1350 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353 sprintf (putstring, "...flags: ");
1354 for (k = 0; k < 4; k++)
1355 {
1356 for (j = 0; j < 32; j++)
1357 {
1358 if ((tmp->flags[k] >> j) & 0x01)
1359 {
1360 sprintf (tmpstr, "%d ", k * 32 + j);
1361 strcat (putstring, tmpstr);
1362 }
1363 }
1364 }
1365 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1366
1367#if 0
1368 /* print the flags too */
1369 for (k = 0; k < 4; k++)
1370 {
1371 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1372 for (j = 0; j < 32; j++)
1373 {
1374 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1375 if (!((j + 1) % 4))
1376 fprintf (stderr, " ");
1377 }
1378 fprintf (stderr, " [%d]\n", k * 32);
1379 }
1380#endif
1381 } 1108 }
1109
1382 /* philosophy: 1110 /* philosophy:
1383 * It's easy to grab an item type from a pile, as long as it's 1111 * It's easy to grab an item type from a pile, as long as it's
1384 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1385 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1386 * grab-as-you-run type mode that's really useful for arrows for 1114 * grab-as-you-run type mode that's really useful for arrows for
1387 * example. 1115 * example.
1388 * The drawback: right now it has no frontend, so you need to 1116 * The drawback: right now it has no frontend, so you need to
1389 * stick the bits you want into a calculator in hex mode and then 1117 * stick the bits you want into a calculator in hex mode and then
1390 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1641 * found object is returned. 1369 * found object is returned.
1642 */ 1370 */
1643object * 1371object *
1644find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1645{ 1373{
1646 object *tmp = NULL; 1374 object *tmp = 0;
1647 1375
1648 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1649 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1650 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1651 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1652 return op; 1380 return op;
1381
1653 return tmp; 1382 return tmp;
1654} 1383}
1655 1384
1656/* 1385/*
1657 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1658 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1659 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1660 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1661 */ 1390 */
1662
1663object * 1391object *
1664find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1665{ 1393{
1666 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1667 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1733 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1734 * op = the shooter 1462 * op = the shooter
1735 * type = bow->race 1463 * type = bow->race
1736 * dir = fire direction 1464 * dir = fire direction
1737 */ 1465 */
1738
1739object * 1466object *
1740pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1741{ 1468{
1742 object *tmp = NULL; 1469 object *tmp = NULL;
1743 maptile *m; 1470 maptile *m;
1808 */ 1535 */
1809int 1536int
1810fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1811{ 1538{
1812 object *left, *bow; 1539 object *left, *bow;
1813 int bowspeed, mflags; 1540 int mflags;
1814 maptile *m; 1541 maptile *m;
1815 1542
1816 if (!dir) 1543 if (!dir)
1817 { 1544 {
1818 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1819 return 0; 1546 return 0;
1820 } 1547 }
1821 if (op->type == PLAYER) 1548
1822 bow = op->contr->ranges[range_bow]; 1549 if (player *pl = op->contr)
1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1823 else 1555 else
1824 { 1556 {
1825 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1826 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1827 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1832 if (!bow) 1564 if (!bow)
1833 { 1565 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1567 return 0;
1836 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1837 } 1577 }
1578
1838 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1839 { 1580 {
1840 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1841 return 0; 1582 return 0;
1842 } 1583 }
1843
1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1845
1846 /* penalize ROF for bestarrow */
1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1848 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1849 if (bowspeed < 1)
1850 bowspeed = 1;
1851 1584
1852 if (arrow == NULL) 1585 if (arrow == NULL)
1853 { 1586 {
1854 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1855 { 1588 {
1856 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1857 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1858 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1591 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1859 else 1592 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1861 return 0; 1595 return 0;
1862 } 1596 }
1863 } 1597 }
1598
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1601 return 0;
1868 } 1602
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1604 {
1871 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1605 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1872 return 0; 1606 return 0;
1873 } 1607 }
1874 1608
1875 /* this should not happen, but sometimes does */ 1609 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1610 if (arrow->nrof == 0)
1877 { 1611 {
1878 arrow->remove ();
1879 arrow->destroy (0); 1612 arrow->destroy ();
1880 return 0; 1613 return 0;
1881 } 1614 }
1882 1615
1883 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1885 if (arrow == NULL) 1618 if (!arrow)
1886 { 1619 {
1887 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1888 return 0; 1621 return 0;
1889 } 1622 }
1890 set_owner (arrow, op); 1623
1624 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1892
1893 arrow->direction = dir; 1626 arrow->direction = dir;
1894 arrow->x = sx; 1627
1895 arrow->y = sy; 1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype;
1631
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635 if (player *pl = op->contr)
1636 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648#endif
1649 }
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652
1653 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1655 + bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 2.0));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1896 1661
1897 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1898 { 1663 {
1899 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1900 fix_player (op);
1901 }
1902
1903 SET_ANIMATION (arrow, arrow->direction);
1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1905 arrow->stats.hp = arrow->stats.dam;
1906 arrow->stats.grace = arrow->attacktype;
1907 if (arrow->slaying != NULL)
1908 arrow->spellarg = strdup_local (arrow->slaying);
1909
1910 /* Note that this was different for monsters - they got their level
1911 * added to the damage. I think the strength bonus is more proper.
1912 */
1913
1914 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1915
1916 /* update the speed */
1917 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1918 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1919
1920 if (arrow->speed < 1.0)
1921 arrow->speed = 1.0;
1922 update_ob_speed (arrow);
1923 arrow->speed_left = 0;
1924
1925 if (op->type == PLAYER)
1926 {
1927 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1928 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1929 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1930
1931 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 wc -= dex_bonus[op->stats.Dex];
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1932 } 1671 }
1933 else 1672 else
1934 { 1673 {
1935 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1936 arrow->level = op->level; 1674 arrow->level = op->level;
1937 } 1675 arrow->stats.wc -= bow->magic;
1938 1676
1939 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1940 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1941 1682
1942 if (bow->slaying != NULL) 1683 wc -= arrow->level;
1943 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1944 1685
1945 arrow->map = m; 1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1946 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1948 1689
1949 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1950 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1951 1692
1952 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1953 move_arrow (arrow); 1694 move_arrow (arrow);
1954 1695
1955 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1975{ 1716{
1976 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1977 1718
1978 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1979 { 1720 {
1980 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1981 } 1722 }
1982 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1983 { 1724 {
1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1985 wcmod = -1; 1726 wcmod = -1;
1727
1986 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1987 } 1729 }
1988 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1989 { 1731 {
1990 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1995 { 1737 {
1996 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1997 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1998 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1999
2000 } 1741 }
2001 else 1742 else
2002 { 1743 {
2003 /* Simple case */ 1744 /* Simple case */
2004 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2005 } 1746 }
1747
2006 return ret; 1748 return ret;
2007} 1749}
2008 1750
2009 1751
2010/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
2011 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
2012 */ 1754 */
2013void 1755void
2014fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
2015{ 1757{
2016 object *item; 1758 object *item = op->contr->ranged_ob;
2017 1759
2018 if (!op->contr->ranges[range_misc]) 1760 if (!item)
2019 { 1761 {
2020 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2021 return; 1763 return;
2022 } 1764 }
2023 1765
2024 item = op->contr->ranges[range_misc];
2025 if (!item->inv) 1766 if (!item->inv)
2026 { 1767 {
2027 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2028 return; 1769 return;
2029 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
2030 if (item->type == WAND) 1775 if (item->type == WAND)
2031 { 1776 {
2032 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
2033 { 1778 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2035 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
2036 return; 1782 return;
2037 } 1783 }
2038 } 1784 }
2039 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
2040 { 1786 {
2041 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2042 { 1788 {
2043 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
2044 if (item->type == ROD) 1791 if (item->type == ROD)
2045 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2046 else 1793 else
2047 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
2048 return; 1796 return;
2049 } 1797 }
2050 } 1798 }
2051 1799
2052 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
2060 1808
2061 if (item->arch) 1809 if (item->arch)
2062 { 1810 {
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
2065 item->speed = 0; 1813 item->set_speed (0);
2066 update_ob_speed (item);
2067 } 1814 }
1815
2068 if ((tmp = is_player_inv (item))) 1816 if ((tmp = item->in_player ()))
2069 esrv_update_item (UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
2070 } 1818 }
2071 } 1819 }
2072 else if (item->type == ROD || item->type == HORN) 1820 else if (item->type == ROD || item->type == HORN)
2073 {
2074 drain_rod_charge (item); 1821 drain_rod_charge (item);
2075 }
2076 } 1822 }
2077} 1823}
2078 1824
2079/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
2080 */ 1826 */
2085 1831
2086 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
2087 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
2088 make_visible (op); 1834 make_visible (op);
2089 1835
2090 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
2091 { 1839 {
2092 case range_none: 1840 control_golem (op->contr->golem, dir);
2093 return; 1841 return;
1842 }
2094 1843
2095 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type)
1850 {
1851 case BOW:
2096 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
2097 return; 1853 break;
2098 1854
2099 case range_magic: /* Casting spells */ 1855 case SPELL:
2100 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1856 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2101 return; 1857 break;
2102 1858
2103 case range_misc: 1859 case BUILDER:
1860 apply_map_builder (op, dir);
1861 break;
1862
1863 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
2104 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2105 return; 1870 break;
2106
2107 case range_golem: /* Control summoned monsters from scrolls */
2108 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2109 {
2110 op->contr->ranges[range_golem] = 0;
2111 op->contr->shoottype = range_none;
2112 }
2113 else
2114 control_golem (op->contr->ranges[range_golem], dir);
2115 return;
2116
2117 case range_skill:
2118 if (!op->chosen_skill)
2119 {
2120 if (op->type == PLAYER)
2121 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2122 return;
2123 }
2124 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2125 return;
2126 case range_builder:
2127 apply_map_builder (op, dir);
2128 return;
2129 default:
2130 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2131 return;
2132 } 1871 }
2133} 1872}
2134
2135
2136 1873
2137/* find_key 1874/* find_key
2138 * We try to find a key for the door as passed. If we find a key 1875 * We try to find a key for the door as passed. If we find a key
2139 * and successfully use it, we return the key, otherwise NULL 1876 * and successfully use it, we return the key, otherwise NULL
2140 * This function merges both normal and locked door, since the logic 1877 * This function merges both normal and locked door, since the logic
2142 * pl is the player, 1879 * pl is the player,
2143 * inv is the objects inventory to searched 1880 * inv is the objects inventory to searched
2144 * door is the door we are trying to match against. 1881 * door is the door we are trying to match against.
2145 * This function can be called recursively to search containers. 1882 * This function can be called recursively to search containers.
2146 */ 1883 */
2147
2148object * 1884object *
2149find_key (object *pl, object *container, object *door) 1885find_key (object *pl, object *container, object *door)
2150{ 1886{
2151 object *tmp, *key; 1887 object *tmp, *key;
2152 1888
2153 /* Should not happen, but sanity checking is never bad */ 1889 /* Should not happen, but sanity checking is never bad */
2154 if (container->inv == NULL) 1890 if (!container->inv)
2155 return NULL; 1891 return 0;
2156 1892
2157 /* First, lets try to find a key in the top level inventory */ 1893 /* First, lets try to find a key in the top level inventory */
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1894 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1895 {
2160 if (door->type == DOOR && tmp->type == KEY) 1896 if (door->type == DOOR && tmp->type == KEY)
2161 break; 1897 break;
2162 /* For sanity, we should really check door type, but other stuff 1898 /* For sanity, we should really check door type, but other stuff
2163 * (like containers) can be locked with special keys 1899 * (like containers) can be locked with special keys
2164 */ 1900 */
2165 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1901 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2166 break; 1902 break;
2167 } 1903 }
1904
2168 /* No key found - lets search inventories now */ 1905 /* No key found - lets search inventories now */
2169 /* If we find and use a key in an inventory, return at that time. 1906 /* If we find and use a key in an inventory, return at that time.
2170 * otherwise, if we search all the inventories and still don't find 1907 * otherwise, if we search all the inventories and still don't find
2171 * a key, return 1908 * a key, return
2172 */ 1909 */
2173 if (!tmp) 1910 if (!tmp)
2174 { 1911 {
2175 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1912 for (tmp = container->inv; tmp; tmp = tmp->below)
2176 { 1913 {
2177 /* No reason to search empty containers */ 1914 /* No reason to search empty containers */
2178 if (tmp->type == CONTAINER && tmp->inv) 1915 if (tmp->type == CONTAINER && tmp->inv)
2179 { 1916 {
2180 if ((key = find_key (pl, tmp, door)) != NULL) 1917 if ((key = find_key (pl, tmp, door)))
2181 return key; 1918 return key;
2182 } 1919 }
2183 } 1920 }
1921
2184 if (!tmp) 1922 if (!tmp)
2185 return NULL; 1923 return NULL;
2186 } 1924 }
1925
2187 /* We get down here if we have found a key. Now if its in a container, 1926 /* We get down here if we have found a key. Now if its in a container,
2188 * see if we actually want to use it 1927 * see if we actually want to use it
2189 */ 1928 */
2190 if (pl != container) 1929 if (pl != container)
2191 { 1930 {
2212 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1951 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2213 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1952 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2214 return NULL; 1953 return NULL;
2215 } 1954 }
2216 } 1955 }
1956
2217 return tmp; 1957 return tmp;
2218} 1958}
2219 1959
2220/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
2221 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
2223 * 0 otherwise 1963 * 0 otherwise
2224 */ 1964 */
2225static int 1965static int
2226player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2227{ 1967{
2228
2229 /* If its a door, try to find a use a key. If we do destroy the door, 1968 /* If its a door, try to find a use a key. If we do destroy the door,
2230 * might as well return immediately as there is nothing more to do - 1969 * might as well return immediately as there is nothing more to do -
2231 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2232 */ 1971 */
2233 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2236 if (key) 1975 if (key)
2237 { 1976 {
2238 object *container = key->env; 1977 object *container = key->env;
2239 1978
2240 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980
2241 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
2242 make_visible (op); 1982 make_visible (op);
1983
2243 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2244 spring_trap (door->inv, op); 1985 spring_trap (door->inv, op);
1986
2245 if (door->type == DOOR) 1987 if (door->type == DOOR)
2246 {
2247 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2248 }
2249 else if (door->type == LOCKED_DOOR) 1989 else if (door->type == LOCKED_DOOR)
2250 { 1990 {
2251 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1991 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2252 remove_door2 (door); /* remove door without violence ;-) */ 1992 remove_door2 (door); /* remove door without violence ;-) */
2253 } 1993 }
1994
2254 /* Do this after we print the message */ 1995 /* Do this after we print the message */
2255 decrease_ob (key); /* Use up one of the keys */ 1996 decrease_ob (key); /* Use up one of the keys */
2256 /* Need to update the weight the container the key was in */ 1997 /* Need to update the weight the container the key was in */
2257 if (container != op) 1998 if (container != op)
2258 esrv_update_item (UPD_WEIGHT, op, container); 1999 esrv_update_item (UPD_WEIGHT, op, container);
2000
2259 return 1; /* Nothing more to do below */ 2001 return 1; /* Nothing more to do below */
2260 } 2002 }
2261 else if (door->type == LOCKED_DOOR) 2003 else if (door->type == LOCKED_DOOR)
2262 { 2004 {
2263 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2264 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2265 return 1; 2007 return 1;
2266 } 2008 }
2009
2267 return 0; 2010 return 0;
2268} 2011}
2269 2012
2270/* This function is just part of a breakup from move_player. 2013/* This function is just part of a breakup from move_player.
2271 * It should keep the code cleaner. 2014 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 2015 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 2016 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 2017 * going to try and move (not fire weapons).
2275 */ 2018 */
2276
2277void 2019void
2278move_player_attack (object *op, int dir) 2020move_player_attack (object *op, int dir)
2279{ 2021{
2280 object *tmp, *mon; 2022 object *tmp, *mon;
2281 sint16 nx, ny;
2282 int on_battleground; 2023 int on_battleground;
2283 maptile *m; 2024 maptile *m;
2284 2025
2285 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2286 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2287 2028
2288 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2289 2030
2290 /* If braced, or can't move to the square, and it is not out of the 2031 /* If braced, or can't move to the square, and it is not out of the
2291 * map, attack it. Note order of if statement is important - don't 2032 * map, attack it. Note order of if statement is important - don't
2292 * want to be calling move_ob if braced, because move_ob will move the 2033 * want to be calling move_ob if braced, because move_ob will move the
2293 * player. This is a pretty nasty hack, because if we could 2034 * player. This is a pretty nasty hack, because if we could
2298 */ 2039 */
2299 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2300 { 2041 {
2301 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2302 { 2043 {
2303 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2304 if (!m) 2045 if (!m)
2305 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2306 } 2047 }
2307 else 2048 else
2308 m = op->map; 2049 m = op->map;
2309 2050
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2051 if (!(tmp = m->at (nx, ny).bot))
2311 {
2312 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2313 return; 2052 return;
2314 }
2315 2053
2316 mon = NULL; 2054 mon = 0;
2317 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2318 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2319 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2320 * on the space 2058 * on the space
2321 */ 2059 */
2322 while (tmp != NULL) 2060 while (tmp)
2323 { 2061 {
2324 if (tmp == op) 2062 if (tmp == op)
2325 { 2063 {
2326 tmp = tmp->above; 2064 tmp = tmp->above;
2327 continue; 2065 continue;
2337 mon = tmp; 2075 mon = tmp;
2338 2076
2339 tmp = tmp->above; 2077 tmp = tmp->above;
2340 } 2078 }
2341 2079
2342 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2343 return; /* into a wall */ 2081 return; /* into a wall */
2344 2082
2345 if (mon->head != NULL) 2083 if (mon->head)
2346 mon = mon->head; 2084 mon = mon->head;
2347 2085
2348 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2349 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2350 return; 2088 return;
2362 * player owns it and it is either friendly or unagressive. 2100 * player owns it and it is either friendly or unagressive.
2363 */ 2101 */
2364 if ((op->type == PLAYER) 2102 if ((op->type == PLAYER)
2365#if COZY_SERVER 2103#if COZY_SERVER
2366 && 2104 &&
2367 ((get_owner (mon) && get_owner (mon)->contr 2105 ((mon->owner && mon->owner->contr
2368 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2369#else 2107#else
2370 && get_owner (mon) == op 2108 && mon->owner == op
2371#endif 2109#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 { 2111 {
2374 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2375 if (op->contr->braced) 2113 if (op->contr->braced)
2376 return; 2114 return;
2115
2377 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2378 (void) push_ob (mon, dir, op); 2117 push_ob (mon, dir, op);
2379 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op); 2119 make_visible (op);
2120
2381 return; 2121 return;
2382 } 2122 }
2383 2123
2384 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2385 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2387 * attack them either. 2127 * attack them either.
2388 */ 2128 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2390 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2391#ifdef PROHIBIT_PLAYERKILL 2131#ifdef PROHIBIT_PLAYERKILL
2392 (op->contr->peaceful 2132 (op->contr->peaceful
2393 || (mon->type == PLAYER 2133 || (mon->type == PLAYER
2394 && mon->contr-> 2134 && mon->contr->
2395 peaceful)) && 2135 peaceful)) &&
2396#else 2136#else
2397 op->contr->peaceful && 2137 op->contr->peaceful &&
2398#endif 2138#endif
2399 !on_battleground)) 2139 !on_battleground))
2400 { 2140 {
2401 if (!op->contr->braced) 2141 if (!op->contr->braced)
2402 { 2142 {
2403 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2404 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2405 } 2145 }
2406 else 2146 else
2407 {
2408 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2409 } 2148
2410 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2150 make_visible (op);
2412 } 2151 }
2413 2152
2414 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2425 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2426 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2427 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2428 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2429 */ 2168 */
2430
2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2432 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2433 { 2171 {
2434
2435 /* If the player hasn't hit something this tick, and does
2436 * so, give them speed boost based on weapon speed. Doing
2437 * it here is better than process_players2, which basically
2438 * incurred a 1 tick offset.
2439 */
2440 if (!op->contr->has_hit) 2172 op->contr->has_hit = 1;
2441 {
2442 op->speed_left += op->speed / op->contr->weapon_sp;
2443 2173
2444 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2445 }
2446
2447 skill_attack (mon, op, 0, NULL, NULL); 2174 skill_attack (mon, op, 0, 0, 0);
2448 2175
2449 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2450 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2451 * Disable hitback on the battleground or if the target is 2178 * Disable hitback on the battleground or if the target is
2452 * the wiz. 2179 * the wiz.
2454 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2181 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2455 { 2182 {
2456 short luck = mon->stats.luck; 2183 short luck = mon->stats.luck;
2457 2184
2458 mon->contr->has_hit = 1; 2185 mon->contr->has_hit = 1;
2459 skill_attack (op, mon, 0, NULL, NULL); 2186 skill_attack (op, mon, 0, 0, 0);
2460 mon->stats.luck = luck; 2187 mon->stats.luck = luck;
2461 } 2188 }
2189
2462 if (action_makes_visible (op)) 2190 if (action_makes_visible (op))
2463 make_visible (op); 2191 make_visible (op);
2464 } 2192 }
2465 } /* if player should attack something */ 2193 } /* if player should attack something */
2466} 2194}
2468int 2196int
2469move_player (object *op, int dir) 2197move_player (object *op, int dir)
2470{ 2198{
2471 int pick; 2199 int pick;
2472 2200
2473 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2474 return 0; 2202 return 0;
2475 2203
2476 /* Sanity check: make sure dir is valid */ 2204 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9)) 2205 if ((dir < 0) || (dir >= 9))
2478 { 2206 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir); 2207 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0; 2208 return 0;
2481 } 2209 }
2482 2210
2483 /* peterm: added following line */ 2211 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2486 2214
2487 op->facing = dir; 2215 op->facing = dir;
2488 2216
2489 if (op->hide) 2217 if (op->hide)
2490 do_hidden_move (op); 2218 do_hidden_move (op);
2501 2229
2502 /* Add special check for newcs players and fire on - this way, the 2230 /* Add special check for newcs players and fire on - this way, the
2503 * server can handle repeat firing. 2231 * server can handle repeat firing.
2504 */ 2232 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2234 op->direction = dir;
2508 }
2509 else 2235 else
2510 {
2511 op->direction = 0; 2236 op->direction = 0;
2512 } 2237
2513 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2240 * for players.
2516 */ 2241 */
2517 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2526 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2527 */ 2252 */
2528int 2253int
2529handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2530{ 2255{
2531 if (op->contr->hidden)
2532 {
2533 op->invisible = 1000;
2534 /* the socket code flashes the player visible/invisible
2535 * depending on the value of invisible, so we need to
2536 * alternate it here for it to work correctly.
2537 */
2538 if (pticks & 2)
2539 op->invisible--;
2540 }
2541 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2542 {
2543 op->invisible--;
2544 if (!op->invisible)
2545 {
2546 make_visible (op);
2547 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2548 }
2549 }
2550
2551 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2552 { 2257 {
2553 flee_player (op); 2258 flee_player (op);
2259
2554 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2555 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2556 { 2262 {
2557 op->speed_left--; 2263 --op->speed_left;
2558 return 0; 2264 return 0;
2559 } 2265 }
2560 } 2266 }
2561
2562 /* I've been seeing crashes where the golem has been destroyed, but
2563 * the player object still points to the defunct golem. The code that
2564 * destroys the golem looks correct, and it doesn't always happen, so
2565 * put this in a a workaround to clean up the golem pointer.
2566 */
2567 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2568 op->contr->ranges[range_golem] = 0;
2569 2267
2570 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2571 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2270 * called, so we recheck it here.
2573 */ 2271 */
2574 HandleClient (&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2575 if (op->speed_left < 0)
2576 return 0; 2273 return 1;
2577 2274
2275 if (op->speed_left > 0.f)
2276 {
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 { 2278 {
2580 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2581 op->speed_left--; 2280 --op->speed_left;
2582 2281
2583 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2584 * of it. Also, some of the skill stuff is only put in 2283 * of it. Also, some of the skill stuff is only put in
2585 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2586 */ 2285 */
2587 move_player (op, op->direction); 2286 move_player (op, op->direction);
2588 if (op->speed_left > 0) 2287
2589 return 1; 2288 return op->speed_left > 0.f;
2590 else 2289 }
2591 return 0;
2592 } 2290 }
2291
2593 return 0; 2292 return 0;
2594} 2293}
2595 2294
2596int 2295int
2597save_life (object *op) 2296save_life (object *op)
2598{ 2297{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2298 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0; 2299 return 0;
2603 2300
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2301 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 { 2303 {
2607 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2304 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2608 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2305 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2306
2609 if (op->contr) 2307 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count); 2308 esrv_del_item (op->contr, tmp->count);
2611 tmp->remove (); 2309
2612 tmp->destroy (0); 2310 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312
2614 if (op->stats.hp < 0) 2313 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2314 op->stats.hp = op->stats.maxhp;
2315
2616 if (op->stats.food < 0) 2316 if (op->stats.food < 0)
2617 op->stats.food = 999; 2317 op->stats.food = 999;
2618 fix_player (op); 2318
2319 op->update_stats ();
2619 return 1; 2320 return 1;
2620 } 2321 }
2322
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2323 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2324 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2325 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2326 return 0;
2625} 2327}
2630 * from. 2332 * from.
2631 */ 2333 */
2632void 2334void
2633remove_unpaid_objects (object *op, object *env) 2335remove_unpaid_objects (object *op, object *env)
2634{ 2336{
2635 object *next;
2636
2637 while (op) 2337 while (op)
2638 { 2338 {
2639 next = op->below; /* Make sure we have a good value, in case 2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2640 * we remove object 'op' 2340
2641 */
2642 if (QUERY_FLAG (op, FLAG_UNPAID)) 2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 { 2342 {
2644 op->remove ();
2645 op->x = env->x;
2646 op->y = env->y;
2647 if (env->type == PLAYER) 2343 if (env->type == PLAYER)
2648 esrv_del_item (env->contr, op->count); 2344 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0); 2345
2346 op->insert_at (env);
2650 } 2347 }
2651 else if (op->inv) 2348 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env); 2349 remove_unpaid_objects (op->inv, env);
2350
2653 op = next; 2351 op = next;
2654 } 2352 }
2655} 2353}
2656
2657 2354
2658/* 2355/*
2659 * Returns pointer a static string containing gravestone text 2356 * Returns pointer a static string containing gravestone text
2660 * Moved from apply.c to player.c - player.c is what 2357 * Moved from apply.c to player.c - player.c is what
2661 * actually uses this function. player.c may not be quite the 2358 * actually uses this function. player.c may not be quite the
2672 strcpy (buf2, " R.I.P.\n\n"); 2369 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2371 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else 2372 else
2676 sprintf (buf, "%s\n", &op->name); 2373 sprintf (buf, "%s\n", &op->name);
2374
2677 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf); 2376 strcat (buf2, buf);
2679 if (op->type == PLAYER) 2377 if (op->type == PLAYER)
2680 sprintf (buf, "who was in level %d when killed\n", op->level); 2378 sprintf (buf, "who was in level %d when killed\n", op->level);
2681 else 2379 else
2682 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2380 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2381
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2383 strcat (buf2, buf);
2685 if (op->type == PLAYER) 2384 if (op->type == PLAYER)
2686 { 2385 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer); 2386 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2); 2387 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2388 strcat (buf2, buf);
2690 } 2389 }
2390
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2391 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf); 2393 strcat (buf2, buf);
2394
2694 return buf2; 2395 return buf2;
2695} 2396}
2696
2697
2698 2397
2699void 2398void
2700do_some_living (object *op) 2399do_some_living (object *op)
2701{ 2400{
2702 int last_food = op->stats.food; 2401 int last_food = op->stats.food;
2708 int rate_grace = 2000; 2407 int rate_grace = 2000;
2709 const int max_hp = 1; 2408 const int max_hp = 1;
2710 const int max_sp = 1; 2409 const int max_sp = 1;
2711 const int max_grace = 1; 2410 const int max_grace = 1;
2712 2411
2713 if (op->contr->outputs_sync) 2412 if (op->contr->hidden)
2714 {
2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2716 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2717 flush_output_element (op, &op->contr->outputs[i]);
2718 } 2413 {
2414 op->invisible = 1000;
2415 /* the socket code flashes the player visible/invisible
2416 * depending on the value of invisible, so we need to
2417 * alternate it here for it to work correctly.
2418 */
2419 if (pticks & 2)
2420 op->invisible--;
2421 }
2422 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2423 {
2424 if (!op->invisible--)
2425 {
2426 make_visible (op);
2427 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2428 }
2429 }
2719 2430
2720 if (op->contr->state == ST_PLAYING) 2431 if (op->contr->ns->state == ST_PLAYING)
2721 { 2432 {
2722
2723 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2434 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2435 if (op->contr->gen_hp >= 0)
2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2436 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727 else 2437 else
2728 { 2438 {
2729 gen_hp = op->stats.maxhp; 2439 gen_hp = op->stats.maxhp;
2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2440 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731 } 2441 }
2442
2732 if (op->contr->gen_sp >= 0) 2443 if (op->contr->gen_sp >= 0)
2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2444 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734 else 2445 else
2735 { 2446 {
2736 gen_sp = op->stats.maxsp; 2447 gen_sp = op->stats.maxsp;
2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2448 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738 } 2449 }
2450
2739 if (op->contr->gen_grace >= 0) 2451 if (op->contr->gen_grace >= 0)
2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741 else 2453 else
2742 { 2454 {
2743 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2744 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2745 } 2457 }
2746 2458
2747 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2748 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2749 { 2461 {
2750 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2751 if (op->stats.sp < op->stats.maxsp) 2463 if (op->stats.sp < op->stats.maxsp)
2752 { 2464 {
2753 op->stats.sp++; 2465 op->stats.sp++;
2759 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2760 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2761 op->stats.food = last_food; 2473 op->stats.food = last_food;
2762 } 2474 }
2763 } 2475 }
2476
2764 if (max_sp > 1) 2477 if (max_sp > 1)
2765 { 2478 {
2766 over_sp = (gen_sp + 10) / rate_sp; 2479 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0) 2480 if (over_sp > 0)
2768 { 2481 {
2769 if (op->stats.sp < op->stats.maxsp) 2482 if (op->stats.sp < op->stats.maxsp)
2770 { 2483 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2772 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2773 op->stats.sp--; 2487 op->stats.sp--;
2488
2774 if (op->stats.sp > op->stats.maxsp) 2489 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp; 2490 op->stats.sp = op->stats.maxsp;
2776 } 2491 }
2777 op->last_sp = 0; 2492 op->last_sp = 0;
2778 } 2493 }
2779 else 2494 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 } 2496 }
2784 else 2497 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2499 }
2789 2500
2790 /* Regenerate Grace */ 2501 /* Regenerate Grace */
2791 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2792 if (--op->last_grace < 0) 2503 if (--op->last_grace < 0)
2793 { 2504 {
2794 if (op->stats.grace < op->stats.maxgrace / 2) 2505 if (op->stats.grace < op->stats.maxgrace / 2)
2795 op->stats.grace++; /* no penalty in food for regaining grace */ 2506 op->stats.grace++; /* no penalty in food for regaining grace */
2507
2796 if (max_grace > 1) 2508 if (max_grace > 1)
2797 { 2509 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2510 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799 if (over_grace > 0) 2511 if (over_grace > 0)
2800 { 2512 {
2828 op->stats.food += op->contr->digestion; 2540 op->stats.food += op->contr->digestion;
2829 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2830 op->stats.food = last_food; 2542 op->stats.food = last_food;
2831 } 2543 }
2832 } 2544 }
2545
2833 if (max_hp > 1) 2546 if (max_hp > 1)
2834 { 2547 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0) 2549 if (over_hp > 0)
2837 { 2550 {
2861 2574
2862 if (op->contr->gen_hp > 0) 2575 if (op->contr->gen_hp > 0)
2863 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2576 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2864 else 2577 else
2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2578 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2579
2866 /* dms do not consume food */ 2580 /* dms do not consume food */
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2581 if (!QUERY_FLAG (op, FLAG_WIZ))
2868 op->stats.food--; 2582 op->stats.food--;
2869 } 2583 }
2870 }
2871 2584
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2585 if (op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2586 {
2874 object *tmp, *flesh = NULL; 2587 object *tmp, *flesh = 0;
2875 2588
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2589 for (tmp = op->inv; tmp; tmp = tmp->below)
2877 {
2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 { 2590 {
2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2591 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 { 2592 {
2593 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2594 {
2882 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2883 manual_apply (op, tmp, 0); 2596 manual_apply (op, tmp, 0);
2884 if (op->stats.food >= 0 || op->stats.hp < 0) 2597 if (op->stats.food >= 0 || op->stats.hp < 0)
2885 break; 2598 break;
2886 } 2599 }
2887 else if (tmp->type == FLESH) 2600 else if (tmp->type == FLESH)
2888 flesh = tmp; 2601 flesh = tmp;
2889 } /* End if paid for object */ 2602 } /* End if paid for object */
2890 } /* end of for loop */ 2603 } /* end of for loop */
2604
2891 /* If player is still starving, it means they don't have any food, so 2605 /* If player is still starving, it means they don't have any food, so
2892 * eat flesh instead. 2606 * eat flesh instead.
2893 */ 2607 */
2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2608 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 { 2609 {
2896 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2610 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2897 manual_apply (op, flesh, 0); 2611 manual_apply (op, flesh, 0);
2898 } 2612 }
2899 } /* end if player is starving */ 2613 }
2900 2614
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2615 while (op->stats.food < 0 && op->stats.hp >= 0)
2902 op->stats.food++, op->stats.hp--; 2616 op->stats.food++, op->stats.hp--;
2903 2617
2904 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2618 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2905 kill_player (op); 2619 kill_player (op);
2620 }
2906} 2621}
2907
2908
2909 2622
2910/* If the player should die (lack of hp, food, etc), we call this. 2623/* If the player should die (lack of hp, food, etc), we call this.
2911 * op is the player in jeopardy. If the player can not be saved (not 2624 * op is the player in jeopardy. If the player can not be saved (not
2912 * permadeath, no lifesave), this will take care of removing the player 2625 * permadeath, no lifesave), this will take care of removing the player
2913 * file. 2626 * file.
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2945 2658
2946 /* restore player */ 2659 /* restore player */
2947 at = archetype::find ("poisoning"); 2660 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2662 {
2951 tmp->remove ();
2952 tmp->destroy (0); 2663 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2664 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2665 }
2955 2666
2956 at = archetype::find ("confusion"); 2667 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2668 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2669 {
2960 tmp->remove ();
2961 tmp->destroy (0); 2670 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2671 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2672 }
2964 2673
2965 cure_disease (op, 0); /* remove any disease */ 2674 cure_disease (op, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp; 2675 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2676 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2677 op->stats.food = 999;
2969 2678
2970 /* create a bodypart-trophy to make the winner happy */ 2679 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2680 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2681 {
2974 sprintf (buf, "%s's finger", &op->name); 2682 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2683 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2684 sprintf (buf, " This finger has been cut off %s\n"
2977 " the %s, when he was defeated at\n level %d by %s.\n", 2685 " the %s, when he was defeated at\n level %d by %s.\n",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2687 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2688 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2689 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2690 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2691 }
2985 2692
2986 /* teleport defeated player to new destination */ 2693 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2694 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2695 op->contr->braced = 0;
2993 2700
2994 command_kill_pets (op, 0); 2701 command_kill_pets (op, 0);
2995 2702
2996 if (op->stats.food < 0) 2703 if (op->stats.food < 0)
2997 { 2704 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2705 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2706 strcpy (op->contr->killer, "starvation");
3007 } 2707 }
3008 else 2708 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2709 sprintf (buf, "%s died.", &op->name);
3018 } 2710
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2712
3021 /* save the map location for corpse, gravestone */ 2713 /* save the map location for corpse, gravestone */
3022 x = op->x; 2714 x = op->x;
3023 y = op->y; 2715 y = op->y;
3024 map = op->map; 2716 map = op->map;
3025 2717
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2718 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat. 2719 * life if they are dead - it takes some exp and a random stat.
3031 * See the config.h file for a little more in depth detail about this. 2720 * See the config.h file for a little more in depth detail about this.
3032 */ 2721 */
3033 2722
3034 /* Basically two ways to go - remove a stat permanently, or just 2723 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2724 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2725 * of death.
3037 */ 2726 */
3038#ifndef COZY_SERVER 2727#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2728 if (settings.balanced_stat_loss)
3040 { 2729 {
3041 /* If stat loss is permanent, lose one stat only. */ 2730 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer 2731 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */ 2732 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2733 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2734 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2735 little bit harder. */
3047 /* GD */ 2736 /* GD */
3048 if (settings.stat_loss_on_death) 2737 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2738 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2739 else
3054 { 2740 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2741 }
2742 else
3055 num_stats_lose = 1; 2743 num_stats_lose = 1;
3056 } 2744
3057 lost_a_stat = 0; 2745 lost_a_stat = 0;
3058 2746
3059 for (z = 0; z < num_stats_lose; z++) 2747 for (z = 0; z < num_stats_lose; z++)
3060 { 2748 {
3061 i = RANDOM () % NUM_STATS; 2749 i = RANDOM () % NUM_STATS;
3062 2750
3063 if (settings.stat_loss_on_death) 2751 if (settings.stat_loss_on_death)
2752 {
2753 /* Pick a random stat and take a point off it. Tell the player
2754 * what he lost.
2755 */
2756 change_attr_value (&(op->stats), i, -1);
2757 check_stat_bounds (&(op->stats));
2758 change_attr_value (&(op->contr->orig_stats), i, -1);
2759 check_stat_bounds (&(op->contr->orig_stats));
2760 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2761 lost_a_stat = 1;
2762 }
2763 else
2764 {
2765 /* deplete a stat */
2766 archetype *deparch = archetype::find ("depletion");
2767 object *dep;
2768
2769 dep = present_arch_in_ob (deparch, op);
2770 if (!dep)
3064 { 2771 {
3065 /* Pick a random stat and take a point off it. Tell the player 2772 dep = arch_to_object (deparch);
3066 * what he lost. 2773 insert_ob_in_ob (dep, op);
3067 */
3068 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1;
3074 } 2774 }
3075 else 2775 lose_this_stat = 1;
2776 if (settings.balanced_stat_loss)
3076 { 2777 {
3077 /* deplete a stat */ 2778 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2779 /* Get the stat that we're about to deplete. */
3079 object *dep; 2780 this_stat = get_attr_value (&(dep->stats), i);
3080 2781 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2782 {
3084 dep = arch_to_object (deparch); 2783 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2784 int keep_chance = this_stat * this_stat;
3086 } 2785
3087 lose_this_stat = 1; 2786 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 if (this_stat < 0) 2787 if (keep_chance < 1)
2788 keep_chance = 1;
2789
2790 /* There is a maximum depletion total per level. */
2791 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 { 2792 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2793 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2794 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2795 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2796 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2797 else
3129 if (this_stat >= -50)
3130 { 2798 {
3131 change_attr_value (&(dep->stats), i, -1); 2799 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 lost_a_stat = 1; 2800 lose_this_stat = 0;
2801 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2802 this_stat, keep_chance, loss_chance,
2803 lose_this_stat?"LOSE":"KEEP"); */
3136 } 2804 }
3137 } 2805 }
3138 } 2806 }
2807
2808 if (lose_this_stat)
2809 {
2810 this_stat = get_attr_value (&(dep->stats), i);
2811 /* We could try to do something clever like find another
2812 * stat to reduce if this fails. But chances are, if
2813 * stats have been depleted to -50, all are pretty low
2814 * and should be roughly the same, so it shouldn't make a
2815 * difference.
2816 */
2817 if (this_stat >= -50)
2818 {
2819 change_attr_value (&(dep->stats), i, -1);
2820 SET_FLAG (dep, FLAG_APPLIED);
2821 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2822 op->update_stats ();
2823 lost_a_stat = 1;
2824 }
3139 } 2825 }
2826 }
2827 }
3140 /* If no stat lost, tell the player. */ 2828 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2829 if (!lost_a_stat)
3142 { 2830 {
3143 /* determine_god() seems to not work sometimes... why is this? 2831 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2832 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2833 const char *god = determine_god (op);
3146 2834
3147 if (god && (strcmp (god, "none"))) 2835 if (god && (strcmp (god, "none")))
3148 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2836 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2837 else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2838 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3151 } 2839 }
3152#else 2840#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2841 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154#endif 2842#endif
3155 2843
3156 /* Put a gravestone up where the character 'almost' died. List the 2844 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2845 * exp loss on the stone.
3158 */ 2846 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2847 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2848 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2849 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2850 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2851 tmp->name_pl = buf;
3164 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); 2852 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);
3165 tmp->msg = buf; 2853 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2854 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2855 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2856
3169 /**************************************/ 2857 /**************************************/
3170 /* */ 2858 /* */
3171 /* Subtract the experience points, */ 2859 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2860 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2861 /* food, and reset HP's... */
3174 /* */ 2862 /* */
3175 /**************************************/ 2863 /**************************************/
3176 2864
3177 /* remove any poisoning and confusion the character may be suffering. */ 2865 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2866 /* restore player */
3179 at = archetype::find ("poisoning"); 2867 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2868 tmp = present_arch_in_ob (at, op);
2869
3181 if (tmp) 2870 if (tmp)
3182 { 2871 {
3183 tmp->remove ();
3184 tmp->destroy (0); 2872 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2873 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2874 }
3187 2875
3188 at = archetype::find ("confusion"); 2876 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2877 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2878 if (tmp)
3191 { 2879 {
3192 tmp->remove ();
3193 tmp->destroy (0); 2880 tmp->destroy ();
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2881 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 } 2882 }
3196 2883
3197 cure_disease (op, 0); /* remove any disease */ 2884 cure_disease (op, 0); /* remove any disease */
3198 2885
3199 /*add_exp(op, (op->stats.exp * -0.20)); */ 2886 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op); 2887 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100) 2888 if (op->stats.food < 100)
3202 op->stats.food = 900; 2889 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp; 2890 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206 2893
3207 /* 2894 /*
3208 * Check to see if the player is in a shop. IF so, then check to see if 2895 * Check to see if the player has any unpaid items. If so, remove them
3209 * the player has any unpaid items. If so, remove them and put them back 2896 * and put them back in the map.
3210 * in the map. 2897 */
3211 */
3212
3213 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op); 2898 remove_unpaid_objects (op->inv, op);
3215 2899
3216 /****************************************/ 2900 /****************************************/
3217 /* */ 2901 /* */
3218 /* Move player to his current respawn- */ 2902 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */ 2903 /* position (usually last savebed) */
3220 /* */ 2904 /* */
3221 /****************************************/ 2905 /****************************************/
3222 2906
3223 enter_player_savebed (op); 2907 enter_player_savebed (op);
3224 2908
3225 /* Save the player before inserting the force to reduce
3226 * chance of abuse.
3227 */
3228 op->contr->braced = 0; 2909 op->contr->braced = 0;
3229 save_player (op, 1);
3230 2910
3231 /* it is possible that the player has blown something up 2911 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting 2912 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 2913 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 2914 * on the space that might harm the player.
3235 */ 2915 */
3236 will_kill_again = 0; 2916 will_kill_again = 0;
3237 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2917 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3238 if (tmp->type == SPELL_EFFECT) 2918 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 2919 will_kill_again |= tmp->attacktype;
3240 2920
3241 if (will_kill_again) 2921 if (will_kill_again)
3242 { 2922 {
3243 object *force; 2923 object *force;
3244 int at; 2924 int at;
3245 2925
3246 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1; 2928 force->speed = 0.1f;
3249 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
3250 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
3251 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100; 2933 force->resist[at] = 100;
3254 2934
3255 insert_ob_in_ob (force, op); 2935 insert_ob_in_ob (force, op);
3256 fix_player (op); 2936 op->update_stats ();
3257 2937
3258 } 2938 }
3259 2939
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2940 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3261 return;
3262 } /* NOT_PERMADETH */
3263 else
3264 {
3265 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3266 * should probably be embedded in an else statement.
3267 */
3268
3269 op->contr->party = NULL;
3270 if (settings.set_title == TRUE)
3271 op->contr->own_title[0] = '\0';
3272 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3273 check_score (op);
3274
3275 if (op->contr->ranges[range_golem])
3276 {
3277 remove_friendly_object (op->contr->ranges[range_golem]);
3278 op->contr->ranges[range_golem]->remove ();
3279 op->contr->ranges[range_golem]->destroy (0);
3280 op->contr->ranges[range_golem] = 0;
3281 }
3282
3283 loot_object (op); /* Remove some of the items for good */
3284 op->remove ();
3285 op->direction = 0;
3286
3287 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288 {
3289 delete_character (op->name, 0);
3290 if (settings.resurrection == TRUE)
3291 {
3292 /* save playerfile sans equipment when player dies
3293 ** then save it as player.pl.dead so that future resurrection
3294 ** type spells will work on them nicely
3295 */
3296 delete_character (op->name, 0);
3297 op->stats.hp = op->stats.maxhp;
3298 op->stats.food = 999;
3299
3300 /* set the location of where the person will reappear when */
3301 /* maybe resurrection code should fix map also */
3302 strcpy (op->contr->maplevel, settings.emergency_mapname);
3303 if (op->map != NULL)
3304 op->map = NULL;
3305 op->x = settings.emergency_x;
3306 op->y = settings.emergency_y;
3307 save_player (op, 0);
3308 op->map = map;
3309 /* please see resurrection.c: peterm */
3310 dead_player (op);
3311 }
3312 else
3313 delete_character (op->name, 1);
3314 }
3315
3316 play_again (op);
3317
3318 /* peterm: added to create a corpse at deathsite. */
3319 tmp = arch_to_object (archetype::find ("corpse_pl"));
3320 sprintf (buf, "%s", &op->name);
3321 tmp->name = tmp->name_pl = buf;
3322 tmp->level = op->level;
3323 tmp->x = x;
3324 tmp->y = y;
3325 tmp->msg = gravestone_text (op);
3326 SET_FLAG (tmp, FLAG_UNIQUE);
3327 insert_ob_in_map (tmp, map, NULL, 0);
3328 }
3329} 2941}
3330
3331 2942
3332void 2943void
3333loot_object (object *op) 2944loot_object (object *op)
3334{ /* Grab and destroy some treasure */ 2945{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next; 2946 object *tmp, *tmp2, *next;
3336 2947
3337 if (op->container) 2948 op->close_container (); /* close open sack first */
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container);
3340 }
3341 2949
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 2950 for (tmp = op->inv; tmp; tmp = next)
3343 { 2951 {
3344 next = tmp->below; 2952 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 2953
2954 if (tmp->invisible)
3346 continue; 2955 continue;
2956
3347 tmp->remove (); 2957 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
2959
3349 if (tmp->type == CONTAINER) 2960 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 2961 loot_object (tmp); /* empty container to ground */
3351 loot_object (tmp); 2962
3352 }
3353 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2963 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3354 { 2964 {
3355 if (tmp->nrof > 1) 2965 if (tmp->nrof > 1)
3356 { 2966 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3358 tmp2->destroy (0); 2968 tmp2->destroy ();
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 2969 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 2970 }
3361 else 2971 else
3362 tmp->destroy (0); 2972 tmp->destroy ();
3363 } 2973 }
3364 else 2974 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2975 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2976 }
3367} 2977}
3369/* 2979/*
3370 * fix_weight(): Check recursively the weight of all players, and fix 2980 * fix_weight(): Check recursively the weight of all players, and fix
3371 * what needs to be fixed. Refresh windows and fix speed if anything 2981 * what needs to be fixed. Refresh windows and fix speed if anything
3372 * was changed. 2982 * was changed.
3373 */ 2983 */
3374
3375void 2984void
3376fix_weight (void) 2985fix_weight (void)
3377{ 2986{
3378 player *pl; 2987 for_all_players (pl)
3379
3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 { 2988 {
3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2989 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3383 2990
3384 if (old == sum) 2991 if (old == sum)
3385 continue; 2992 continue;
3386 fix_player (pl->ob); 2993 pl->ob->update_stats ();
3387 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2994 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3388 } 2995 }
3389} 2996}
3390 2997
3391void 2998void
3392fix_luck (void) 2999fix_luck (void)
3393{ 3000{
3394 player *pl; 3001 for_all_players (pl)
3395
3396 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 3002 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 3003 pl->ob->change_luck (0);
3399} 3004}
3400
3401 3005
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 3006/* cast_dust() - handles op throwing objects of type 'DUST'.
3403 * This is much simpler in the new spell code - we basically 3007 * This is much simpler in the new spell code - we basically
3404 * just treat this as any other spell casting object. 3008 * just treat this as any other spell casting object.
3405 */ 3009 */
3406
3407void 3010void
3408cast_dust (object *op, object *throw_ob, int dir) 3011cast_dust (object *op, object *throw_ob, int dir)
3409{ 3012{
3410 object *skop, *spob; 3013 object *skop, *spob;
3411 3014
3432 if (op->type == PLAYER) 3035 if (op->type == PLAYER)
3433 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3036 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3434 3037
3435 cast_spell (op, throw_ob, dir, spob, NULL); 3038 cast_spell (op, throw_ob, dir, spob, NULL);
3436 3039
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3438 throw_ob->remove ();
3439 throw_ob->destroy (0); 3040 throw_ob->destroy ();
3440} 3041}
3441 3042
3442void 3043void
3443make_visible (object *op) 3044make_visible (object *op)
3444{ 3045{
3447 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3448 { 3049 {
3449 op->contr->tmp_invis = 0; 3050 op->contr->tmp_invis = 0;
3450 op->contr->invis_race = 0; 3051 op->contr->invis_race = 0;
3451 } 3052 }
3053
3452 update_object (op, UP_OBJ_FACE); 3054 update_object (op, UP_OBJ_CHANGE);
3453} 3055}
3454 3056
3455int 3057int
3456is_true_undead (object *op) 3058is_true_undead (object *op)
3457{ 3059{
3458 object *tmp = NULL;
3459
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3461 return 1; 3061 return 1;
3462 3062
3463 if (op->type == PLAYER)
3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3468 return 0; 3063 return 0;
3469} 3064}
3470 3065
3471/* look at the surrounding terrain to determine 3066/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 3067 * the hideability of this object. Positive levels
3528 3123
3529 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3530 3125
3531 /* its *extremely* hard to run and sneak/hide at the same time! */ 3126 /* its *extremely* hard to run and sneak/hide at the same time! */
3532 if (op->type == PLAYER && op->contr->run_on) 3127 if (op->type == PLAYER && op->contr->run_on)
3533 {
3534 if (!skop || num >= skop->level) 3128 if (!skop || num >= skop->level)
3535 { 3129 {
3536 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3130 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3537 make_visible (op); 3131 make_visible (op);
3538 return; 3132 return;
3539 } 3133 }
3540 else 3134 else
3541 num += 20; 3135 num += 20;
3542 } 3136
3543 num += op->map->difficulty; 3137 num += op->map->difficulty;
3544 hide = hideability (op); /* modify by terrain hidden level */ 3138 hide = hideability (op); /* modify by terrain hidden level */
3545 num -= hide; 3139 num -= hide;
3140
3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 { 3142 {
3548 make_visible (op); 3143 make_visible (op);
3549 if (op->type == PLAYER) 3144 if (op->type == PLAYER)
3550 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3145 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3551 } 3146 }
3552 else if (op->type == PLAYER && skop) 3147 else if (op->type == PLAYER && skop)
3553 {
3554 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3148 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3555 }
3556} 3149}
3557 3150
3558/* determine if who is standing near a hostile creature. */ 3151/* determine if who is standing near a hostile creature. */
3559 3152
3560int 3153int
3587 if (mflags & P_OUT_OF_MAP) 3180 if (mflags & P_OUT_OF_MAP)
3588 continue; 3181 continue;
3589 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3182 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3590 continue; 3183 continue;
3591 3184
3592 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3185 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3593 { 3186 {
3594 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3187 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3595 return 1; 3188 return 1;
3596 else if (tmp->type == PLAYER) 3189 else if (tmp->type == PLAYER)
3597 { 3190 {
3627 if (pl->type != PLAYER) 3220 if (pl->type != PLAYER)
3628 { 3221 {
3629 LOG (llevError, "player_can_view() called for non-player object\n"); 3222 LOG (llevError, "player_can_view() called for non-player object\n");
3630 return -1; 3223 return -1;
3631 } 3224 }
3225
3632 if (!pl || !op) 3226 if (!pl || !op)
3633 return 0; 3227 return 0;
3634 3228
3635 if (op->head)
3636 {
3637 op = op->head; 3229 op = op->head_ ();
3638 } 3230
3639 get_rangevector (pl, op, &rv, 0x1); 3231 get_rangevector (pl, op, &rv, 0x1);
3640 3232
3641 /* starting with the 'head' part, lets loop 3233 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any 3234 * through the object and find if it has any
3643 * part that is in the los array but isnt on 3235 * part that is in the los array but isnt on
3651 3243
3652 /* only the viewable area the player sees is updated by LOS 3244 /* only the viewable area the player sees is updated by LOS
3653 * code, so we need to restrict ourselves to that range of values 3245 * code, so we need to restrict ourselves to that range of values
3654 * for any meaningful values. 3246 * for any meaningful values.
3655 */ 3247 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3248 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3249 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3658 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3250 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3659 return 1; 3251 return 1;
3660 op = op->more; 3252 op = op->more;
3661 } 3253 }
3662 return 0; 3254 return 0;
3663} 3255}
3760 char buf[MAX_BUF]; /* tmp. string buffer */ 3352 char buf[MAX_BUF]; /* tmp. string buffer */
3761 int i = 0, j = 0; 3353 int i = 0, j = 0;
3762 3354
3763 /* get the appropriate treasurelist */ 3355 /* get the appropriate treasurelist */
3764 if (atnr == ATNR_FIRE) 3356 if (atnr == ATNR_FIRE)
3765 trlist = find_treasurelist ("dragon_ability_fire"); 3357 trlist = treasurelist::find ("dragon_ability_fire");
3766 else if (atnr == ATNR_COLD) 3358 else if (atnr == ATNR_COLD)
3767 trlist = find_treasurelist ("dragon_ability_cold"); 3359 trlist = treasurelist::find ("dragon_ability_cold");
3768 else if (atnr == ATNR_ELECTRICITY) 3360 else if (atnr == ATNR_ELECTRICITY)
3769 trlist = find_treasurelist ("dragon_ability_elec"); 3361 trlist = treasurelist::find ("dragon_ability_elec");
3770 else if (atnr == ATNR_POISON) 3362 else if (atnr == ATNR_POISON)
3771 trlist = find_treasurelist ("dragon_ability_poison"); 3363 trlist = treasurelist::find ("dragon_ability_poison");
3772 3364
3773 if (trlist == NULL || who->type != PLAYER) 3365 if (trlist == NULL || who->type != PLAYER)
3774 return; 3366 return;
3775 3367
3776 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3368 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3777 3369
3778 if (tr == NULL || tr->item == NULL) 3370 if (!tr || !tr->item)
3779 { 3371 {
3780 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3372 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3781 return; 3373 return;
3782 } 3374 }
3783 3375
3849 { 3441 {
3850 /* forces in the treasurelist can alter the player's stats */ 3442 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3443 object *skin;
3852 3444
3853 /* first get the dragon skin force */ 3445 /* first get the dragon skin force */
3446 shstr_cmp dragon_skin_force ("dragon_skin_force");
3854 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3447 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3448 ;
3449
3855 if (skin == NULL) 3450 if (!skin)
3856 return; 3451 return;
3857 3452
3858 /* adding new spellpath attunements */ 3453 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3454 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3455 {
3905 * not readied. 3500 * not readied.
3906 */ 3501 */
3907void 3502void
3908player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3909{ 3504{
3910 rangetype i; 3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3911 3507
3912 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3508 if (pl->combat_ob == ob)
3913 { 3509 pl->combat_ob = 0;
3510
3914 if (pl->ranges[i] == ob) 3511 if (pl->ranged_ob == ob)
3915 { 3512 pl->ranged_ob = 0;
3916 pl->ranges[i] = NULL;
3917 if (pl->shoottype == i)
3918 {
3919 pl->shoottype = range_none;
3920 }
3921 }
3922 }
3923} 3513}
3514
3515sint8
3516player::visibility_at (maptile *map, int x, int y) const
3517{
3518 if (!ns)
3519 return 0;
3520
3521 int dx, dy;
3522 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3523 return 0;
3524
3525 x += dx - ns->current_x + ns->mapx / 2;
3526 y += dy - ns->current_y + ns->mapy / 2;
3527
3528 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3529 return 0;
3530
3531 return 100 - blocked_los [x][y];
3532}

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