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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 1.136 by root, Wed May 16 11:10:01 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} 150}
183 151
184int 152float
185playername_ok (const char *cp) 153player::weapon_speed () const
186{ 154{
187 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
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} 156}
308 157
309/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
310static void 159static void
311set_first_map (object *op) 160set_first_map (object *op)
312{ 161{
313 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
314 op->x = -1; 163 op->x = -1;
315 op->y = -1; 164 op->y = -1;
316 enter_exit (op, NULL);
317} 165}
318 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
285 ob->update_stats ();
286 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299}
300
301void
302player::disconnect ()
303{
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op)
326{
327 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333}
334
335player::player ()
336{
337 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point.
339 */
340 outputs_sync = 4;
341 outputs_count = 4;
342 unapply = unapply_nochoice;
343
344 savebed_map = first_map_path; /* Init. respawn position */
345
346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
319/* Tries to add player on the connection passwd in ns. 375/* 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 376 * All we can really get in this is some settings like host and display
321 * mode. 377 * mode.
322 */ 378 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 379player *
380player::create ()
381{
382 player *pl = new player;
328 383
329 p = get_player (NULL); 384 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));
332 385
333 if (p->socket.faces_sent == NULL) 386 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
335 389
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); 390 set_first_map (pl->ob);
343 391
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; 392 return pl;
352} 393}
353 394
354/* 395/*
355 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
365 { 406 {
366 if (at == NULL || at->next == NULL) 407 if (at == NULL || at->next == NULL)
367 at = first_archetype; 408 at = first_archetype;
368 else 409 else
369 at = at->next; 410 at = at->next;
411
370 if (at->clone.type == PLAYER) 412 if (at->clone.type == PLAYER)
371 return at; 413 return at;
414
372 if (at == start) 415 if (at == start)
373 { 416 {
374 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 418 exit (-1);
376 } 419 }
377 } 420 }
378} 421}
379 422
380
381object * 423object *
382get_nearest_player (object *mon) 424get_nearest_player (object *mon)
383{ 425{
384 object *op = NULL; 426 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 427 objectlink *ol;
387 unsigned lastdist; 428 unsigned lastdist;
388 rv_vector rv; 429 rv_vector rv;
389 430
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 432 {
392 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 440 object *tmp = ol->ob;
400 441
401 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared. 443 * itself will have been cleared.
403 */ 444 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
405 ol = ol->next; 447 ol = ol->next;
406 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
407 if (!ol) 449 if (!ol)
408 return op; 450 return op;
409 } 451 }
422 { 464 {
423 op = ol->ob; 465 op = ol->ob;
424 lastdist = rv.distance; 466 lastdist = rv.distance;
425 } 467 }
426 } 468 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 469
428 { 470 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
433 { 473 {
434 op = pl->ob; 474 op = pl->ob;
435 lastdist = rv.distance; 475 lastdist = rv.distance;
436 } 476 }
437 } 477
438 }
439#if 0 478#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 480#endif
442 return op; 481 return op;
443} 482}
461 * circling behaviour. Unfortunately, this function is also used to determined 500 * 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 501 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 502 * is probably not a good thing.
464 */ 503 */
465#define MAX_SPACES 50 504#define MAX_SPACES 50
466
467 505
468/* 506/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * 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 508 * 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 509 * player and if path is blocked then see if blockage is close enough to player that
502 x = mon->x; 540 x = mon->x;
503 y = mon->y; 541 y = mon->y;
504 m = mon->map; 542 m = mon->map;
505 dir = rv.direction; 543 dir = rv.direction;
506 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 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); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
508 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
509 if (diff > max) 548 if (diff > max)
510 return 0; 549 return 0;
550
511 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
512 { 552 {
513 lastx = x; 553 lastx = x;
514 lasty = y; 554 lasty = y;
515 lastmap = m; 555 lastmap = m;
597 max--; 637 max--;
598 lastdir = dir; 638 lastdir = dir;
599 if (!firstdir) 639 if (!firstdir)
600 firstdir = dir; 640 firstdir = dir;
601 } 641 }
642
602 if (diff <= 1) 643 if (diff <= 1)
603 { 644 {
604 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 646 * headed toward player for entire distance.
606 */ 647 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 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); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 650 }
651
610 if (diff > max) 652 if (diff > max)
611 return 0; 653 return 0;
612 } 654 }
655
613 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
614 if (!max) 657 if (!max)
615 return 0; 658 return 0;
616 659
617 return firstdir; 660 return firstdir;
644 (op->type == ARMOUR || op->type == BOOTS || 687 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 688 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 689 op->type == SHIELD || op->type == GLOVES ||
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 691 {
649 op->remove ();
650 op->destroy (0); 692 op->destroy ();
651 continue; 693 continue;
652 } 694 }
653 } 695 }
654 696
655 /* This really needs to be better - we should really give 697 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 708 if (tmp->type == op->type && tmp->name == op->name)
667 break; 709 break;
668 710
669 if (tmp) 711 if (tmp)
670 { 712 {
671 op->remove ();
672 op->destroy (0); 713 op->destroy ();
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue; 715 continue;
675 } 716 }
717
676 if (op->nrof > 1) 718 if (op->nrof > 1)
677 op->nrof = 1; 719 op->nrof = 1;
678 } 720 }
679 721
680 if (op->type == SPELLBOOK && op->inv) 722 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 734 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 735 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 736 }
695 if (op->type == SPELL) 737 if (op->type == SPELL)
696 { 738 {
697 op->remove ();
698 op->destroy (0); 739 op->destroy ();
699 continue; 740 continue;
700 } 741 }
701 else if (op->type == SKILL) 742 else if (op->type == SKILL)
702 { 743 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
713 link_player_skills (pl); 754 link_player_skills (pl);
714} 755}
715 756
716void 757void
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) 758get_party_password (object *op, partylist *party)
801{ 759{
802 if (party == NULL) 760 if (party == NULL)
803 { 761 {
804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
805 return; 763 return;
806 } 764 }
765
807 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
811} 770}
812
813 771
814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int 773static int
816roll_stat (void) 774roll_stat (void)
817{ 775{
818 int a[4], i, j, k; 776 int a[4], i, j, k;
819 777
820 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
821 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
822 780
823 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 782 if (a[i] < k)
825 k = a[i], j = i; 783 k = a[i], j = i;
826 784
827 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 786 if (i != j)
830 k += a[i]; 787 k += a[i];
831 } 788
832 return k; 789 return k;
833} 790}
834 791
835void 792void
836roll_stats (object *op) 793object::roll_stats ()
837{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
838 int sum = 0; 799 int sum = 0;
839 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
840 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
841 802
842 do 803 if (sum >= 82 && sum <= 116)
804 break;
843 { 805 }
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);
854 806
855 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 808 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;
863 809
864 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
865 do 811 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);
880 812
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; 813 stats.exp = 0;
900 op->stats.ac = 0; 814 stats.ac = 0;
901 815
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; 816 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
909 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
910 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
911} 828}
912 829
913void 830void
914Roll_Again (object *op) 831object::swap_stats (int a, int b)
915{ 832{
916 esrv_new_player (op->contr, 0); 833 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}
920 834
921void 835 for (int i = 0; i < NUM_STATS; ++i)
922Swap_Stat (object *op, int Swap_Second) 836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
846 stats.hp = stats.maxhp;
847 stats.sp = stats.maxsp;
848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
856 contr->orig_stats = stats;
857 }
858}
859
860static void
861start_info (object *op)
923{ 862{
924 signed char tmp;
925 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
926 864
927 if (op->contr->Swap_First == -1) 865 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); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 867 //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); 868 //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} 869}
1042 870
1043/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1047 * not the class. 875 * not the class.
1048 */ 876 */
1049 877void
1050int 878player::chargen_race_done ()
1051key_change_class (object *op, char key)
1052{ 879{
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 */ 880 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1068 882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
1069 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1071 889
1072 op->contr->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1073 891
1074 if (op->msg) 892 if (ob->msg)
1075 op->msg = NULL; 893 ob->msg = 0;
1076 894
1077 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
1078 * to save here. 896 * to save here.
1079 */ 897 */
898 {
899 char buf[MAX_BUF];
1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1081 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1082 903
1083#ifdef AUTOSAVE
1084 op->contr->last_save_tick = pticks;
1085#endif
1086 start_info (op); 904 start_info (ob);
1087 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1089 link_player_skills (op); 907 link_player_skills (ob);
1090 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1091 fix_player (op); 909 ob->update_stats ();
1092 910
1093 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1094 * is one for this race 912 * is one for this race
1095 */ 913 */
1096 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1097 { 915 {
1098 object *tmp; 916 object *tmp;
1099 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1100 918
1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1102 tmp = get_object (); 920 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1105 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1106 enter_exit (op, tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1107 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1108 * default initial map */ 926 * default initial map */
1109 tmp->destroy (0); 927 tmp->destroy ();
1110 } 928 }
1111 else 929 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 931}
1115 return 0;
1116 }
1117 932
933void
934player::chargen_race_next ()
935{
1118 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1120 */ 938 */
1121 939
1122 tmp_loop = 0; 940 do
1123 while (!tmp_loop)
1124 { 941 {
1125 shstr name = op->name; 942 shstr name = ob->name;
1126 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1127 944
1128 remove_statbonus (op); 945 ob->remove_statbonus ();
1129 op->remove (); 946 ob->remove ();
1130 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1131 copy_object (&op->arch->clone, op); 948 ob->arch->clone.copy_to (ob);
1132 op->instantiate (); 949 ob->instantiate ();
1133 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1134 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1135 op->x = x; 952 ob->x = x;
1136 op->y = y; 953 ob->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1139 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
1140 add_statbonus (op); 957 ob->add_statbonus ();
1141 tmp_loop = allowed_class (op);
1142 } 958 }
959 while (!allowed_class (ob));
1143 960
1144 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1145 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1146 fix_player (op); 963 ob->update_stats ();
1147 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1148 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1149 op->stats.grace = 0; 966 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} 967}
1206 968
1207void 969void
1208flee_player (object *op) 970flee_player (object *op)
1209{ 971{
1239 { 1001 {
1240 op->enemy = NULL; 1002 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1242 return; 1004 return;
1243 } 1005 }
1006
1244 get_rangevector (op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1245 1008
1246 dir = absdir (4 + rv.direction); 1009 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 1010 for (diff = 0; diff < 3; diff++)
1248 { 1011 {
1249 int m = 1 - (RANDOM () & 2); 1012 int m = 1 - (RANDOM () & 2);
1250 1013
1251 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1252 {
1253 return; 1015 return;
1254 }
1255 } 1016 }
1017
1256 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1258 op->enemy = NULL; 1020 op->enemy = NULL;
1259} 1021}
1260 1022
1261
1262/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* 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 1024 * It returns 1 if the player should keep on moving, 0 if he should
1264 * stop. 1025 * stop.
1265 */ 1026 */
1266int 1027int
1267check_pick (object *op) 1028check_pick (object *op)
1268{ 1029{
1269 object *tmp, *next; 1030 object *tmp, *next;
1270 int stop = 0; 1031 int stop = 0;
1271 int j, k, wvratio; 1032 int wvratio;
1272 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1273 1034
1274 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1275 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1276 return 1; 1037 return 1;
1277 1038
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1348 else 1109 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 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)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 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 } 1114 }
1115
1382 /* philosophy: 1116 /* philosophy:
1383 * It's easy to grab an item type from a pile, as long as it's 1117 * 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 1118 * generic. This takes no game-time. For more detailed pickups
1385 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1386 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1387 * example. 1121 * example.
1388 * The drawback: right now it has no frontend, so you need to 1122 * 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 1123 * stick the bits you want into a calculator in hex mode and then
1390 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1641 * found object is returned. 1375 * found object is returned.
1642 */ 1376 */
1643object * 1377object *
1644find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1645{ 1379{
1646 object *tmp = NULL; 1380 object *tmp = 0;
1647 1381
1648 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1649 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1650 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1651 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1652 return op; 1386 return op;
1387
1653 return tmp; 1388 return tmp;
1654} 1389}
1655 1390
1656/* 1391/*
1657 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * 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 1393 * 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 1394 * 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. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1661 */ 1396 */
1662
1663object * 1397object *
1664find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1665{ 1399{
1666 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1667 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1733 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1734 * op = the shooter 1468 * op = the shooter
1735 * type = bow->race 1469 * type = bow->race
1736 * dir = fire direction 1470 * dir = fire direction
1737 */ 1471 */
1738
1739object * 1472object *
1740pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1741{ 1474{
1742 object *tmp = NULL; 1475 object *tmp = NULL;
1743 maptile *m; 1476 maptile *m;
1808 */ 1541 */
1809int 1542int
1810fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1811{ 1544{
1812 object *left, *bow; 1545 object *left, *bow;
1813 int bowspeed, mflags; 1546 int mflags;
1814 maptile *m; 1547 maptile *m;
1815 1548
1816 if (!dir) 1549 if (!dir)
1817 { 1550 {
1818 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1819 return 0; 1552 return 0;
1820 } 1553 }
1821 if (op->type == PLAYER) 1554
1822 bow = op->contr->ranges[range_bow]; 1555 if (op->contr)
1556 bow = op->current_weapon;
1823 else 1557 else
1824 { 1558 {
1825 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1826 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* 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. 1561 * don't need to switch back and forth between bows and weapons.
1832 if (!bow) 1566 if (!bow)
1833 { 1567 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1569 return 0;
1836 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1837 } 1579 }
1580
1838 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1839 { 1582 {
1840 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1841 return 0; 1584 return 0;
1842 } 1585 }
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 1586
1852 if (arrow == NULL) 1587 if (arrow == NULL)
1853 { 1588 {
1854 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1855 { 1590 {
1856 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1857 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1858 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1859 else 1594 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1861 return 0; 1597 return 0;
1862 } 1598 }
1863 } 1599 }
1600
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1602 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1603 return 0;
1868 } 1604
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1606 {
1871 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1607 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1872 return 0; 1608 return 0;
1873 } 1609 }
1874 1610
1875 /* this should not happen, but sometimes does */ 1611 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1612 if (arrow->nrof == 0)
1877 { 1613 {
1878 arrow->remove ();
1879 arrow->destroy (0); 1614 arrow->destroy ();
1880 return 0; 1615 return 0;
1881 } 1616 }
1882 1617
1883 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1885 if (arrow == NULL) 1620 if (!arrow)
1886 { 1621 {
1887 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1888 return 0; 1623 return 0;
1889 } 1624 }
1890 set_owner (arrow, op); 1625
1626 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1892
1893 arrow->direction = dir; 1628 arrow->direction = dir;
1894 arrow->x = sx; 1629
1895 arrow->y = sy; 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr)
1638 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1896 1667
1897 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1898 { 1669 {
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; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1932 } 1677 }
1933 else 1678 else
1934 { 1679 {
1935 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1936 arrow->level = op->level; 1680 arrow->level = op->level;
1937 } 1681 arrow->stats.wc -= bow->magic;
1938 1682
1939 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1940 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1941 1688
1942 if (bow->slaying != NULL) 1689 wc -= arrow->level;
1943 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1944 1691
1945 arrow->map = m; 1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1946 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1948 1695
1949 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1950 insert_ob_in_map (arrow, m, op, 0); 1697 m->insert (arrow, sx, sy, op);
1951 1698
1952 if (!arrow->destroyed ()) 1699 if (!arrow->destroyed ())
1953 move_arrow (arrow); 1700 move_arrow (arrow);
1954 1701
1955 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
1975{ 1722{
1976 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1977 1724
1978 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1979 { 1726 {
1980 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1981 } 1728 }
1982 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1983 { 1730 {
1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1985 wcmod = -1; 1732 wcmod = -1;
1733
1986 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1987 } 1735 }
1988 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
1989 { 1737 {
1990 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);
1994 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1995 { 1743 {
1996 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1997 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1745 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); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1999
2000 } 1747 }
2001 else 1748 else
2002 { 1749 {
2003 /* Simple case */ 1750 /* Simple case */
2004 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2005 } 1752 }
1753
2006 return ret; 1754 return ret;
2007} 1755}
2008
2009 1756
2010/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
2011 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
2012 */ 1759 */
2013void 1760void
2014fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
2015{ 1762{
2016 object *item; 1763 object *item = op->contr->ranged_ob;
2017 1764
2018 if (!op->contr->ranges[range_misc]) 1765 if (!item)
2019 { 1766 {
2020 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2021 return; 1768 return;
2022 } 1769 }
2023 1770
2024 item = op->contr->ranges[range_misc];
2025 if (!item->inv) 1771 if (!item->inv)
2026 { 1772 {
2027 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2028 return; 1774 return;
2029 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
2030 if (item->type == WAND) 1780 if (item->type == WAND)
2031 { 1781 {
2032 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
2033 { 1783 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 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)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
2036 return; 1787 return;
2037 } 1788 }
2038 } 1789 }
2039 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2040 { 1791 {
2041 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2042 { 1793 {
2043 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
2044 if (item->type == ROD) 1796 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)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2046 else 1798 else
2047 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800
2048 return; 1801 return;
2049 } 1802 }
2050 } 1803 }
2051 1804
2052 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
2060 1813
2061 if (item->arch) 1814 if (item->arch)
2062 { 1815 {
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
2065 item->speed = 0; 1818 item->set_speed (0);
2066 update_ob_speed (item);
2067 } 1819 }
1820
2068 if ((tmp = is_player_inv (item))) 1821 if ((tmp = item->in_player ()))
2069 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
2070 } 1823 }
2071 } 1824 }
2072 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
2073 {
2074 drain_rod_charge (item); 1826 drain_rod_charge (item);
2075 }
2076 } 1827 }
2077} 1828}
2078 1829
2079/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
2080 */ 1831 */
2085 1836
2086 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
2087 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
2088 make_visible (op); 1839 make_visible (op);
2089 1840
2090 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
2091 { 1844 {
2092 case range_none: 1845 control_golem (op->contr->golem, dir);
2093 return; 1846 return;
1847 }
2094 1848
2095 case range_bow: 1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
2096 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2097 return; 1861 break;
2098 1862
2099 case range_magic: /* Casting spells */ 1863 case SPELL:
2100 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2101 return; 1865 break;
2102 1866
2103 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
2104 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2105 return; 1877 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 } 1878 }
2133} 1879}
2134
2135
2136 1880
2137/* find_key 1881/* find_key
2138 * We try to find a key for the door as passed. If we find a key 1882 * We try to find a key for the door as passed. If we find a key
2139 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
2140 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2142 * pl is the player, 1886 * pl is the player,
2143 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2144 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2145 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2146 */ 1890 */
2147
2148object * 1891object *
2149find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2150{ 1893{
2151 object *tmp, *key; 1894 object *tmp, *key;
2152 1895
2153 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2154 if (container->inv == NULL) 1897 if (!container->inv)
2155 return NULL; 1898 return 0;
2156 1899
2157 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1902 {
2160 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2161 break; 1904 break;
2162 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2163 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2164 */ 1907 */
2165 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2166 break; 1909 break;
2167 } 1910 }
1911
2168 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2169 /* If we find and use a key in an inventory, return at that time. 1913 /* If we find and use a key in an inventory, return at that time.
2170 * otherwise, if we search all the inventories and still don't find 1914 * otherwise, if we search all the inventories and still don't find
2171 * a key, return 1915 * a key, return
2172 */ 1916 */
2173 if (!tmp) 1917 if (!tmp)
2174 { 1918 {
2175 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2176 { 1920 {
2177 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2178 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2179 { 1923 {
2180 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2181 return key; 1925 return key;
2182 } 1926 }
2183 } 1927 }
1928
2184 if (!tmp) 1929 if (!tmp)
2185 return NULL; 1930 return NULL;
2186 } 1931 }
1932
2187 /* We get down here if we have found a key. Now if its in a container, 1933 /* We get down here if we have found a key. Now if its in a container,
2188 * see if we actually want to use it 1934 * see if we actually want to use it
2189 */ 1935 */
2190 if (pl != container) 1936 if (pl != container)
2191 { 1937 {
2212 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 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)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2214 return NULL; 1960 return NULL;
2215 } 1961 }
2216 } 1962 }
1963
2217 return tmp; 1964 return tmp;
2218} 1965}
2219 1966
2220/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2221 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2223 * 0 otherwise 1970 * 0 otherwise
2224 */ 1971 */
2225static int 1972static int
2226player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2227{ 1974{
2228
2229 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* If its a door, try to find a use a key. If we do destroy the door,
2230 * might as well return immediately as there is nothing more to do - 1976 * might as well return immediately as there is nothing more to do -
2231 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2232 */ 1978 */
2233 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2236 if (key) 1982 if (key)
2237 { 1983 {
2238 object *container = key->env; 1984 object *container = key->env;
2239 1985
2240 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
2241 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2242 make_visible (op); 1989 make_visible (op);
1990
2243 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2244 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2245 if (door->type == DOOR) 1994 if (door->type == DOOR)
2246 {
2247 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2248 }
2249 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2250 { 1997 {
2251 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2252 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2253 } 2000 }
2001
2254 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2255 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2256 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2257 if (container != op) 2005 if (container != op)
2258 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2259 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2260 } 2009 }
2261 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2262 { 2011 {
2263 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2264 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2265 return 1; 2014 return 1;
2266 } 2015 }
2016
2267 return 0; 2017 return 0;
2268} 2018}
2269 2019
2270/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2271 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2275 */ 2025 */
2276
2277void 2026void
2278move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2279{ 2028{
2280 object *tmp, *mon; 2029 object *tmp, *mon;
2281 sint16 nx, ny;
2282 int on_battleground; 2030 int on_battleground;
2283 maptile *m; 2031 maptile *m;
2284 2032
2285 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2286 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2287 2035
2288 on_battleground = op_on_battleground (op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2289 2037
2290 /* If braced, or can't move to the square, and it is not out of the 2038 /* 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 2039 * 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 2040 * 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 2041 * player. This is a pretty nasty hack, because if we could
2298 */ 2046 */
2299 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2300 { 2048 {
2301 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2302 { 2050 {
2303 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2304 if (!m) 2052 if (!m)
2305 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2306 } 2054 }
2307 else 2055 else
2308 m = op->map; 2056 m = op->map;
2309 2057
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2058 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; 2059 return;
2314 }
2315 2060
2316 mon = NULL; 2061 mon = 0;
2317 /* Go through all the objects, and find ones of interest. Only stop if 2062 /* 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. 2063 * 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 2064 * if its a door or barrel (can roll) see if there may be monsters
2320 * on the space 2065 * on the space
2321 */ 2066 */
2322 while (tmp != NULL) 2067 while (tmp)
2323 { 2068 {
2324 if (tmp == op) 2069 if (tmp == op)
2325 { 2070 {
2326 tmp = tmp->above; 2071 tmp = tmp->above;
2327 continue; 2072 continue;
2337 mon = tmp; 2082 mon = tmp;
2338 2083
2339 tmp = tmp->above; 2084 tmp = tmp->above;
2340 } 2085 }
2341 2086
2342 if (mon == NULL) /* This happens anytime the player tries to move */ 2087 if (!mon) /* This happens anytime the player tries to move */
2343 return; /* into a wall */ 2088 return; /* into a wall */
2344 2089
2345 if (mon->head != NULL) 2090 if (mon->head)
2346 mon = mon->head; 2091 mon = mon->head;
2347 2092
2348 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2349 if (player_attack_door (op, mon)) 2094 if (player_attack_door (op, mon))
2350 return; 2095 return;
2362 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2363 */ 2108 */
2364 if ((op->type == PLAYER) 2109 if ((op->type == PLAYER)
2365#if COZY_SERVER 2110#if COZY_SERVER
2366 && 2111 &&
2367 ((get_owner (mon) && get_owner (mon)->contr 2112 ((mon->owner && mon->owner->contr
2368 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2113 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2369#else 2114#else
2370 && get_owner (mon) == op 2115 && mon->owner == op
2371#endif 2116#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 { 2118 {
2374 /* If we're braced, we don't want to switch places with it */ 2119 /* If we're braced, we don't want to switch places with it */
2375 if (op->contr->braced) 2120 if (op->contr->braced)
2376 return; 2121 return;
2122
2377 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2378 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2379 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op); 2126 make_visible (op);
2127
2381 return; 2128 return;
2382 } 2129 }
2383 2130
2384 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2385 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2387 * attack them either. 2134 * attack them either.
2388 */ 2135 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op) &&
2390 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2391#ifdef PROHIBIT_PLAYERKILL 2138#ifdef PROHIBIT_PLAYERKILL
2392 (op->contr->peaceful 2139 (op->contr->peaceful
2393 || (mon->type == PLAYER 2140 || (mon->type == PLAYER
2394 && mon->contr-> 2141 && mon->contr->
2395 peaceful)) && 2142 peaceful)) &&
2396#else 2143#else
2397 op->contr->peaceful && 2144 op->contr->peaceful &&
2398#endif 2145#endif
2399 !on_battleground)) 2146 !on_battleground))
2400 { 2147 {
2401 if (!op->contr->braced) 2148 if (!op->contr->braced)
2402 { 2149 {
2403 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2404 (void) push_ob (mon, dir, op); 2151 push_ob (mon, dir, op);
2405 } 2152 }
2406 else 2153 else
2407 {
2408 new_draw_info (0, 0, op, "You withhold your attack"); 2154 new_draw_info (0, 0, op, "You withhold your attack");
2409 } 2155
2410 if (op->contr->tmp_invis || op->hide) 2156 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2157 make_visible (op);
2412 } 2158 }
2413 2159
2414 /* If the object is a boulder or other rollable object, then 2160 /* 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 2171 * 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: 2172 * 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 2173 * 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. 2174 * that party_number -1 is no party, so attacks can still happen.
2429 */ 2175 */
2430
2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 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))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2433 { 2178 {
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) 2179 if (!op->contr->has_hit)
2441 { 2180 {
2181 op->contr->has_hit = 1;
2442 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2443
2444 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2445 } 2183 }
2446 2184
2447 skill_attack (mon, op, 0, NULL, NULL); 2185 skill_attack (mon, op, 0, 0, 0);
2448 2186
2449 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2450 * hitback, and doesn't loose luck either. 2188 * hitback, and doesn't loose luck either.
2451 * Disable hitback on the battleground or if the target is 2189 * Disable hitback on the battleground or if the target is
2452 * the wiz. 2190 * the wiz.
2454 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2455 { 2193 {
2456 short luck = mon->stats.luck; 2194 short luck = mon->stats.luck;
2457 2195
2458 mon->contr->has_hit = 1; 2196 mon->contr->has_hit = 1;
2459 skill_attack (op, mon, 0, NULL, NULL); 2197 skill_attack (op, mon, 0, 0, 0);
2460 mon->stats.luck = luck; 2198 mon->stats.luck = luck;
2461 } 2199 }
2200
2462 if (action_makes_visible (op)) 2201 if (action_makes_visible (op))
2463 make_visible (op); 2202 make_visible (op);
2464 } 2203 }
2465 } /* if player should attack something */ 2204 } /* if player should attack something */
2466} 2205}
2468int 2207int
2469move_player (object *op, int dir) 2208move_player (object *op, int dir)
2470{ 2209{
2471 int pick; 2210 int pick;
2472 2211
2473 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2474 return 0; 2213 return 0;
2475 2214
2476 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2478 { 2217 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0; 2219 return 0;
2481 } 2220 }
2482 2221
2483 /* peterm: added following line */ 2222 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2486 2225
2487 op->facing = dir; 2226 op->facing = dir;
2488 2227
2489 if (op->hide) 2228 if (op->hide)
2490 do_hidden_move (op); 2229 do_hidden_move (op);
2501 2240
2502 /* Add special check for newcs players and fire on - this way, the 2241 /* Add special check for newcs players and fire on - this way, the
2503 * server can handle repeat firing. 2242 * server can handle repeat firing.
2504 */ 2243 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2245 op->direction = dir;
2508 }
2509 else 2246 else
2510 {
2511 op->direction = 0; 2247 op->direction = 0;
2512 } 2248
2513 /* Update how the player looks. Use the facing, so direction may 2249 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2250 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2251 * for players.
2516 */ 2252 */
2517 animate_object (op, op->facing); 2253 animate_object (op, op->facing);
2526 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2527 */ 2263 */
2528int 2264int
2529handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2530{ 2266{
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)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2552 { 2268 {
2553 flee_player (op); 2269 flee_player (op);
2270
2554 /* If player is still scared, that is his action for this tick */ 2271 /* If player is still scared, that is his action for this tick */
2555 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2556 { 2273 {
2557 op->speed_left--; 2274 --op->speed_left;
2558 return 0; 2275 return 0;
2559 } 2276 }
2560 } 2277 }
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 2278
2570 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2571 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2281 * called, so we recheck it here.
2573 */ 2282 */
2574 HandleClient (&op->contr->socket, op->contr); 2283 if (op->contr->ns->handle_command ())
2575 if (op->speed_left < 0)
2576 return 0; 2284 return 1;
2577 2285
2286 if (op->speed_left > 0.f)
2287 {
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 { 2289 {
2580 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2581 op->speed_left--; 2291 --op->speed_left;
2582 2292
2583 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2584 * of it. Also, some of the skill stuff is only put in 2294 * of it. Also, some of the skill stuff is only put in
2585 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2586 */ 2296 */
2587 move_player (op, op->direction); 2297 move_player (op, op->direction);
2588 if (op->speed_left > 0) 2298
2589 return 1; 2299 return op->speed_left > 0.f;
2590 else 2300 }
2591 return 0;
2592 } 2301 }
2302
2593 return 0; 2303 return 0;
2594} 2304}
2595 2305
2596int 2306int
2597save_life (object *op) 2307save_life (object *op)
2598{ 2308{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2309 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0; 2310 return 0;
2603 2311
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2312 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 { 2314 {
2607 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2315 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)); 2316 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2317
2609 if (op->contr) 2318 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count); 2319 esrv_del_item (op->contr, tmp->count);
2611 tmp->remove (); 2320
2612 tmp->destroy (0); 2321 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2322 CLEAR_FLAG (op, FLAG_LIFESAVE);
2323
2614 if (op->stats.hp < 0) 2324 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2325 op->stats.hp = op->stats.maxhp;
2326
2616 if (op->stats.food < 0) 2327 if (op->stats.food < 0)
2617 op->stats.food = 999; 2328 op->stats.food = 999;
2618 fix_player (op); 2329
2330 op->update_stats ();
2619 return 1; 2331 return 1;
2620 } 2332 }
2333
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2334 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2335 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2336 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2337 return 0;
2625} 2338}
2630 * from. 2343 * from.
2631 */ 2344 */
2632void 2345void
2633remove_unpaid_objects (object *op, object *env) 2346remove_unpaid_objects (object *op, object *env)
2634{ 2347{
2635 object *next;
2636
2637 while (op) 2348 while (op)
2638 { 2349 {
2639 next = op->below; /* Make sure we have a good value, in case 2350 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2640 * we remove object 'op' 2351
2641 */
2642 if (QUERY_FLAG (op, FLAG_UNPAID)) 2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 { 2353 {
2644 op->remove ();
2645 op->x = env->x;
2646 op->y = env->y;
2647 if (env->type == PLAYER) 2354 if (env->type == PLAYER)
2648 esrv_del_item (env->contr, op->count); 2355 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0); 2356
2357 op->insert_at (env);
2650 } 2358 }
2651 else if (op->inv) 2359 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env); 2360 remove_unpaid_objects (op->inv, env);
2361
2653 op = next; 2362 op = next;
2654 } 2363 }
2655} 2364}
2656
2657 2365
2658/* 2366/*
2659 * Returns pointer a static string containing gravestone text 2367 * Returns pointer a static string containing gravestone text
2660 * Moved from apply.c to player.c - player.c is what 2368 * Moved from apply.c to player.c - player.c is what
2661 * actually uses this function. player.c may not be quite the 2369 * actually uses this function. player.c may not be quite the
2672 strcpy (buf2, " R.I.P.\n\n"); 2380 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else 2383 else
2676 sprintf (buf, "%s\n", &op->name); 2384 sprintf (buf, "%s\n", &op->name);
2385
2677 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf); 2387 strcat (buf2, buf);
2679 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2680 sprintf (buf, "who was in level %d when killed\n", op->level); 2389 sprintf (buf, "who was in level %d when killed\n", op->level);
2681 else 2390 else
2682 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2391 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2392
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2394 strcat (buf2, buf);
2685 if (op->type == PLAYER) 2395 if (op->type == PLAYER)
2686 { 2396 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer); 2397 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2); 2398 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2399 strcat (buf2, buf);
2690 } 2400 }
2401
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf); 2404 strcat (buf2, buf);
2405
2694 return buf2; 2406 return buf2;
2695} 2407}
2696
2697
2698 2408
2699void 2409void
2700do_some_living (object *op) 2410do_some_living (object *op)
2701{ 2411{
2702 int last_food = op->stats.food; 2412 int last_food = op->stats.food;
2708 int rate_grace = 2000; 2418 int rate_grace = 2000;
2709 const int max_hp = 1; 2419 const int max_hp = 1;
2710 const int max_sp = 1; 2420 const int max_sp = 1;
2711 const int max_grace = 1; 2421 const int max_grace = 1;
2712 2422
2713 if (op->contr->outputs_sync) 2423 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 } 2424 {
2425 op->invisible = 1000;
2426 /* the socket code flashes the player visible/invisible
2427 * depending on the value of invisible, so we need to
2428 * alternate it here for it to work correctly.
2429 */
2430 if (pticks & 2)
2431 op->invisible--;
2432 }
2433 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2434 {
2435 if (!op->invisible--)
2436 {
2437 make_visible (op);
2438 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2439 }
2440 }
2719 2441
2720 if (op->contr->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2721 { 2443 {
2722
2723 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2445 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2446 if (op->contr->gen_hp >= 0)
2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2447 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727 else 2448 else
2728 { 2449 {
2729 gen_hp = op->stats.maxhp; 2450 gen_hp = op->stats.maxhp;
2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2451 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731 } 2452 }
2453
2732 if (op->contr->gen_sp >= 0) 2454 if (op->contr->gen_sp >= 0)
2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2455 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734 else 2456 else
2735 { 2457 {
2736 gen_sp = op->stats.maxsp; 2458 gen_sp = op->stats.maxsp;
2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2459 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738 } 2460 }
2461
2739 if (op->contr->gen_grace >= 0) 2462 if (op->contr->gen_grace >= 0)
2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741 else 2464 else
2742 { 2465 {
2743 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2744 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2745 } 2468 }
2746 2469
2747 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2748 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2471 if (!op->contr->golem && --op->last_sp < 0)
2749 { 2472 {
2750 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2473 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) 2474 if (op->stats.sp < op->stats.maxsp)
2752 { 2475 {
2753 op->stats.sp++; 2476 op->stats.sp++;
2759 op->stats.food += op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2760 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2761 op->stats.food = last_food; 2484 op->stats.food = last_food;
2762 } 2485 }
2763 } 2486 }
2487
2764 if (max_sp > 1) 2488 if (max_sp > 1)
2765 { 2489 {
2766 over_sp = (gen_sp + 10) / rate_sp; 2490 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0) 2491 if (over_sp > 0)
2768 { 2492 {
2769 if (op->stats.sp < op->stats.maxsp) 2493 if (op->stats.sp < op->stats.maxsp)
2770 { 2494 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2772 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2773 op->stats.sp--; 2498 op->stats.sp--;
2499
2774 if (op->stats.sp > op->stats.maxsp) 2500 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp; 2501 op->stats.sp = op->stats.maxsp;
2776 } 2502 }
2777 op->last_sp = 0; 2503 op->last_sp = 0;
2778 } 2504 }
2779 else 2505 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 } 2507 }
2784 else 2508 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2510 }
2789 2511
2790 /* Regenerate Grace */ 2512 /* Regenerate Grace */
2791 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2792 if (--op->last_grace < 0) 2514 if (--op->last_grace < 0)
2793 { 2515 {
2794 if (op->stats.grace < op->stats.maxgrace / 2) 2516 if (op->stats.grace < op->stats.maxgrace / 2)
2795 op->stats.grace++; /* no penalty in food for regaining grace */ 2517 op->stats.grace++; /* no penalty in food for regaining grace */
2518
2796 if (max_grace > 1) 2519 if (max_grace > 1)
2797 { 2520 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2521 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799 if (over_grace > 0) 2522 if (over_grace > 0)
2800 { 2523 {
2828 op->stats.food += op->contr->digestion; 2551 op->stats.food += op->contr->digestion;
2829 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2830 op->stats.food = last_food; 2553 op->stats.food = last_food;
2831 } 2554 }
2832 } 2555 }
2556
2833 if (max_hp > 1) 2557 if (max_hp > 1)
2834 { 2558 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0) 2560 if (over_hp > 0)
2837 { 2561 {
2861 2585
2862 if (op->contr->gen_hp > 0) 2586 if (op->contr->gen_hp > 0)
2863 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2864 else 2588 else
2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590
2866 /* dms do not consume food */ 2591 /* dms do not consume food */
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2592 if (!QUERY_FLAG (op, FLAG_WIZ))
2868 op->stats.food--; 2593 op->stats.food--;
2869 } 2594 }
2870 }
2871 2595
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2596 if (op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2597 {
2874 object *tmp, *flesh = NULL; 2598 object *tmp, *flesh = 0;
2875 2599
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2600 for (tmp = op->inv; tmp; tmp = tmp->below)
2877 { 2601 {
2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 {
2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2881 { 2603 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2605 {
2882 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2883 manual_apply (op, tmp, 0); 2607 manual_apply (op, tmp, 0);
2884 if (op->stats.food >= 0 || op->stats.hp < 0) 2608 if (op->stats.food >= 0 || op->stats.hp < 0)
2885 break; 2609 break;
2886 } 2610 }
2887 else if (tmp->type == FLESH) 2611 else if (tmp->type == FLESH)
2888 flesh = tmp; 2612 flesh = tmp;
2889 } /* End if paid for object */ 2613 } /* End if paid for object */
2890 } /* end of for loop */ 2614 } /* end of for loop */
2615
2891 /* If player is still starving, it means they don't have any food, so 2616 /* If player is still starving, it means they don't have any food, so
2892 * eat flesh instead. 2617 * eat flesh instead.
2893 */ 2618 */
2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 { 2620 {
2896 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2897 manual_apply (op, flesh, 0); 2622 manual_apply (op, flesh, 0);
2898 } 2623 }
2899 } /* end if player is starving */ 2624 }
2900 2625
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2626 while (op->stats.food < 0 && op->stats.hp >= 0)
2902 op->stats.food++, op->stats.hp--; 2627 op->stats.food++, op->stats.hp--;
2903 2628
2904 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2905 kill_player (op); 2630 kill_player (op);
2631 }
2906} 2632}
2907
2908
2909 2633
2910/* If the player should die (lack of hp, food, etc), we call this. 2634/* 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 2635 * 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 2636 * permadeath, no lifesave), this will take care of removing the player
2913 * file. 2637 * file.
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2667 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..."); 2668 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2945 2669
2946 /* restore player */ 2670 /* restore player */
2947 at = archetype::find ("poisoning"); 2671 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2673 {
2951 tmp->remove ();
2952 tmp->destroy (0); 2674 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2676 }
2955 2677
2956 at = archetype::find ("confusion"); 2678 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2679 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2680 {
2960 tmp->remove ();
2961 tmp->destroy (0); 2681 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2683 }
2964 2684
2965 cure_disease (op, 0); /* remove any disease */ 2685 cure_disease (op, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp; 2686 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2687 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2688 op->stats.food = 999;
2969 2689
2970 /* create a bodypart-trophy to make the winner happy */ 2690 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2691 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2692 {
2974 sprintf (buf, "%s's finger", &op->name); 2693 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2694 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
2977 " the %s, when he was defeated at\n level %d by %s.\n", 2696 " 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); 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2698 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2699 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2701 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2702 }
2985 2703
2986 /* teleport defeated player to new destination */ 2704 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2706 op->contr->braced = 0;
2993 2711
2994 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
2995 2713
2996 if (op->stats.food < 0) 2714 if (op->stats.food < 0)
2997 { 2715 {
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); 2716 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2717 strcpy (op->contr->killer, "starvation");
3007 } 2718 }
3008 else 2719 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); 2720 sprintf (buf, "%s died.", &op->name);
3018 } 2721
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2723
3021 /* save the map location for corpse, gravestone */ 2724 /* save the map location for corpse, gravestone */
3022 x = op->x; 2725 x = op->x;
3023 y = op->y; 2726 y = op->y;
3024 map = op->map; 2727 map = op->map;
3025 2728
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2729 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat. 2730 * 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. 2731 * See the config.h file for a little more in depth detail about this.
3032 */ 2732 */
3033 2733
3034 /* Basically two ways to go - remove a stat permanently, or just 2734 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2735 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2736 * of death.
3037 */ 2737 */
3038#ifndef COZY_SERVER 2738#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2739 if (settings.balanced_stat_loss)
3040 { 2740 {
3041 /* If stat loss is permanent, lose one stat only. */ 2741 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer 2742 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */ 2743 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2744 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2745 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2746 little bit harder. */
3047 /* GD */ 2747 /* GD */
3048 if (settings.stat_loss_on_death) 2748 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2749 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2750 else
3054 { 2751 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2752 }
2753 else
3055 num_stats_lose = 1; 2754 num_stats_lose = 1;
3056 } 2755
3057 lost_a_stat = 0; 2756 lost_a_stat = 0;
3058 2757
3059 for (z = 0; z < num_stats_lose; z++) 2758 for (z = 0; z < num_stats_lose; z++)
3060 { 2759 {
3061 i = RANDOM () % NUM_STATS; 2760 i = RANDOM () % NUM_STATS;
3062 2761
3063 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3064 { 2763 {
3065 /* Pick a random stat and take a point off it. Tell the player 2764 /* Pick a random stat and take a point off it. Tell the player
3066 * what he lost. 2765 * what he lost.
3067 */ 2766 */
3068 change_attr_value (&(op->stats), i, -1); 2767 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats)); 2768 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1); 2769 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats)); 2770 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2771 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1; 2772 lost_a_stat = 1;
2773 }
2774 else
2775 {
2776 /* deplete a stat */
2777 archetype *deparch = archetype::find ("depletion");
2778 object *dep;
2779
2780 dep = present_arch_in_ob (deparch, op);
2781 if (!dep)
2782 {
2783 dep = arch_to_object (deparch);
2784 insert_ob_in_ob (dep, op);
3074 } 2785 }
3075 else 2786 lose_this_stat = 1;
2787 if (settings.balanced_stat_loss)
3076 { 2788 {
3077 /* deplete a stat */ 2789 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2790 /* Get the stat that we're about to deplete. */
3079 object *dep; 2791 this_stat = get_attr_value (&(dep->stats), i);
3080 2792 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2793 {
3084 dep = arch_to_object (deparch); 2794 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2795 int keep_chance = this_stat * this_stat;
3086 } 2796
3087 lose_this_stat = 1; 2797 /* 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) 2798 if (keep_chance < 1)
2799 keep_chance = 1;
2800
2801 /* There is a maximum depletion total per level. */
2802 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 { 2803 {
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; 2804 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2805 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2806 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 } 2807 }
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 */ 2808 else
3129 if (this_stat >= -50)
3130 { 2809 {
3131 change_attr_value (&(dep->stats), i, -1); 2810 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; 2811 lose_this_stat = 0;
2812 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2813 this_stat, keep_chance, loss_chance,
2814 lose_this_stat?"LOSE":"KEEP"); */
3136 } 2815 }
3137 } 2816 }
3138 } 2817 }
2818
2819 if (lose_this_stat)
2820 {
2821 this_stat = get_attr_value (&(dep->stats), i);
2822 /* We could try to do something clever like find another
2823 * stat to reduce if this fails. But chances are, if
2824 * stats have been depleted to -50, all are pretty low
2825 * and should be roughly the same, so it shouldn't make a
2826 * difference.
2827 */
2828 if (this_stat >= -50)
2829 {
2830 change_attr_value (&(dep->stats), i, -1);
2831 SET_FLAG (dep, FLAG_APPLIED);
2832 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2833 op->update_stats ();
2834 lost_a_stat = 1;
2835 }
3139 } 2836 }
2837 }
2838 }
3140 /* If no stat lost, tell the player. */ 2839 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2840 if (!lost_a_stat)
3142 { 2841 {
3143 /* determine_god() seems to not work sometimes... why is this? 2842 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2843 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2844 const char *god = determine_god (op);
3146 2845
3147 if (god && (strcmp (god, "none"))) 2846 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); 2847 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2848 else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3151 } 2850 }
3152#else 2851#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154#endif 2853#endif
3155 2854
3156 /* Put a gravestone up where the character 'almost' died. List the 2855 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2856 * exp loss on the stone.
3158 */ 2857 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2858 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2859 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2860 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2861 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2862 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); 2863 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; 2864 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2865 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2866 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2867
3169 /**************************************/ 2868 /**************************************/
3170 /* */ 2869 /* */
3171 /* Subtract the experience points, */ 2870 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2871 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2872 /* food, and reset HP's... */
3174 /* */ 2873 /* */
3175 /**************************************/ 2874 /**************************************/
3176 2875
3177 /* remove any poisoning and confusion the character may be suffering. */ 2876 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2877 /* restore player */
3179 at = archetype::find ("poisoning"); 2878 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2879 tmp = present_arch_in_ob (at, op);
2880
3181 if (tmp) 2881 if (tmp)
3182 { 2882 {
3183 tmp->remove ();
3184 tmp->destroy (0); 2883 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2884 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2885 }
3187 2886
3188 at = archetype::find ("confusion"); 2887 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2889 if (tmp)
3191 { 2890 {
3192 tmp->remove ();
3193 tmp->destroy (0); 2891 tmp->destroy ();
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 } 2893 }
3196 2894
3197 cure_disease (op, 0); /* remove any disease */ 2895 cure_disease (op, 0); /* remove any disease */
3198 2896
3199 /*add_exp(op, (op->stats.exp * -0.20)); */ 2897 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op); 2898 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100) 2899 if (op->stats.food < 100)
3202 op->stats.food = 900; 2900 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206 2904
3207 /* 2905 /*
3208 * Check to see if the player is in a shop. IF so, then check to see if 2906 * 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 2907 * and put them back in the map.
3210 * in the map. 2908 */
3211 */
3212
3213 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
3215 2910
3216 /****************************************/ 2911 /****************************************/
3217 /* */ 2912 /* */
3218 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
3220 /* */ 2915 /* */
3221 /****************************************/ 2916 /****************************************/
3222 2917
3223 enter_player_savebed (op); 2918 enter_player_savebed (op);
3224 2919
3225 /* Save the player before inserting the force to reduce
3226 * chance of abuse.
3227 */
3228 op->contr->braced = 0; 2920 op->contr->braced = 0;
3229 save_player (op, 1);
3230 2921
3231 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 2925 * on the space that might harm the player.
3235 */ 2926 */
3236 will_kill_again = 0; 2927 will_kill_again = 0;
3237 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3238 if (tmp->type == SPELL_EFFECT) 2929 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 2930 will_kill_again |= tmp->attacktype;
3240 2931
3241 if (will_kill_again) 2932 if (will_kill_again)
3242 { 2933 {
3243 object *force; 2934 object *force;
3244 int at; 2935 int at;
3245 2936
3246 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1; 2939 force->speed = 0.1f;
3249 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
3250 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
3251 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100; 2944 force->resist[at] = 100;
3254 2945
3255 insert_ob_in_ob (force, op); 2946 insert_ob_in_ob (force, op);
3256 fix_player (op); 2947 op->update_stats ();
3257 2948
3258 } 2949 }
3259 2950
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2951 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} 2952}
3330
3331 2953
3332void 2954void
3333loot_object (object *op) 2955loot_object (object *op)
3334{ /* Grab and destroy some treasure */ 2956{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next; 2957 object *tmp, *tmp2, *next;
3336 2958
3337 if (op->container) 2959 op->close_container (); /* close open sack first */
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container);
3340 }
3341 2960
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 2961 for (tmp = op->inv; tmp; tmp = next)
3343 { 2962 {
3344 next = tmp->below; 2963 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 2964
2965 if (tmp->invisible)
3346 continue; 2966 continue;
2967
3347 tmp->remove (); 2968 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 2969 tmp->x = op->x, tmp->y = op->y;
2970
3349 if (tmp->type == CONTAINER) 2971 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 2972 loot_object (tmp); /* empty container to ground */
3351 loot_object (tmp); 2973
3352 }
3353 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3354 { 2975 {
3355 if (tmp->nrof > 1) 2976 if (tmp->nrof > 1)
3356 { 2977 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3358 tmp2->destroy (0); 2979 tmp2->destroy ();
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 2980 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 2981 }
3361 else 2982 else
3362 tmp->destroy (0); 2983 tmp->destroy ();
3363 } 2984 }
3364 else 2985 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2986 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2987 }
3367} 2988}
3369/* 2990/*
3370 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3371 * what needs to be fixed. Refresh windows and fix speed if anything 2992 * what needs to be fixed. Refresh windows and fix speed if anything
3372 * was changed. 2993 * was changed.
3373 */ 2994 */
3374
3375void 2995void
3376fix_weight (void) 2996fix_weight (void)
3377{ 2997{
3378 player *pl; 2998 for_all_players (pl)
3379
3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 { 2999 {
3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3383 3001
3384 if (old == sum) 3002 if (old == sum)
3385 continue; 3003 continue;
3386 fix_player (pl->ob); 3004 pl->ob->update_stats ();
3387 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3388 } 3006 }
3389} 3007}
3390 3008
3391void 3009void
3392fix_luck (void) 3010fix_luck (void)
3393{ 3011{
3394 player *pl; 3012 for_all_players (pl)
3395
3396 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 3013 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 3014 pl->ob->change_luck (0);
3399} 3015}
3400
3401 3016
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 3017/* cast_dust() - handles op throwing objects of type 'DUST'.
3403 * This is much simpler in the new spell code - we basically 3018 * This is much simpler in the new spell code - we basically
3404 * just treat this as any other spell casting object. 3019 * just treat this as any other spell casting object.
3405 */ 3020 */
3406
3407void 3021void
3408cast_dust (object *op, object *throw_ob, int dir) 3022cast_dust (object *op, object *throw_ob, int dir)
3409{ 3023{
3410 object *skop, *spob; 3024 object *skop, *spob;
3411 3025
3432 if (op->type == PLAYER) 3046 if (op->type == PLAYER)
3433 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3047 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3434 3048
3435 cast_spell (op, throw_ob, dir, spob, NULL); 3049 cast_spell (op, throw_ob, dir, spob, NULL);
3436 3050
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3438 throw_ob->remove ();
3439 throw_ob->destroy (0); 3051 throw_ob->destroy ();
3440} 3052}
3441 3053
3442void 3054void
3443make_visible (object *op) 3055make_visible (object *op)
3444{ 3056{
3447 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3448 { 3060 {
3449 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3450 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3451 } 3063 }
3064
3452 update_object (op, UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3453} 3066}
3454 3067
3455int 3068int
3456is_true_undead (object *op) 3069is_true_undead (object *op)
3457{ 3070{
3458 object *tmp = NULL;
3459
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3461 return 1; 3072 return 1;
3462 3073
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; 3074 return 0;
3469} 3075}
3470 3076
3471/* look at the surrounding terrain to determine 3077/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 3078 * the hideability of this object. Positive levels
3528 3134
3529 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3530 3136
3531 /* its *extremely* hard to run and sneak/hide at the same time! */ 3137 /* its *extremely* hard to run and sneak/hide at the same time! */
3532 if (op->type == PLAYER && op->contr->run_on) 3138 if (op->type == PLAYER && op->contr->run_on)
3533 {
3534 if (!skop || num >= skop->level) 3139 if (!skop || num >= skop->level)
3535 { 3140 {
3536 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3537 make_visible (op); 3142 make_visible (op);
3538 return; 3143 return;
3539 } 3144 }
3540 else 3145 else
3541 num += 20; 3146 num += 20;
3542 } 3147
3543 num += op->map->difficulty; 3148 num += op->map->difficulty;
3544 hide = hideability (op); /* modify by terrain hidden level */ 3149 hide = hideability (op); /* modify by terrain hidden level */
3545 num -= hide; 3150 num -= hide;
3151
3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 { 3153 {
3548 make_visible (op); 3154 make_visible (op);
3549 if (op->type == PLAYER) 3155 if (op->type == PLAYER)
3550 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3551 } 3157 }
3552 else if (op->type == PLAYER && skop) 3158 else if (op->type == PLAYER && skop)
3553 {
3554 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3555 }
3556} 3160}
3557 3161
3558/* determine if who is standing near a hostile creature. */ 3162/* determine if who is standing near a hostile creature. */
3559 3163
3560int 3164int
3587 if (mflags & P_OUT_OF_MAP) 3191 if (mflags & P_OUT_OF_MAP)
3588 continue; 3192 continue;
3589 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3193 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3590 continue; 3194 continue;
3591 3195
3592 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3196 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3593 { 3197 {
3594 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3198 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3595 return 1; 3199 return 1;
3596 else if (tmp->type == PLAYER) 3200 else if (tmp->type == PLAYER)
3597 { 3201 {
3627 if (pl->type != PLAYER) 3231 if (pl->type != PLAYER)
3628 { 3232 {
3629 LOG (llevError, "player_can_view() called for non-player object\n"); 3233 LOG (llevError, "player_can_view() called for non-player object\n");
3630 return -1; 3234 return -1;
3631 } 3235 }
3236
3632 if (!pl || !op) 3237 if (!pl || !op)
3633 return 0; 3238 return 0;
3634 3239
3635 if (op->head)
3636 {
3637 op = op->head; 3240 op = op->head_ ();
3638 } 3241
3639 get_rangevector (pl, op, &rv, 0x1); 3242 get_rangevector (pl, op, &rv, 0x1);
3640 3243
3641 /* starting with the 'head' part, lets loop 3244 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any 3245 * through the object and find if it has any
3643 * part that is in the los array but isnt on 3246 * part that is in the los array but isnt on
3651 3254
3652 /* only the viewable area the player sees is updated by LOS 3255 /* only the viewable area the player sees is updated by LOS
3653 * code, so we need to restrict ourselves to that range of values 3256 * code, so we need to restrict ourselves to that range of values
3654 * for any meaningful values. 3257 * for any meaningful values.
3655 */ 3258 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3260 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3658 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3261 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3659 return 1; 3262 return 1;
3660 op = op->more; 3263 op = op->more;
3661 } 3264 }
3662 return 0; 3265 return 0;
3663} 3266}
3760 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3761 int i = 0, j = 0; 3364 int i = 0, j = 0;
3762 3365
3763 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3764 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3765 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3766 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3767 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3768 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3769 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3770 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3771 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3772 3375
3773 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3774 return; 3377 return;
3775 3378
3776 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3777 3380
3778 if (tr == NULL || tr->item == NULL) 3381 if (!tr || !tr->item)
3779 { 3382 {
3780 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3781 return; 3384 return;
3782 } 3385 }
3783 3386
3849 { 3452 {
3850 /* forces in the treasurelist can alter the player's stats */ 3453 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3454 object *skin;
3852 3455
3853 /* first get the dragon skin force */ 3456 /* first get the dragon skin force */
3457 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); 3458 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3459 ;
3460
3855 if (skin == NULL) 3461 if (!skin)
3856 return; 3462 return;
3857 3463
3858 /* adding new spellpath attunements */ 3464 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3465 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3466 {
3905 * not readied. 3511 * not readied.
3906 */ 3512 */
3907void 3513void
3908player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3909{ 3515{
3910 rangetype i; 3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3911 3518
3912 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3519 if (pl->combat_ob == ob)
3913 { 3520 pl->combat_ob = 0;
3521
3914 if (pl->ranges[i] == ob) 3522 if (pl->ranged_ob == ob)
3915 { 3523 pl->ranged_ob = 0;
3916 pl->ranges[i] = NULL;
3917 if (pl->shoottype == i)
3918 {
3919 pl->shoottype = range_none;
3920 }
3921 }
3922 }
3923} 3524}
3525
3526sint8
3527player::visibility_at (maptile *map, int x, int y) const
3528{
3529 if (!ns)
3530 return 0;
3531
3532 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3534 return 0;
3535
3536 x += dx - ns->current_x + ns->mapx / 2;
3537 y += dy - ns->current_y + ns->mapy / 2;
3538
3539 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3540 return 0;
3541
3542 return 100 - blocked_los [x][y];
3543}

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