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Comparing deliantra/server/server/player.C (file contents):
Revision 1.35 by root, Thu Dec 14 00:01:35 2006 UTC vs.
Revision 1.137 by root, Thu May 17 14:14:55 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 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 390 set_first_map (pl->ob);
344 391
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 392 return pl;
353} 393}
354 394
355/* 395/*
356 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
366 { 406 {
367 if (at == NULL || at->next == NULL) 407 if (at == NULL || at->next == NULL)
368 at = first_archetype; 408 at = first_archetype;
369 else 409 else
370 at = at->next; 410 at = at->next;
411
371 if (at->clone.type == PLAYER) 412 if (at->clone.type == PLAYER)
372 return at; 413 return at;
414
373 if (at == start) 415 if (at == start)
374 { 416 {
375 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 418 exit (-1);
377 } 419 }
378 } 420 }
379} 421}
380 422
381
382object * 423object *
383get_nearest_player (object *mon) 424get_nearest_player (object *mon)
384{ 425{
385 object *op = NULL; 426 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 427 objectlink *ol;
388 unsigned lastdist; 428 unsigned lastdist;
389 rv_vector rv; 429 rv_vector rv;
390 430
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 432 {
393 /* 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
394 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 440 object *tmp = ol->ob;
401 441
402 /* 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
403 * itself will have been cleared. 443 * itself will have been cleared.
404 */ 444 */
405 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 ());
406 ol = ol->next; 447 ol = ol->next;
407 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
408 if (!ol) 449 if (!ol)
409 return op; 450 return op;
410 } 451 }
423 { 464 {
424 op = ol->ob; 465 op = ol->ob;
425 lastdist = rv.distance; 466 lastdist = rv.distance;
426 } 467 }
427 } 468 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 469
429 { 470 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
434 { 473 {
435 op = pl->ob; 474 op = pl->ob;
436 lastdist = rv.distance; 475 lastdist = rv.distance;
437 } 476 }
438 } 477
439 }
440#if 0 478#if 0
441 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)");
442#endif 480#endif
443 return op; 481 return op;
444} 482}
462 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
463 * 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
464 * is probably not a good thing. 502 * is probably not a good thing.
465 */ 503 */
466#define MAX_SPACES 50 504#define MAX_SPACES 50
467
468 505
469/* 506/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * 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
472 * 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
503 x = mon->x; 540 x = mon->x;
504 y = mon->y; 541 y = mon->y;
505 m = mon->map; 542 m = mon->map;
506 dir = rv.direction; 543 dir = rv.direction;
507 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 */
508 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
509 /* 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. */
510 if (diff > max) 548 if (diff > max)
511 return 0; 549 return 0;
550
512 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
513 { 552 {
514 lastx = x; 553 lastx = x;
515 lasty = y; 554 lasty = y;
516 lastmap = m; 555 lastmap = m;
598 max--; 637 max--;
599 lastdir = dir; 638 lastdir = dir;
600 if (!firstdir) 639 if (!firstdir)
601 firstdir = dir; 640 firstdir = dir;
602 } 641 }
642
603 if (diff <= 1) 643 if (diff <= 1)
604 { 644 {
605 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 646 * headed toward player for entire distance.
607 */ 647 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 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));
610 } 650 }
651
611 if (diff > max) 652 if (diff > max)
612 return 0; 653 return 0;
613 } 654 }
655
614 /* 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 */
615 if (!max) 657 if (!max)
616 return 0; 658 return 0;
617 659
618 return firstdir; 660 return firstdir;
711 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
712 link_player_skills (pl); 754 link_player_skills (pl);
713} 755}
714 756
715void 757void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
800{ 759{
801 if (party == NULL) 760 if (party == NULL)
802 { 761 {
803 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);
804 return; 763 return;
805 } 764 }
765
806 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
809 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:");
810} 770}
811
812 771
813/* 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. */
814int 773static int
815roll_stat (void) 774roll_stat (void)
816{ 775{
817 int a[4], i, j, k; 776 int a[4], i, j, k;
818 777
819 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
821 780
822 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 782 if (a[i] < k)
824 k = a[i], j = i; 783 k = a[i], j = i;
825 784
826 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 786 if (i != j)
829 k += a[i]; 787 k += a[i];
830 } 788
831 return k; 789 return k;
832} 790}
833 791
834void 792void
835roll_stats (object *op) 793object::roll_stats ()
836{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
837 int sum = 0; 799 int sum = 0;
838 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
840 802
841 do 803 if (sum >= 82 && sum <= 116)
804 break;
842 { 805 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 806
854 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 809
863 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
864 do 811 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 812
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 813 stats.exp = 0;
899 op->stats.ac = 0; 814 stats.ac = 0;
900 815
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
910} 828}
911 829
912void 830void
913Roll_Again (object *op) 831object::swap_stats (int a, int b)
914{ 832{
915 esrv_new_player (op->contr, 0); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 834
920void 835 for (int i = 0; i < NUM_STATS; ++i)
921Swap_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)
922{ 862{
923 signed char tmp;
924 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
925 864
926 if (op->contr->Swap_First == -1) 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 869}
1041 870
1042/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1046 * not the class. 875 * not the class.
1047 */ 876 */
1048 877void
1049int 878player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 879{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
1068 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1070 889
1071 op->contr->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1072 891
1073 if (op->msg) 892 if (ob->msg)
1074 op->msg = NULL; 893 ob->msg = 0;
1075 894
1076 /* 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
1077 * to save here. 896 * to save here.
1078 */ 897 */
898 {
899 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1081 903
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 904 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 907 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1090 fix_player (op); 909 ob->update_stats ();
1091 910
1092 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1093 * is one for this race 912 * is one for this race
1094 */ 913 */
1095 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1096 { 915 {
1097 object *tmp; 916 object *tmp;
1098 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1099 918
1100 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);
1101 tmp = object::create (); 920 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1105 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;
1106 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1107 * default initial map */ 926 * default initial map */
1108 tmp->destroy (); 927 tmp->destroy ();
1109 } 928 }
1110 else 929 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 931}
1114 return 0;
1115 }
1116 932
933void
934player::chargen_race_next ()
935{
1117 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1119 */ 938 */
1120 939
1121 tmp_loop = 0; 940 do
1122 while (!tmp_loop)
1123 { 941 {
1124 shstr name = op->name; 942 shstr name = ob->name;
1125 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1126 944
1127 remove_statbonus (op); 945 ob->remove_statbonus ();
1128 op->remove (); 946 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1130 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 949 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1134 op->x = x; 952 ob->x = x;
1135 op->y = y; 953 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 957 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 958 }
959 while (!allowed_class (ob));
1142 960
1143 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 963 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 966 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 967}
1205 968
1206void 969void
1207flee_player (object *op) 970flee_player (object *op)
1208{ 971{
1238 { 1001 {
1239 op->enemy = NULL; 1002 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1004 return;
1242 } 1005 }
1006
1243 get_rangevector (op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1244 1008
1245 dir = absdir (4 + rv.direction); 1009 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1010 for (diff = 0; diff < 3; diff++)
1247 { 1011 {
1248 int m = 1 - (RANDOM () & 2); 1012 int m = 1 - (RANDOM () & 2);
1249 1013
1250 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)))
1251 {
1252 return; 1015 return;
1253 }
1254 } 1016 }
1017
1255 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1020 op->enemy = NULL;
1258} 1021}
1259 1022
1260
1261/* 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.
1262 * 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
1263 * stop. 1025 * stop.
1264 */ 1026 */
1265int 1027int
1266check_pick (object *op) 1028check_pick (object *op)
1267{ 1029{
1268 object *tmp, *next; 1030 object *tmp, *next;
1269 int stop = 0; 1031 int stop = 0;
1270 int j, k, wvratio; 1032 int wvratio;
1271 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1272 1034
1273 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1275 return 1; 1037 return 1;
1276 1038
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &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))));
1347 else 1109 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &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
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1114 }
1115
1381 /* philosophy: 1116 /* philosophy:
1382 * 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
1383 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1385 * 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
1386 * example. 1121 * example.
1387 * 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
1388 * 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
1389 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1640 * found object is returned. 1375 * found object is returned.
1641 */ 1376 */
1642object * 1377object *
1643find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1644{ 1379{
1645 object *tmp = NULL; 1380 object *tmp = 0;
1646 1381
1647 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1648 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))
1649 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1650 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1651 return op; 1386 return op;
1387
1652 return tmp; 1388 return tmp;
1653} 1389}
1654 1390
1655/* 1391/*
1656 * 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
1657 * 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
1658 * 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
1659 * 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.
1660 */ 1396 */
1661
1662object * 1397object *
1663find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1664{ 1399{
1665 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1666 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1732 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1733 * op = the shooter 1468 * op = the shooter
1734 * type = bow->race 1469 * type = bow->race
1735 * dir = fire direction 1470 * dir = fire direction
1736 */ 1471 */
1737
1738object * 1472object *
1739pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1740{ 1474{
1741 object *tmp = NULL; 1475 object *tmp = NULL;
1742 maptile *m; 1476 maptile *m;
1807 */ 1541 */
1808int 1542int
1809fire_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)
1810{ 1544{
1811 object *left, *bow; 1545 object *left, *bow;
1812 int bowspeed, mflags; 1546 int mflags;
1813 maptile *m; 1547 maptile *m;
1814 1548
1815 if (!dir) 1549 if (!dir)
1816 { 1550 {
1817 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!");
1818 return 0; 1552 return 0;
1819 } 1553 }
1820 if (op->type == PLAYER) 1554
1821 bow = op->contr->ranges[range_bow]; 1555 if (op->contr)
1556 bow = op->current_weapon;
1822 else 1557 else
1823 { 1558 {
1824 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1825 /* 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
1826 * 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.
1831 if (!bow) 1566 if (!bow)
1832 { 1567 {
1833 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1834 return 0; 1569 return 0;
1835 } 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
1836 } 1579 }
1580
1837 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1838 { 1582 {
1839 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);
1840 return 0; 1584 return 0;
1841 } 1585 }
1842
1843 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1844
1845 /* penalize ROF for bestarrow */
1846 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1847 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1848 if (bowspeed < 1)
1849 bowspeed = 1;
1850 1586
1851 if (arrow == NULL) 1587 if (arrow == NULL)
1852 { 1588 {
1853 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1854 { 1590 {
1855 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1856 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);
1857 /* 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 */
1858 else 1594 else
1859 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1860 return 0; 1597 return 0;
1861 } 1598 }
1862 } 1599 }
1600
1863 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1864 if (mflags & P_OUT_OF_MAP) 1602 if (mflags & P_OUT_OF_MAP)
1865 {
1866 return 0; 1603 return 0;
1867 } 1604
1868 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1869 { 1606 {
1870 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.");
1871 return 0; 1608 return 0;
1872 } 1609 }
1878 return 0; 1615 return 0;
1879 } 1616 }
1880 1617
1881 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1882 arrow = get_split_ob (arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1883 if (arrow == NULL) 1620 if (!arrow)
1884 { 1621 {
1885 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);
1886 return 0; 1623 return 0;
1887 } 1624 }
1625
1888 arrow->set_owner (op); 1626 arrow->set_owner (op);
1889 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1890
1891 arrow->direction = dir; 1628 arrow->direction = dir;
1892 arrow->x = sx; 1629
1893 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;
1894 1667
1895 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1896 { 1669 {
1897 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1898 fix_player (op);
1899 }
1900
1901 SET_ANIMATION (arrow, arrow->direction);
1902 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1903 arrow->stats.hp = arrow->stats.dam;
1904 arrow->stats.grace = arrow->attacktype;
1905 if (arrow->slaying != NULL)
1906 arrow->spellarg = strdup_local (arrow->slaying);
1907
1908 /* Note that this was different for monsters - they got their level
1909 * added to the damage. I think the strength bonus is more proper.
1910 */
1911
1912 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1913
1914 /* update the speed */
1915 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1916 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1917
1918 if (arrow->speed < 1.0)
1919 arrow->speed = 1.0;
1920 update_ob_speed (arrow);
1921 arrow->speed_left = 0;
1922
1923 if (op->type == PLAYER)
1924 {
1925 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1926 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1927 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1928
1929 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;
1930 } 1677 }
1931 else 1678 else
1932 { 1679 {
1933 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1934 arrow->level = op->level; 1680 arrow->level = op->level;
1935 } 1681 arrow->stats.wc -= bow->magic;
1936 1682
1937 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1938 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1939 1688
1940 if (bow->slaying != NULL) 1689 wc -= arrow->level;
1941 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1942 1691
1943 arrow->map = m; 1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1944 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1945 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1946 1695
1947 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);
1948 insert_ob_in_map (arrow, m, op, 0); 1697 m->insert (arrow, sx, sy, op);
1949 1698
1950 if (!arrow->destroyed ()) 1699 if (!arrow->destroyed ())
1951 move_arrow (arrow); 1700 move_arrow (arrow);
1952 1701
1953 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
1973{ 1722{
1974 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1975 1724
1976 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1977 { 1726 {
1978 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);
1979 } 1728 }
1980 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)
1981 { 1730 {
1982 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1983 wcmod = -1; 1732 wcmod = -1;
1733
1984 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);
1985 } 1735 }
1986 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
1987 { 1737 {
1988 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);
1992 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1993 { 1743 {
1994 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);
1995 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);
1996 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);
1997
1998 } 1747 }
1999 else 1748 else
2000 { 1749 {
2001 /* Simple case */ 1750 /* Simple case */
2002 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);
2003 } 1752 }
1753
2004 return ret; 1754 return ret;
2005} 1755}
2006
2007 1756
2008/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
2009 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
2010 */ 1759 */
2011void 1760void
2012fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
2013{ 1762{
2014 object *item; 1763 object *item = op->contr->ranged_ob;
2015 1764
2016 if (!op->contr->ranges[range_misc]) 1765 if (!item)
2017 { 1766 {
2018 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.");
2019 return; 1768 return;
2020 } 1769 }
2021 1770
2022 item = op->contr->ranges[range_misc];
2023 if (!item->inv) 1771 if (!item->inv)
2024 { 1772 {
2025 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2026 return; 1774 return;
2027 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
2028 if (item->type == WAND) 1780 if (item->type == WAND)
2029 { 1781 {
2030 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
2031 { 1783 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2033 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
2034 return; 1787 return;
2035 } 1788 }
2036 } 1789 }
2037 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2038 { 1791 {
2039 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))
2040 { 1793 {
2041 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
2042 if (item->type == ROD) 1796 if (item->type == ROD)
2043 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));
2044 else 1798 else
2045 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
2046 return; 1801 return;
2047 } 1802 }
2048 } 1803 }
2049 1804
2050 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
2058 1813
2059 if (item->arch) 1814 if (item->arch)
2060 { 1815 {
2061 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
2062 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
2063 item->speed = 0; 1818 item->set_speed (0);
2064 update_ob_speed (item);
2065 } 1819 }
1820
2066 if ((tmp = is_player_inv (item))) 1821 if ((tmp = item->in_player ()))
2067 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
2068 } 1823 }
2069 } 1824 }
2070 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
2071 {
2072 drain_rod_charge (item); 1826 drain_rod_charge (item);
2073 }
2074 } 1827 }
2075} 1828}
2076 1829
2077/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
2078 */ 1831 */
2083 1836
2084 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
2085 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
2086 make_visible (op); 1839 make_visible (op);
2087 1840
2088 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
2089 { 1844 {
2090 case range_none: 1845 control_golem (op->contr->golem, dir);
2091 return; 1846 return;
1847 }
2092 1848
2093 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:
2094 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2095 return; 1861 break;
2096 1862
2097 case range_magic: /* Casting spells */ 1863 case SPELL:
2098 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);
2099 return; 1865 break;
2100 1866
2101 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:
2102 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2103 return; 1877 break;
2104
2105 case range_golem: /* Control summoned monsters from scrolls */
2106 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2107 {
2108 op->contr->ranges[range_golem] = 0;
2109 op->contr->shoottype = range_none;
2110 }
2111 else
2112 control_golem (op->contr->ranges[range_golem], dir);
2113 return;
2114
2115 case range_skill:
2116 if (!op->chosen_skill)
2117 {
2118 if (op->type == PLAYER)
2119 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2120 return;
2121 }
2122 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2123 return;
2124 case range_builder:
2125 apply_map_builder (op, dir);
2126 return;
2127 default:
2128 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2129 return;
2130 } 1878 }
2131} 1879}
2132
2133
2134 1880
2135/* find_key 1881/* find_key
2136 * 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
2137 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
2138 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2140 * pl is the player, 1886 * pl is the player,
2141 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2142 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2143 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2144 */ 1890 */
2145
2146object * 1891object *
2147find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2148{ 1893{
2149 object *tmp, *key; 1894 object *tmp, *key;
2150 1895
2151 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2152 if (container->inv == NULL) 1897 if (!container->inv)
2153 return NULL; 1898 return 0;
2154 1899
2155 /* 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 */
2156 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2157 { 1902 {
2158 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2159 break; 1904 break;
2160 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2161 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2162 */ 1907 */
2163 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2164 break; 1909 break;
2165 } 1910 }
1911
2166 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2167 /* 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.
2168 * 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
2169 * a key, return 1915 * a key, return
2170 */ 1916 */
2171 if (!tmp) 1917 if (!tmp)
2172 { 1918 {
2173 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2174 { 1920 {
2175 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2176 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2177 { 1923 {
2178 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2179 return key; 1925 return key;
2180 } 1926 }
2181 } 1927 }
1928
2182 if (!tmp) 1929 if (!tmp)
2183 return NULL; 1930 return NULL;
2184 } 1931 }
1932
2185 /* 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,
2186 * see if we actually want to use it 1934 * see if we actually want to use it
2187 */ 1935 */
2188 if (pl != container) 1936 if (pl != container)
2189 { 1937 {
2210 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2211 "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));
2212 return NULL; 1960 return NULL;
2213 } 1961 }
2214 } 1962 }
1963
2215 return tmp; 1964 return tmp;
2216} 1965}
2217 1966
2218/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2219 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2221 * 0 otherwise 1970 * 0 otherwise
2222 */ 1971 */
2223static int 1972static int
2224player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2225{ 1974{
2226
2227 /* 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,
2228 * 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 -
2229 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2230 */ 1978 */
2231 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2234 if (key) 1982 if (key)
2235 { 1983 {
2236 object *container = key->env; 1984 object *container = key->env;
2237 1985
2238 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
2239 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2240 make_visible (op); 1989 make_visible (op);
1990
2241 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2242 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2243 if (door->type == DOOR) 1994 if (door->type == DOOR)
2244 {
2245 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 */
2246 }
2247 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2248 { 1997 {
2249 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));
2250 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2251 } 2000 }
2001
2252 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2253 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2254 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2255 if (container != op) 2005 if (container != op)
2256 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2257 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2258 } 2009 }
2259 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2260 { 2011 {
2261 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2262 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2263 return 1; 2014 return 1;
2264 } 2015 }
2016
2265 return 0; 2017 return 0;
2266} 2018}
2267 2019
2268/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2269 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2270 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2271 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2272 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2273 */ 2025 */
2274
2275void 2026void
2276move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2277{ 2028{
2278 object *tmp, *mon; 2029 object *tmp, *mon;
2279 sint16 nx, ny;
2280 int on_battleground; 2030 int on_battleground;
2281 maptile *m; 2031 maptile *m;
2282 2032
2283 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2284 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2285 2035
2286 on_battleground = op_on_battleground (op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2287 2037
2288 /* 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
2289 * 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
2290 * 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
2291 * player. This is a pretty nasty hack, because if we could 2041 * player. This is a pretty nasty hack, because if we could
2296 */ 2046 */
2297 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))
2298 { 2048 {
2299 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2300 { 2050 {
2301 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2302 if (!m) 2052 if (!m)
2303 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2304 } 2054 }
2305 else 2055 else
2306 m = op->map; 2056 m = op->map;
2307 2057
2308 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2058 if (!(tmp = m->at (nx, ny).bot))
2309 {
2310 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2311 return; 2059 return;
2312 }
2313 2060
2314 mon = NULL; 2061 mon = 0;
2315 /* 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
2316 * 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.
2317 * 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
2318 * on the space 2065 * on the space
2319 */ 2066 */
2320 while (tmp != NULL) 2067 while (tmp)
2321 { 2068 {
2322 if (tmp == op) 2069 if (tmp == op)
2323 { 2070 {
2324 tmp = tmp->above; 2071 tmp = tmp->above;
2325 continue; 2072 continue;
2335 mon = tmp; 2082 mon = tmp;
2336 2083
2337 tmp = tmp->above; 2084 tmp = tmp->above;
2338 } 2085 }
2339 2086
2340 if (mon == NULL) /* This happens anytime the player tries to move */ 2087 if (!mon) /* This happens anytime the player tries to move */
2341 return; /* into a wall */ 2088 return; /* into a wall */
2342 2089
2343 if (mon->head != NULL) 2090 if (mon->head)
2344 mon = mon->head; 2091 mon = mon->head;
2345 2092
2346 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))
2347 if (player_attack_door (op, mon)) 2094 if (player_attack_door (op, mon))
2348 return; 2095 return;
2357 2104
2358 /* If the creature is a pet, push it even if the player is not 2105 /* If the creature is a pet, push it even if the player is not
2359 * peaceful. Our assumption is the creature is a pet if the 2106 * peaceful. Our assumption is the creature is a pet if the
2360 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2361 */ 2108 */
2362 if ((op->type == PLAYER) 2109 if (op->type == PLAYER
2363#if COZY_SERVER
2364 &&
2365 ((mon->owner && mon->owner->contr 2110 && ((mon->owner && mon->owner->contr
2366 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2111 && same_party (mon->owner->contr->party, op->contr->party))
2367#else
2368 && mon->owner == op 2112 || mon->owner == op)
2369#endif
2370 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2371 { 2114 {
2372 /* If we're braced, we don't want to switch places with it */ 2115 /* If we're braced, we don't want to switch places with it */
2373 if (op->contr->braced) 2116 if (op->contr->braced)
2374 return; 2117 return;
2118
2375 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2376 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2377 if (op->contr->tmp_invis || op->hide) 2121 if (op->contr->tmp_invis || op->hide)
2378 make_visible (op); 2122 make_visible (op);
2123
2379 return; 2124 return;
2380 } 2125 }
2381 2126
2382 /* in certain circumstances, you shouldn't attack friendly 2127 /* in certain circumstances, you shouldn't attack friendly
2383 * creatures. Note that if you are braced, you can't push 2128 * creatures. Note that if you are braced, you can't push
2384 * someone, but put it inside this loop so that you won't 2129 * someone, but put it inside this loop so that you won't
2385 * attack them either. 2130 * attack them either.
2386 */ 2131 */
2387 if ((mon->type == PLAYER || mon->enemy != op) && 2132 if ((mon->type == PLAYER || mon->enemy != op)
2388 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2389#ifdef PROHIBIT_PLAYERKILL 2134 && ((op->contr->peaceful
2390 (op->contr->peaceful 2135 || (mon->type == PLAYER && mon->contr->peaceful))
2391 || (mon->type == PLAYER 2136 && !on_battleground))
2392 && mon->contr->
2393 peaceful)) &&
2394#else
2395 op->contr->peaceful &&
2396#endif
2397 !on_battleground))
2398 { 2137 {
2399 if (!op->contr->braced) 2138 if (!op->contr->braced)
2400 { 2139 {
2401 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2402 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2403 } 2142 }
2404 else 2143 else
2405 {
2406 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2407 } 2145
2408 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2409 make_visible (op); 2147 make_visible (op);
2410 } 2148 }
2411 2149
2412 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2423 * Way it works is like this: First, it must have some hit points 2161 * Way it works is like this: First, it must have some hit points
2424 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2425 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2426 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2427 */ 2165 */
2428
2429 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2430 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2431 { 2168 {
2432
2433 /* If the player hasn't hit something this tick, and does
2434 * so, give them speed boost based on weapon speed. Doing
2435 * it here is better than process_players2, which basically
2436 * incurred a 1 tick offset.
2437 */
2438 if (!op->contr->has_hit) 2169 if (!op->contr->has_hit)
2439 { 2170 {
2171 op->contr->has_hit = 1;
2440 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2441
2442 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2443 } 2173 }
2444 2174
2445 skill_attack (mon, op, 0, NULL, NULL); 2175 skill_attack (mon, op, 0, 0, 0);
2446 2176
2447 /* If attacking another player, that player gets automatic 2177 /* If attacking another player, that player gets automatic
2448 * hitback, and doesn't loose luck either. 2178 * hitback, and doesn't loose luck either.
2449 * Disable hitback on the battleground or if the target is 2179 * Disable hitback on the battleground or if the target is
2450 * the wiz. 2180 * the wiz.
2452 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2182 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2453 { 2183 {
2454 short luck = mon->stats.luck; 2184 short luck = mon->stats.luck;
2455 2185
2456 mon->contr->has_hit = 1; 2186 mon->contr->has_hit = 1;
2457 skill_attack (op, mon, 0, NULL, NULL); 2187 skill_attack (op, mon, 0, 0, 0);
2458 mon->stats.luck = luck; 2188 mon->stats.luck = luck;
2459 } 2189 }
2190
2460 if (action_makes_visible (op)) 2191 if (action_makes_visible (op))
2461 make_visible (op); 2192 make_visible (op);
2462 } 2193 }
2463 } /* if player should attack something */ 2194 } /* if player should attack something */
2464} 2195}
2466int 2197int
2467move_player (object *op, int dir) 2198move_player (object *op, int dir)
2468{ 2199{
2469 int pick; 2200 int pick;
2470 2201
2471 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2472 return 0; 2203 return 0;
2473 2204
2474 /* Sanity check: make sure dir is valid */ 2205 /* Sanity check: make sure dir is valid */
2475 if ((dir < 0) || (dir >= 9)) 2206 if ((dir < 0) || (dir >= 9))
2476 { 2207 {
2477 LOG (llevError, "move_player: invalid direction %d\n", dir); 2208 LOG (llevError, "move_player: invalid direction %d\n", dir);
2478 return 0; 2209 return 0;
2479 } 2210 }
2480 2211
2481 /* peterm: added following line */ 2212 /* peterm: added following line */
2482 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2213 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2483 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2214 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2484 2215
2485 op->facing = dir; 2216 op->facing = dir;
2486 2217
2487 if (op->hide) 2218 if (op->hide)
2488 do_hidden_move (op); 2219 do_hidden_move (op);
2499 2230
2500 /* Add special check for newcs players and fire on - this way, the 2231 /* Add special check for newcs players and fire on - this way, the
2501 * server can handle repeat firing. 2232 * server can handle repeat firing.
2502 */ 2233 */
2503 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2234 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2504 {
2505 op->direction = dir; 2235 op->direction = dir;
2506 }
2507 else 2236 else
2508 {
2509 op->direction = 0; 2237 op->direction = 0;
2510 } 2238
2511 /* Update how the player looks. Use the facing, so direction may 2239 /* Update how the player looks. Use the facing, so direction may
2512 * get reset to zero. This allows for full animation capabilities 2240 * get reset to zero. This allows for full animation capabilities
2513 * for players. 2241 * for players.
2514 */ 2242 */
2515 animate_object (op, op->facing); 2243 animate_object (op, op->facing);
2524 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do.
2525 */ 2253 */
2526int 2254int
2527handle_newcs_player (object *op) 2255handle_newcs_player (object *op)
2528{ 2256{
2529 if (op->contr->hidden)
2530 {
2531 op->invisible = 1000;
2532 /* the socket code flashes the player visible/invisible
2533 * depending on the value of invisible, so we need to
2534 * alternate it here for it to work correctly.
2535 */
2536 if (pticks & 2)
2537 op->invisible--;
2538 }
2539 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2540 {
2541 op->invisible--;
2542 if (!op->invisible)
2543 {
2544 make_visible (op);
2545 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2546 }
2547 }
2548
2549 if (QUERY_FLAG (op, FLAG_SCARED)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2550 { 2258 {
2551 flee_player (op); 2259 flee_player (op);
2260
2552 /* If player is still scared, that is his action for this tick */ 2261 /* If player is still scared, that is his action for this tick */
2553 if (QUERY_FLAG (op, FLAG_SCARED)) 2262 if (op->flag [FLAG_SCARED])
2554 { 2263 {
2555 op->speed_left--; 2264 --op->speed_left;
2556 return 0; 2265 return 0;
2557 } 2266 }
2558 } 2267 }
2559
2560 /* I've been seeing crashes where the golem has been destroyed, but
2561 * the player object still points to the defunct golem. The code that
2562 * destroys the golem looks correct, and it doesn't always happen, so
2563 * put this in a a workaround to clean up the golem pointer.
2564 */
2565 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2566 op->contr->ranges[range_golem] = 0;
2567 2268
2568 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2569 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2570 * called, so we recheck it here. 2271 * called, so we recheck it here.
2571 */ 2272 */
2572 HandleClient (&op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2573 if (op->speed_left < 0)
2574 return 0; 2274 return 1;
2575 2275
2276 if (op->speed_left > 0.f)
2277 {
2576 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2577 { 2279 {
2578 /* All move commands take 1 tick, at least for now */ 2280 /* All move commands take 1 tick, at least for now */
2579 op->speed_left--; 2281 --op->speed_left;
2580 2282
2581 /* Instead of all the stuff below, let move_player take care 2283 /* Instead of all the stuff below, let move_player take care
2582 * of it. Also, some of the skill stuff is only put in 2284 * of it. Also, some of the skill stuff is only put in
2583 * there, as well as the confusion stuff. 2285 * there, as well as the confusion stuff.
2584 */ 2286 */
2585 move_player (op, op->direction); 2287 move_player (op, op->direction);
2586 if (op->speed_left > 0) 2288
2587 return 1; 2289 return op->speed_left > 0.f;
2588 else 2290 }
2589 return 0;
2590 } 2291 }
2292
2591 return 0; 2293 return 0;
2592} 2294}
2593 2295
2594int 2296int
2595save_life (object *op) 2297save_life (object *op)
2596{ 2298{
2597 object *tmp;
2598
2599 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2299 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2600 return 0; 2300 return 0;
2601 2301
2602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2302 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2603 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2604 { 2304 {
2605 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2606 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2306 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2607 2307
2615 op->stats.hp = op->stats.maxhp; 2315 op->stats.hp = op->stats.maxhp;
2616 2316
2617 if (op->stats.food < 0) 2317 if (op->stats.food < 0)
2618 op->stats.food = 999; 2318 op->stats.food = 999;
2619 2319
2620 fix_player (op); 2320 op->update_stats ();
2621 return 1; 2321 return 1;
2622 } 2322 }
2323
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2324 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2325 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2326 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2327 return 0;
2627} 2328}
2632 * from. 2333 * from.
2633 */ 2334 */
2634void 2335void
2635remove_unpaid_objects (object *op, object *env) 2336remove_unpaid_objects (object *op, object *env)
2636{ 2337{
2637 object *next;
2638
2639 while (op) 2338 while (op)
2640 { 2339 {
2641 next = op->below; /* Make sure we have a good value, in case 2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2642 * we remove object 'op' 2341
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2342 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2343 {
2646 op->remove ();
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2344 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2345 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2346
2347 op->insert_at (env);
2652 } 2348 }
2653 else if (op->inv) 2349 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2350 remove_unpaid_objects (op->inv, env);
2351
2655 op = next; 2352 op = next;
2656 } 2353 }
2657} 2354}
2658
2659 2355
2660/* 2356/*
2661 * Returns pointer a static string containing gravestone text 2357 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2358 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2359 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2370 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2371 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2372 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2373 else
2678 sprintf (buf, "%s\n", &op->name); 2374 sprintf (buf, "%s\n", &op->name);
2375
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2377 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2378 if (op->type == PLAYER)
2682 sprintf (buf, "who was in level %d when killed\n", op->level); 2379 sprintf (buf, "who was in level %d when killed\n", op->level);
2683 else 2380 else
2684 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2381 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2383 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2384 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2385 if (op->type == PLAYER)
2688 { 2386 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2387 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2388 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2389 strcat (buf2, buf);
2692 } 2390 }
2391
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2392 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2394 strcat (buf2, buf);
2395
2696 return buf2; 2396 return buf2;
2697} 2397}
2698
2699
2700 2398
2701void 2399void
2702do_some_living (object *op) 2400do_some_living (object *op)
2703{ 2401{
2704 int last_food = op->stats.food; 2402 int last_food = op->stats.food;
2710 int rate_grace = 2000; 2408 int rate_grace = 2000;
2711 const int max_hp = 1; 2409 const int max_hp = 1;
2712 const int max_sp = 1; 2410 const int max_sp = 1;
2713 const int max_grace = 1; 2411 const int max_grace = 1;
2714 2412
2715 if (op->contr->outputs_sync) 2413 if (op->contr->hidden)
2716 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]);
2720 } 2414 {
2415 op->invisible = 1000;
2416 /* the socket code flashes the player visible/invisible
2417 * depending on the value of invisible, so we need to
2418 * alternate it here for it to work correctly.
2419 */
2420 if (pticks & 2)
2421 op->invisible--;
2422 }
2423 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2424 {
2425 if (!op->invisible--)
2426 {
2427 make_visible (op);
2428 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2429 }
2430 }
2721 2431
2722 if (op->contr->state == ST_PLAYING) 2432 if (op->contr->ns->state == ST_PLAYING)
2723 { 2433 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2434 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2435 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2436 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2437 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2438 else
2730 { 2439 {
2731 gen_hp = op->stats.maxhp; 2440 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2441 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2442 }
2443
2734 if (op->contr->gen_sp >= 0) 2444 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2445 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2446 else
2737 { 2447 {
2738 gen_sp = op->stats.maxsp; 2448 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2449 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2450 }
2451
2741 if (op->contr->gen_grace >= 0) 2452 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2454 else
2744 { 2455 {
2745 gen_grace = op->stats.maxgrace; 2456 gen_grace = op->stats.maxgrace;
2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747 } 2458 }
2748 2459
2749 /* Regenerate Spell Points */ 2460 /* Regenerate Spell Points */
2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2461 if (!op->contr->golem && --op->last_sp < 0)
2751 { 2462 {
2752 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2753 if (op->stats.sp < op->stats.maxsp) 2464 if (op->stats.sp < op->stats.maxsp)
2754 { 2465 {
2755 op->stats.sp++; 2466 op->stats.sp++;
2761 op->stats.food += op->contr->digestion; 2472 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2473 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food; 2474 op->stats.food = last_food;
2764 } 2475 }
2765 } 2476 }
2477
2766 if (max_sp > 1) 2478 if (max_sp > 1)
2767 { 2479 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2480 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2481 if (over_sp > 0)
2770 { 2482 {
2771 if (op->stats.sp < op->stats.maxsp) 2483 if (op->stats.sp < op->stats.maxsp)
2772 { 2484 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2487 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--; 2488 op->stats.sp--;
2489
2776 if (op->stats.sp > op->stats.maxsp) 2490 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2491 op->stats.sp = op->stats.maxsp;
2778 } 2492 }
2779 op->last_sp = 0; 2493 op->last_sp = 0;
2780 } 2494 }
2781 else 2495 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 } 2497 }
2786 else 2498 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 } 2500 }
2791 2501
2792 /* Regenerate Grace */ 2502 /* Regenerate Grace */
2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2503 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794 if (--op->last_grace < 0) 2504 if (--op->last_grace < 0)
2795 { 2505 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2506 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2507 op->stats.grace++; /* no penalty in food for regaining grace */
2508
2798 if (max_grace > 1) 2509 if (max_grace > 1)
2799 { 2510 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2511 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2512 if (over_grace > 0)
2802 { 2513 {
2830 op->stats.food += op->contr->digestion; 2541 op->stats.food += op->contr->digestion;
2831 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2832 op->stats.food = last_food; 2543 op->stats.food = last_food;
2833 } 2544 }
2834 } 2545 }
2546
2835 if (max_hp > 1) 2547 if (max_hp > 1)
2836 { 2548 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2550 if (over_hp > 0)
2839 { 2551 {
2852 } 2564 }
2853 2565
2854 /* Digestion */ 2566 /* Digestion */
2855 if (--op->last_eat < 0) 2567 if (--op->last_eat < 0)
2856 { 2568 {
2857#ifdef COZY_SERVER
2858 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2859 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2860#else
2861 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2862#endif
2863 2570
2864 if (op->contr->gen_hp > 0) 2571 if (op->contr->gen_hp > 0)
2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2866 else 2573 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575
2868 /* dms do not consume food */ 2576 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2577 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2578 op->stats.food--;
2871 } 2579 }
2872 }
2873 2580
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2582 {
2876 object *tmp, *flesh = NULL; 2583 object *tmp, *flesh = 0;
2877 2584
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2585 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2586 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2588 {
2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2590 {
2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2885 manual_apply (op, tmp, 0); 2592 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2593 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2594 break;
2888 } 2595 }
2889 else if (tmp->type == FLESH) 2596 else if (tmp->type == FLESH)
2890 flesh = tmp; 2597 flesh = tmp;
2891 } /* End if paid for object */ 2598 } /* End if paid for object */
2892 } /* end of for loop */ 2599 } /* end of for loop */
2600
2893 /* If player is still starving, it means they don't have any food, so 2601 /* If player is still starving, it means they don't have any food, so
2894 * eat flesh instead. 2602 * eat flesh instead.
2895 */ 2603 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2605 {
2898 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.");
2899 manual_apply (op, flesh, 0); 2607 manual_apply (op, flesh, 0);
2900 } 2608 }
2901 } /* end if player is starving */ 2609 }
2902 2610
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2611 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2612 op->stats.food++, op->stats.hp--;
2905 2613
2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2907 kill_player (op); 2615 kill_player (op);
2616 }
2908} 2617}
2909
2910
2911 2618
2912/* If the player should die (lack of hp, food, etc), we call this. 2619/* If the player should die (lack of hp, food, etc), we call this.
2913 * op is the player in jeopardy. If the player can not be saved (not 2620 * op is the player in jeopardy. If the player can not be saved (not
2914 * permadeath, no lifesave), this will take care of removing the player 2621 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2622 * file.
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2946 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2947 2654
2948 /* restore player */ 2655 /* restore player */
2949 at = archetype::find ("poisoning"); 2656 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2657 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2658 {
2953 tmp->destroy (); 2659 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2955 } 2661 }
2956 2662
2957 at = archetype::find ("confusion"); 2663 at = archetype::find ("confusion");
2958 tmp = present_arch_in_ob (at, op); 2664 if (object *tmp = present_arch_in_ob (at, op))
2959 if (tmp)
2960 { 2665 {
2961 tmp->destroy (); 2666 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2668 }
2964 2669
2966 op->stats.hp = op->stats.maxhp; 2671 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2672 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2673 op->stats.food = 999;
2969 2674
2970 /* create a bodypart-trophy to make the winner happy */ 2675 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2676 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2677 {
2974 sprintf (buf, "%s's finger", &op->name); 2678 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2679 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2680 sprintf (buf, " This finger has been cut off %s\n"
2977 " the %s, when he was defeated at\n level %d by %s.\n", 2681 " 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); 2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2683 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2684 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2685 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2686 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2687 }
2985 2688
2986 /* teleport defeated player to new destination */ 2689 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2690 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2691 op->contr->braced = 0;
2993 2696
2994 command_kill_pets (op, 0); 2697 command_kill_pets (op, 0);
2995 2698
2996 if (op->stats.food < 0) 2699 if (op->stats.food < 0)
2997 { 2700 {
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); 2701 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2702 strcpy (op->contr->killer, "starvation");
3007 } 2703 }
3008 else 2704 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); 2705 sprintf (buf, "%s died.", &op->name);
3018 } 2706
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2708
3021 /* save the map location for corpse, gravestone */ 2709 /* save the map location for corpse, gravestone */
3022 x = op->x; 2710 x = op->x;
3023 y = op->y; 2711 y = op->y;
3024 map = op->map; 2712 map = op->map;
3025 2713
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2714 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat. 2715 * 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. 2716 * See the config.h file for a little more in depth detail about this.
3032 */ 2717 */
3033 2718
3034 /* Basically two ways to go - remove a stat permanently, or just 2719 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2720 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2721 * of death.
3037 */ 2722 */
3038#ifndef COZY_SERVER 2723#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2724 if (settings.balanced_stat_loss)
3040 { 2725 {
3041 /* If stat loss is permanent, lose one stat only. */ 2726 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer 2727 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */ 2728 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2729 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2730 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2731 little bit harder. */
3047 /* GD */ 2732 /* GD */
3048 if (settings.stat_loss_on_death) 2733 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2734 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2735 else
3054 { 2736 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2737 }
2738 else
3055 num_stats_lose = 1; 2739 num_stats_lose = 1;
3056 } 2740
3057 lost_a_stat = 0; 2741 lost_a_stat = 0;
3058 2742
3059 for (z = 0; z < num_stats_lose; z++) 2743 for (z = 0; z < num_stats_lose; z++)
3060 { 2744 {
3061 i = RANDOM () % NUM_STATS; 2745 i = RANDOM () % NUM_STATS;
3062 2746
3063 if (settings.stat_loss_on_death) 2747 if (settings.stat_loss_on_death)
3064 { 2748 {
3065 /* Pick a random stat and take a point off it. Tell the player 2749 /* Pick a random stat and take a point off it. Tell the player
3066 * what he lost. 2750 * what he lost.
3067 */ 2751 */
3068 change_attr_value (&(op->stats), i, -1); 2752 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats)); 2753 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1); 2754 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats)); 2755 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2756 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1; 2757 lost_a_stat = 1;
2758 }
2759 else
2760 {
2761 /* deplete a stat */
2762 archetype *deparch = archetype::find ("depletion");
2763 object *dep;
2764
2765 dep = present_arch_in_ob (deparch, op);
2766 if (!dep)
2767 {
2768 dep = arch_to_object (deparch);
2769 insert_ob_in_ob (dep, op);
3074 } 2770 }
3075 else 2771 lose_this_stat = 1;
2772 if (settings.balanced_stat_loss)
3076 { 2773 {
3077 /* deplete a stat */ 2774 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2775 /* Get the stat that we're about to deplete. */
3079 object *dep; 2776 this_stat = get_attr_value (&(dep->stats), i);
3080 2777 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2778 {
3084 dep = arch_to_object (deparch); 2779 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2780 int keep_chance = this_stat * this_stat;
3086 } 2781
3087 lose_this_stat = 1; 2782 /* 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) 2783 if (keep_chance < 1)
2784 keep_chance = 1;
2785
2786 /* There is a maximum depletion total per level. */
2787 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 { 2788 {
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; 2789 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2790 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2791 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 } 2792 }
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 */ 2793 else
3129 if (this_stat >= -50)
3130 { 2794 {
3131 change_attr_value (&(dep->stats), i, -1); 2795 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; 2796 lose_this_stat = 0;
2797 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2798 this_stat, keep_chance, loss_chance,
2799 lose_this_stat?"LOSE":"KEEP"); */
3136 } 2800 }
3137 } 2801 }
3138 } 2802 }
2803
2804 if (lose_this_stat)
2805 {
2806 this_stat = get_attr_value (&(dep->stats), i);
2807 /* We could try to do something clever like find another
2808 * stat to reduce if this fails. But chances are, if
2809 * stats have been depleted to -50, all are pretty low
2810 * and should be roughly the same, so it shouldn't make a
2811 * difference.
2812 */
2813 if (this_stat >= -50)
2814 {
2815 change_attr_value (&(dep->stats), i, -1);
2816 SET_FLAG (dep, FLAG_APPLIED);
2817 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2818 op->update_stats ();
2819 lost_a_stat = 1;
2820 }
3139 } 2821 }
2822 }
2823 }
3140 /* If no stat lost, tell the player. */ 2824 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2825 if (!lost_a_stat)
3142 { 2826 {
3143 /* determine_god() seems to not work sometimes... why is this? 2827 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2828 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2829 const char *god = determine_god (op);
3146 2830
3147 if (god && (strcmp (god, "none"))) 2831 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); 2832 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2833 else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3151 } 2835 }
3152#else 2836#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154#endif 2838#endif
3155 2839
3156 /* Put a gravestone up where the character 'almost' died. List the 2840 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2841 * exp loss on the stone.
3158 */ 2842 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2843 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2844 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2845 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2846 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2847 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); 2848 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; 2849 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2850 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2851 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2852
3169 /**************************************/ 2853 /**************************************/
3170 /* */ 2854 /* */
3171 /* Subtract the experience points, */ 2855 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2856 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2857 /* food, and reset HP's... */
3174 /* */ 2858 /* */
3175 /**************************************/ 2859 /**************************************/
3176 2860
3177 /* remove any poisoning and confusion the character may be suffering. */ 2861 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2862 /* restore player */
3179 at = archetype::find ("poisoning"); 2863 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2864 tmp = present_arch_in_ob (at, op);
3181 2865
3182 if (tmp) 2866 if (tmp)
3183 { 2867 {
3184 tmp->destroy (); 2868 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2870 }
3187 2871
3188 at = archetype::find ("confusion"); 2872 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2873 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2874 if (tmp)
3191 { 2875 {
3192 tmp->destroy (); 2876 tmp->destroy ();
3193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3194 } 2878 }
3195 2879
3196 cure_disease (op, 0); /* remove any disease */ 2880 cure_disease (op, 0); /* remove any disease */
3197 2881
3198 /*add_exp(op, (op->stats.exp * -0.20)); */ 2882 /*add_exp(op, (op->stats.exp * -0.20)); */
3199 apply_death_exp_penalty (op); 2883 apply_death_exp_penalty (op);
3200 if (op->stats.food < 100) 2884 if (op->stats.food < 100)
3201 op->stats.food = 900; 2885 op->stats.food = 900;
3202 op->stats.hp = op->stats.maxhp; 2886 op->stats.hp = op->stats.maxhp;
3203 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3204 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3205 2889
3206 /* 2890 /*
3207 * Check to see if the player is in a shop. IF so, then check to see if 2891 * Check to see if the player has any unpaid items. If so, remove them
3208 * the player has any unpaid items. If so, remove them and put them back 2892 * and put them back in the map.
3209 * in the map. 2893 */
3210 */
3211
3212 if (is_in_shop (op))
3213 remove_unpaid_objects (op->inv, op); 2894 remove_unpaid_objects (op->inv, op);
3214 2895
3215 /****************************************/ 2896 /****************************************/
3216 /* */ 2897 /* */
3217 /* Move player to his current respawn- */ 2898 /* Move player to his current respawn- */
3218 /* position (usually last savebed) */ 2899 /* position (usually last savebed) */
3219 /* */ 2900 /* */
3220 /****************************************/ 2901 /****************************************/
3221 2902
3222 enter_player_savebed (op); 2903 enter_player_savebed (op);
3223 2904
3224 /* Save the player before inserting the force to reduce
3225 * chance of abuse.
3226 */
3227 op->contr->braced = 0; 2905 op->contr->braced = 0;
3228 save_player (op, 1);
3229 2906
3230 /* it is possible that the player has blown something up 2907 /* it is possible that the player has blown something up
3231 * at his savebed location, and that can have long lasting 2908 * at his savebed location, and that can have long lasting
3232 * spell effects. So first see if there is a spell effect 2909 * spell effects. So first see if there is a spell effect
3233 * on the space that might harm the player. 2910 * on the space that might harm the player.
3234 */ 2911 */
3235 will_kill_again = 0; 2912 will_kill_again = 0;
3236 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2913 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3237 if (tmp->type == SPELL_EFFECT) 2914 if (tmp->type == SPELL_EFFECT)
3238 will_kill_again |= tmp->attacktype; 2915 will_kill_again |= tmp->attacktype;
3239 2916
3240 if (will_kill_again) 2917 if (will_kill_again)
3241 { 2918 {
3242 object *force; 2919 object *force;
3243 int at; 2920 int at;
3244 2921
3245 force = get_archetype (FORCE_NAME); 2922 force = get_archetype (FORCE_NAME);
3246 /* 50 ticks should be enough time for the spell to abate */ 2923 /* 50 ticks should be enough time for the spell to abate */
3247 force->speed = 0.1; 2924 force->speed = 0.1f;
3248 force->speed_left = -5.0; 2925 force->speed_left = -5.f;
3249 SET_FLAG (force, FLAG_APPLIED); 2926 SET_FLAG (force, FLAG_APPLIED);
3250 for (at = 0; at < NROFATTACKS; at++) 2927 for (at = 0; at < NROFATTACKS; at++)
3251 if (will_kill_again & (1 << at)) 2928 if (will_kill_again & (1 << at))
3252 force->resist[at] = 100; 2929 force->resist[at] = 100;
3253 2930
3254 insert_ob_in_ob (force, op); 2931 insert_ob_in_ob (force, op);
3255 fix_player (op); 2932 op->update_stats ();
3256 2933
3257 } 2934 }
3258 2935
3259 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2936 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3260 return;
3261 } /* NOT_PERMADETH */
3262 else
3263 {
3264 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3265 * should probably be embedded in an else statement.
3266 */
3267
3268 op->contr->party = NULL;
3269 if (settings.set_title == TRUE)
3270 op->contr->own_title[0] = '\0';
3271 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3272 check_score (op);
3273
3274 if (op->contr->ranges[range_golem])
3275 {
3276 remove_friendly_object (op->contr->ranges[range_golem]);
3277 op->contr->ranges[range_golem]->destroy ();
3278 op->contr->ranges[range_golem] = 0;
3279 }
3280
3281 loot_object (op); /* Remove some of the items for good */
3282 op->remove ();
3283 op->direction = 0;
3284
3285 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3286 {
3287 delete_character (op->name, 0);
3288 if (settings.resurrection == TRUE)
3289 {
3290 /* save playerfile sans equipment when player dies
3291 ** then save it as player.pl.dead so that future resurrection
3292 ** type spells will work on them nicely
3293 */
3294 delete_character (op->name, 0);
3295 op->stats.hp = op->stats.maxhp;
3296 op->stats.food = 999;
3297
3298 /* set the location of where the person will reappear when */
3299 /* maybe resurrection code should fix map also */
3300 strcpy (op->contr->maplevel, settings.emergency_mapname);
3301 if (op->map != NULL)
3302 op->map = NULL;
3303 op->x = settings.emergency_x;
3304 op->y = settings.emergency_y;
3305 save_player (op, 0);
3306 op->map = map;
3307 /* please see resurrection.c: peterm */
3308 dead_player (op);
3309 }
3310 else
3311 delete_character (op->name, 1);
3312 }
3313
3314 play_again (op);
3315
3316 /* peterm: added to create a corpse at deathsite. */
3317 tmp = arch_to_object (archetype::find ("corpse_pl"));
3318 sprintf (buf, "%s", &op->name);
3319 tmp->name = tmp->name_pl = buf;
3320 tmp->level = op->level;
3321 tmp->x = x;
3322 tmp->y = y;
3323 tmp->msg = gravestone_text (op);
3324 SET_FLAG (tmp, FLAG_UNIQUE);
3325 insert_ob_in_map (tmp, map, NULL, 0);
3326 }
3327} 2937}
3328
3329 2938
3330void 2939void
3331loot_object (object *op) 2940loot_object (object *op)
3332{ /* Grab and destroy some treasure */ 2941{ /* Grab and destroy some treasure */
3333 object *tmp, *tmp2, *next; 2942 object *tmp, *tmp2, *next;
3334 2943
3335 if (op->container) 2944 op->close_container (); /* close open sack first */
3336 { /* close open sack first */
3337 esrv_apply_container (op, op->container);
3338 }
3339 2945
3340 for (tmp = op->inv; tmp != NULL; tmp = next) 2946 for (tmp = op->inv; tmp; tmp = next)
3341 { 2947 {
3342 next = tmp->below; 2948 next = tmp->below;
3343 if (tmp->type == EXPERIENCE || tmp->invisible) 2949
2950 if (tmp->invisible)
3344 continue; 2951 continue;
2952
3345 tmp->remove (); 2953 tmp->remove ();
3346 tmp->x = op->x, tmp->y = op->y; 2954 tmp->x = op->x, tmp->y = op->y;
2955
3347 if (tmp->type == CONTAINER) 2956 if (tmp->type == CONTAINER)
3348 { /* empty container to ground */ 2957 loot_object (tmp); /* empty container to ground */
3349 loot_object (tmp); 2958
3350 }
3351 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3352 { 2960 {
3353 if (tmp->nrof > 1) 2961 if (tmp->nrof > 1)
3354 { 2962 {
3355 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3356 tmp2->destroy (); 2964 tmp2->destroy ();
3367/* 2975/*
3368 * fix_weight(): Check recursively the weight of all players, and fix 2976 * fix_weight(): Check recursively the weight of all players, and fix
3369 * what needs to be fixed. Refresh windows and fix speed if anything 2977 * what needs to be fixed. Refresh windows and fix speed if anything
3370 * was changed. 2978 * was changed.
3371 */ 2979 */
3372
3373void 2980void
3374fix_weight (void) 2981fix_weight (void)
3375{ 2982{
3376 player *pl; 2983 for_all_players (pl)
3377
3378 for (pl = first_player; pl != NULL; pl = pl->next)
3379 { 2984 {
3380 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3381 2986
3382 if (old == sum) 2987 if (old == sum)
3383 continue; 2988 continue;
3384 fix_player (pl->ob); 2989 pl->ob->update_stats ();
3385 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3386 } 2991 }
3387} 2992}
3388 2993
3389void 2994void
3390fix_luck (void) 2995fix_luck (void)
3391{ 2996{
3392 player *pl; 2997 for_all_players (pl)
3393
3394 for (pl = first_player; pl != NULL; pl = pl->next)
3395 if (!pl->ob->contr->state) 2998 if (!pl->ob->contr->ns->state)
3396 change_luck (pl->ob, 0); 2999 pl->ob->change_luck (0);
3397} 3000}
3398
3399 3001
3400/* cast_dust() - handles op throwing objects of type 'DUST'. 3002/* cast_dust() - handles op throwing objects of type 'DUST'.
3401 * This is much simpler in the new spell code - we basically 3003 * This is much simpler in the new spell code - we basically
3402 * just treat this as any other spell casting object. 3004 * just treat this as any other spell casting object.
3403 */ 3005 */
3404
3405void 3006void
3406cast_dust (object *op, object *throw_ob, int dir) 3007cast_dust (object *op, object *throw_ob, int dir)
3407{ 3008{
3408 object *skop, *spob; 3009 object *skop, *spob;
3409 3010
3443 if (op->type == PLAYER) 3044 if (op->type == PLAYER)
3444 { 3045 {
3445 op->contr->tmp_invis = 0; 3046 op->contr->tmp_invis = 0;
3446 op->contr->invis_race = 0; 3047 op->contr->invis_race = 0;
3447 } 3048 }
3049
3448 update_object (op, UP_OBJ_FACE); 3050 update_object (op, UP_OBJ_CHANGE);
3449} 3051}
3450 3052
3451int 3053int
3452is_true_undead (object *op) 3054is_true_undead (object *op)
3453{ 3055{
3454 object *tmp = NULL;
3455
3456 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3457 return 1; 3057 return 1;
3458 3058
3459 if (op->type == PLAYER)
3460 for (tmp = op->inv; tmp; tmp = tmp->below)
3461 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3462 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3463 return 1;
3464 return 0; 3059 return 0;
3465} 3060}
3466 3061
3467/* look at the surrounding terrain to determine 3062/* look at the surrounding terrain to determine
3468 * the hideability of this object. Positive levels 3063 * the hideability of this object. Positive levels
3524 3119
3525 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3526 3121
3527 /* its *extremely* hard to run and sneak/hide at the same time! */ 3122 /* its *extremely* hard to run and sneak/hide at the same time! */
3528 if (op->type == PLAYER && op->contr->run_on) 3123 if (op->type == PLAYER && op->contr->run_on)
3529 {
3530 if (!skop || num >= skop->level) 3124 if (!skop || num >= skop->level)
3531 { 3125 {
3532 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3126 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3533 make_visible (op); 3127 make_visible (op);
3534 return; 3128 return;
3535 } 3129 }
3536 else 3130 else
3537 num += 20; 3131 num += 20;
3538 } 3132
3539 num += op->map->difficulty; 3133 num += op->map->difficulty;
3540 hide = hideability (op); /* modify by terrain hidden level */ 3134 hide = hideability (op); /* modify by terrain hidden level */
3541 num -= hide; 3135 num -= hide;
3136
3542 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3543 { 3138 {
3544 make_visible (op); 3139 make_visible (op);
3545 if (op->type == PLAYER) 3140 if (op->type == PLAYER)
3546 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3547 } 3142 }
3548 else if (op->type == PLAYER && skop) 3143 else if (op->type == PLAYER && skop)
3549 {
3550 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3551 }
3552} 3145}
3553 3146
3554/* determine if who is standing near a hostile creature. */ 3147/* determine if who is standing near a hostile creature. */
3555 3148
3556int 3149int
3583 if (mflags & P_OUT_OF_MAP) 3176 if (mflags & P_OUT_OF_MAP)
3584 continue; 3177 continue;
3585 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3178 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3586 continue; 3179 continue;
3587 3180
3588 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3181 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3589 { 3182 {
3590 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3183 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3591 return 1; 3184 return 1;
3592 else if (tmp->type == PLAYER) 3185 else if (tmp->type == PLAYER)
3593 { 3186 {
3623 if (pl->type != PLAYER) 3216 if (pl->type != PLAYER)
3624 { 3217 {
3625 LOG (llevError, "player_can_view() called for non-player object\n"); 3218 LOG (llevError, "player_can_view() called for non-player object\n");
3626 return -1; 3219 return -1;
3627 } 3220 }
3221
3628 if (!pl || !op) 3222 if (!pl || !op)
3629 return 0; 3223 return 0;
3630 3224
3631 if (op->head)
3632 {
3633 op = op->head; 3225 op = op->head_ ();
3634 } 3226
3635 get_rangevector (pl, op, &rv, 0x1); 3227 get_rangevector (pl, op, &rv, 0x1);
3636 3228
3637 /* starting with the 'head' part, lets loop 3229 /* starting with the 'head' part, lets loop
3638 * through the object and find if it has any 3230 * through the object and find if it has any
3639 * part that is in the los array but isnt on 3231 * part that is in the los array but isnt on
3647 3239
3648 /* only the viewable area the player sees is updated by LOS 3240 /* only the viewable area the player sees is updated by LOS
3649 * code, so we need to restrict ourselves to that range of values 3241 * code, so we need to restrict ourselves to that range of values
3650 * for any meaningful values. 3242 * for any meaningful values.
3651 */ 3243 */
3652 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3653 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3245 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3654 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3246 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3655 return 1; 3247 return 1;
3656 op = op->more; 3248 op = op->more;
3657 } 3249 }
3658 return 0; 3250 return 0;
3659} 3251}
3756 char buf[MAX_BUF]; /* tmp. string buffer */ 3348 char buf[MAX_BUF]; /* tmp. string buffer */
3757 int i = 0, j = 0; 3349 int i = 0, j = 0;
3758 3350
3759 /* get the appropriate treasurelist */ 3351 /* get the appropriate treasurelist */
3760 if (atnr == ATNR_FIRE) 3352 if (atnr == ATNR_FIRE)
3761 trlist = find_treasurelist ("dragon_ability_fire"); 3353 trlist = treasurelist::find ("dragon_ability_fire");
3762 else if (atnr == ATNR_COLD) 3354 else if (atnr == ATNR_COLD)
3763 trlist = find_treasurelist ("dragon_ability_cold"); 3355 trlist = treasurelist::find ("dragon_ability_cold");
3764 else if (atnr == ATNR_ELECTRICITY) 3356 else if (atnr == ATNR_ELECTRICITY)
3765 trlist = find_treasurelist ("dragon_ability_elec"); 3357 trlist = treasurelist::find ("dragon_ability_elec");
3766 else if (atnr == ATNR_POISON) 3358 else if (atnr == ATNR_POISON)
3767 trlist = find_treasurelist ("dragon_ability_poison"); 3359 trlist = treasurelist::find ("dragon_ability_poison");
3768 3360
3769 if (trlist == NULL || who->type != PLAYER) 3361 if (trlist == NULL || who->type != PLAYER)
3770 return; 3362 return;
3771 3363
3772 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3773 3365
3774 if (tr == NULL || tr->item == NULL) 3366 if (!tr || !tr->item)
3775 { 3367 {
3776 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3777 return; 3369 return;
3778 } 3370 }
3779 3371
3845 { 3437 {
3846 /* forces in the treasurelist can alter the player's stats */ 3438 /* forces in the treasurelist can alter the player's stats */
3847 object *skin; 3439 object *skin;
3848 3440
3849 /* first get the dragon skin force */ 3441 /* first get the dragon skin force */
3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3850 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3444 ;
3445
3851 if (skin == NULL) 3446 if (!skin)
3852 return; 3447 return;
3853 3448
3854 /* adding new spellpath attunements */ 3449 /* adding new spellpath attunements */
3855 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3856 { 3451 {
3901 * not readied. 3496 * not readied.
3902 */ 3497 */
3903void 3498void
3904player_unready_range_ob (player *pl, object *ob) 3499player_unready_range_ob (player *pl, object *ob)
3905{ 3500{
3906 rangetype i; 3501 if (pl->ob->current_weapon == ob)
3502 pl->ob->current_weapon = 0;
3907 3503
3908 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3504 if (pl->combat_ob == ob)
3909 { 3505 pl->combat_ob = 0;
3506
3910 if (pl->ranges[i] == ob) 3507 if (pl->ranged_ob == ob)
3911 { 3508 pl->ranged_ob = 0;
3912 pl->ranges[i] = NULL;
3913 if (pl->shoottype == i)
3914 {
3915 pl->shoottype = range_none;
3916 }
3917 }
3918 }
3919} 3509}
3510
3511sint8
3512player::visibility_at (maptile *map, int x, int y) const
3513{
3514 if (!ns)
3515 return 0;
3516
3517 int dx, dy;
3518 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3519 return 0;
3520
3521 x += dx - ns->current_x + ns->mapx / 2;
3522 y += dy - ns->current_y + ns->mapy / 2;
3523
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3525 return 0;
3526
3527 return 100 - blocked_los [x][y];
3528}

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