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Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 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#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32#include <newclient.h>
33 32
34#ifdef COZY_SERVER 33#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 34#include <functional>
36#endif
37 35
38player * 36playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 37
77void 38void
78display_motd (const object *op) 39display_motd (const object *op)
79{ 40{
80 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
83 int comp; 44 int comp;
84 int size; 45 int size;
85 46
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 49 return;
90 } 50
91 motd[0] = '\0'; 51 motd[0] = '\0';
92 size = 0; 52 size = 0;
53
93 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
94 { 55 {
95 if (*buf == '#') 56 if (*buf == '#')
96 continue; 57 continue;
58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 60 size += strlen (buf);
99 } 61 }
62
100 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);
101 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
102} 65}
103 66
104void 67void
110 int comp; 73 int comp;
111 int size; 74 int size;
112 75
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 78 return;
117 } 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
82
120 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
121 { 84 {
122 if (*buf == '#') 85 if (*buf == '#')
123 continue; 86 continue;
87
124 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
125 { 89 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 91 break;
128 } 92 }
93
129 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 95 size += strlen (buf);
131 } 96 }
97
132 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);
133 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
134} 100}
135 101
136void 102void
144 int size; 110 int size;
145 111
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 114 return;
115
149 news[0] = '\0'; 116 news[0] = '\0';
150 subject[0] = '\0'; 117 subject[0] = '\0';
151 size = 0; 118 size = 0;
119
152 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
153 { 121 {
154 if (*buf == '#') 122 if (*buf == '#')
155 continue; 123 continue;
124
156 if (*buf == '%') 125 if (*buf == '%')
157 { /* send one news */ 126 { /* send one news */
158 if (size > 0) 127 if (size > 0)
159 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
160 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
161 strip_endline (subject); 131 strip_endline (subject);
162 size = 0; 132 size = 0;
163 news[0] = '\0'; 133 news[0] = '\0';
164 } 134 }
173 size += strlen (buf); 143 size += strlen (buf);
174 } 144 }
175 } 145 }
176 146
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 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);
179 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
180} 150}
181 151
182int 152float
183playername_ok (const char *cp) 153player::weapon_speed () const
184{ 154{
185 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284} 156}
285 157
286/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
287static void 159static void
288set_first_map (object *op) 160set_first_map (object *op)
289{ 161{
290 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
291 op->x = -1; 163 op->x = -1;
292 op->y = -1; 164 op->y = -1;
293 enter_exit (op, NULL);
294} 165}
295 166
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
296/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
297 * 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
298 * mode. 377 * mode.
299 */ 378 */
300 379player *
301int 380player::create ()
302add_player (client_socket *ns)
303{ 381{
304 player *p = new player; 382 player *pl = new player;
305 383
306 p->socket = ns; 384 pl->set_object (arch_to_object (get_player_archetype (0)));
307 ns->pl = p;
308 385
309 p->next = first_player; 386 pl->ob->roll_stats ();
310 first_player = p; 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
311 389
312 p = get_player (p);
313
314 set_first_map (p->ob); 390 set_first_map (pl->ob);
315 391
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0; 392 return pl;
324} 393}
325 394
326/* 395/*
327 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
337 { 406 {
338 if (at == NULL || at->next == NULL) 407 if (at == NULL || at->next == NULL)
339 at = first_archetype; 408 at = first_archetype;
340 else 409 else
341 at = at->next; 410 at = at->next;
411
342 if (at->clone.type == PLAYER) 412 if (at->clone.type == PLAYER)
343 return at; 413 return at;
414
344 if (at == start) 415 if (at == start)
345 { 416 {
346 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
347 exit (-1); 418 exit (-1);
348 } 419 }
349 } 420 }
350} 421}
351 422
352
353object * 423object *
354get_nearest_player (object *mon) 424get_nearest_player (object *mon)
355{ 425{
356 object *op = NULL; 426 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 427 objectlink *ol;
359 unsigned lastdist; 428 unsigned lastdist;
360 rv_vector rv; 429 rv_vector rv;
361 430
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
363 { 432 {
364 /* 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
365 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
371 object *tmp = ol->ob; 440 object *tmp = ol->ob;
372 441
373 /* 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
374 * itself will have been cleared. 443 * itself will have been cleared.
375 */ 444 */
376 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 ());
377 ol = ol->next; 447 ol = ol->next;
378 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
379 if (!ol) 449 if (!ol)
380 return op; 450 return op;
381 } 451 }
394 { 464 {
395 op = ol->ob; 465 op = ol->ob;
396 lastdist = rv.distance; 466 lastdist = rv.distance;
397 } 467 }
398 } 468 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 469
400 { 470 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
405 { 473 {
406 op = pl->ob; 474 op = pl->ob;
407 lastdist = rv.distance; 475 lastdist = rv.distance;
408 } 476 }
409 } 477
410 }
411#if 0 478#if 0
412 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)");
413#endif 480#endif
414 return op; 481 return op;
415} 482}
433 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
434 * 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
435 * is probably not a good thing. 502 * is probably not a good thing.
436 */ 503 */
437#define MAX_SPACES 50 504#define MAX_SPACES 50
438
439 505
440/* 506/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * 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
443 * 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
474 x = mon->x; 540 x = mon->x;
475 y = mon->y; 541 y = mon->y;
476 m = mon->map; 542 m = mon->map;
477 dir = rv.direction; 543 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff > max) 548 if (diff > max)
482 return 0; 549 return 0;
550
483 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
484 { 552 {
485 lastx = x; 553 lastx = x;
486 lasty = y; 554 lasty = y;
487 lastmap = m; 555 lastmap = m;
569 max--; 637 max--;
570 lastdir = dir; 638 lastdir = dir;
571 if (!firstdir) 639 if (!firstdir)
572 firstdir = dir; 640 firstdir = dir;
573 } 641 }
642
574 if (diff <= 1) 643 if (diff <= 1)
575 { 644 {
576 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
577 * headed toward player for entire distance. 646 * headed toward player for entire distance.
578 */ 647 */
579 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580 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));
581 } 650 }
651
582 if (diff > max) 652 if (diff > max)
583 return 0; 653 return 0;
584 } 654 }
655
585 /* 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 */
586 if (!max) 657 if (!max)
587 return 0; 658 return 0;
588 659
589 return firstdir; 660 return firstdir;
682 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
683 link_player_skills (pl); 754 link_player_skills (pl);
684} 755}
685 756
686void 757void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767}
768
769void
770get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
771{ 759{
772 if (party == NULL) 760 if (party == NULL)
773 { 761 {
774 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);
775 return; 763 return;
776 } 764 }
765
777 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
780 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:");
781} 770}
782
783 771
784/* 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. */
785int 773static int
786roll_stat (void) 774roll_stat (void)
787{ 775{
788 int a[4], i, j, k; 776 int a[4], i, j, k;
789 777
790 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
791 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
792 780
793 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 782 if (a[i] < k)
795 k = a[i], j = i; 783 k = a[i], j = i;
796 784
797 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 786 if (i != j)
800 k += a[i]; 787 k += a[i];
801 } 788
802 return k; 789 return k;
803} 790}
804 791
805void 792void
806roll_stats (object *op) 793object::roll_stats ()
807{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
808 int sum = 0; 799 int sum = 0;
809 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
810 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
811 802
812 do 803 if (sum >= 82 && sum <= 116)
804 break;
813 { 805 }
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 }
823 while (sum < 82 || sum > 116);
824 806
825 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 809
834 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
835 do 811 stats.stat (i) = statsort [i];
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850 812
851 op->stats.Str = statsort[0];
852 op->stats.Dex = statsort[1];
853 op->stats.Con = statsort[2];
854 op->stats.Int = statsort[3];
855 op->stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6];
858
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 813 stats.exp = 0;
870 op->stats.ac = 0; 814 stats.ac = 0;
871 815
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
879 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
880 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
881} 828}
882 829
883void 830void
884Roll_Again (object *op) 831object::swap_stats (int a, int b)
885{ 832{
886 esrv_new_player (op->contr, 0); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
889}
890 834
891void 835 for (int i = 0; i < NUM_STATS; ++i)
892Swap_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)
893{ 862{
894 signed char tmp;
895 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
896 864
897 if (op->contr->Swap_First == -1) 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 869}
1012 870
1013/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1017 * not the class. 875 * not the class.
1018 */ 876 */
1019 877void
1020int 878player::chargen_race_done ()
1021key_change_class (object *op, char key)
1022{ 879{
1023 int tmp_loop;
1024
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D')
1032 {
1033 char buf[MAX_BUF];
1034
1035 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1036 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1037 882
1038 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
1039 if (tl) 884 if (tl)
1040 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
1041 886
1042 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1044 889
1045 op->contr->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1046 891
1047 if (op->msg) 892 if (ob->msg)
1048 op->msg = NULL; 893 ob->msg = 0;
1049 894
1050 /* 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
1051 * to save here. 896 * to save here.
1052 */ 897 */
898 {
899 char buf[MAX_BUF];
1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1054 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1055 903
1056#ifdef AUTOSAVE
1057 op->contr->last_save_tick = pticks;
1058#endif
1059 start_info (op); 904 start_info (ob);
1060 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1062 link_player_skills (op); 907 link_player_skills (ob);
1063 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1064 fix_player (op); 909 ob->update_stats ();
1065 910
1066 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1067 * is one for this race 912 * is one for this race
1068 */ 913 */
1069 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1070 { 915 {
1071 object *tmp; 916 object *tmp;
1072 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1073 918
1074 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);
1075 tmp = object::create (); 920 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1078 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1079 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;
1080 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1081 * default initial map */ 926 * default initial map */
1082 tmp->destroy (); 927 tmp->destroy ();
1083 } 928 }
1084 else 929 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 931}
1088 return 0;
1089 }
1090 932
933void
934player::chargen_race_next ()
935{
1091 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1093 */ 938 */
1094 939
1095 tmp_loop = 0; 940 do
1096 while (!tmp_loop)
1097 { 941 {
1098 shstr name = op->name; 942 shstr name = ob->name;
1099 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1100 944
1101 remove_statbonus (op); 945 ob->remove_statbonus ();
1102 op->remove (); 946 ob->remove ();
1103 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1104 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
1105 op->instantiate (); 949 ob->instantiate ();
1106 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1107 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1108 op->x = x; 952 ob->x = x;
1109 op->y = y; 953 ob->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1112 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
1113 add_statbonus (op); 957 ob->add_statbonus ();
1114 tmp_loop = allowed_class (op);
1115 } 958 }
959 while (!allowed_class (ob));
1116 960
1117 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1119 fix_player (op); 963 ob->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1122 op->stats.grace = 0; 966 ob->stats.grace = 0;
1123
1124 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126
1127 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1128 return 0;
1129}
1130
1131int
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178} 967}
1179 968
1180void 969void
1181flee_player (object *op) 970flee_player (object *op)
1182{ 971{
1212 { 1001 {
1213 op->enemy = NULL; 1002 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 1004 return;
1216 } 1005 }
1006
1217 get_rangevector (op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1218 1008
1219 dir = absdir (4 + rv.direction); 1009 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 1010 for (diff = 0; diff < 3; diff++)
1221 { 1011 {
1222 int m = 1 - (RANDOM () & 2); 1012 int m = 1 - (RANDOM () & 2);
1223 1013
1224 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)))
1225 {
1226 return; 1015 return;
1227 }
1228 } 1016 }
1017
1229 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 1020 op->enemy = NULL;
1232} 1021}
1233 1022
1234
1235/* 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.
1236 * 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
1237 * stop. 1025 * stop.
1238 */ 1026 */
1239int 1027int
1240check_pick (object *op) 1028check_pick (object *op)
1241{ 1029{
1242 object *tmp, *next; 1030 object *tmp, *next;
1243 int stop = 0; 1031 int stop = 0;
1244 int j, k, wvratio; 1032 int wvratio;
1245 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1246 1034
1247 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1248 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1249 return 1; 1037 return 1;
1250 1038
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &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))));
1321 else 1109 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &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
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 } 1114 }
1115
1355 /* philosophy: 1116 /* philosophy:
1356 * 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
1357 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1359 * 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
1360 * example. 1121 * example.
1361 * 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
1362 * 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
1363 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1614 * found object is returned. 1375 * found object is returned.
1615 */ 1376 */
1616object * 1377object *
1617find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1618{ 1379{
1619 object *tmp = NULL; 1380 object *tmp = 0;
1620 1381
1621 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1622 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))
1623 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1624 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1625 return op; 1386 return op;
1387
1626 return tmp; 1388 return tmp;
1627} 1389}
1628 1390
1629/* 1391/*
1630 * 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
1631 * 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
1632 * 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
1633 * 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.
1634 */ 1396 */
1635
1636object * 1397object *
1637find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1638{ 1399{
1639 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1640 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1706 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1707 * op = the shooter 1468 * op = the shooter
1708 * type = bow->race 1469 * type = bow->race
1709 * dir = fire direction 1470 * dir = fire direction
1710 */ 1471 */
1711
1712object * 1472object *
1713pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1714{ 1474{
1715 object *tmp = NULL; 1475 object *tmp = NULL;
1716 maptile *m; 1476 maptile *m;
1781 */ 1541 */
1782int 1542int
1783fire_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)
1784{ 1544{
1785 object *left, *bow; 1545 object *left, *bow;
1786 int bowspeed, mflags; 1546 int mflags;
1787 maptile *m; 1547 maptile *m;
1788 1548
1789 if (!dir) 1549 if (!dir)
1790 { 1550 {
1791 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!");
1792 return 0; 1552 return 0;
1793 } 1553 }
1794 if (op->type == PLAYER) 1554
1795 bow = op->contr->ranges[range_bow]; 1555 if (op->contr)
1556 bow = op->current_weapon;
1796 else 1557 else
1797 { 1558 {
1798 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1799 /* 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
1800 * 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.
1805 if (!bow) 1566 if (!bow)
1806 { 1567 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1569 return 0;
1809 } 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
1810 } 1579 }
1580
1811 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1812 { 1582 {
1813 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);
1814 return 0; 1584 return 0;
1815 } 1585 }
1816
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818
1819 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1822 if (bowspeed < 1)
1823 bowspeed = 1;
1824 1586
1825 if (arrow == NULL) 1587 if (arrow == NULL)
1826 { 1588 {
1827 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1828 { 1590 {
1829 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1830 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);
1831 /* 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 */
1832 else 1594 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1834 return 0; 1597 return 0;
1835 } 1598 }
1836 } 1599 }
1600
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1602 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1603 return 0;
1841 } 1604
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1606 {
1844 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.");
1845 return 0; 1608 return 0;
1846 } 1609 }
1852 return 0; 1615 return 0;
1853 } 1616 }
1854 1617
1855 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1857 if (arrow == NULL) 1620 if (!arrow)
1858 { 1621 {
1859 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);
1860 return 0; 1623 return 0;
1861 } 1624 }
1625
1862 arrow->set_owner (op); 1626 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1628 arrow->direction = dir;
1866 arrow->x = sx; 1629
1867 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;
1868 1667
1869 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1870 { 1669 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op);
1873 }
1874
1875 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying);
1881
1882 /* Note that this was different for monsters - they got their level
1883 * added to the damage. I think the strength bonus is more proper.
1884 */
1885
1886 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1887
1888 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1891
1892 if (arrow->speed < 1.0)
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0;
1896
1897 if (op->type == PLAYER)
1898 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1900 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1901 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1902
1903 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;
1904 } 1677 }
1905 else 1678 else
1906 { 1679 {
1907 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1908 arrow->level = op->level; 1680 arrow->level = op->level;
1909 } 1681 arrow->stats.wc -= bow->magic;
1910 1682
1911 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1912 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1913 1688
1914 if (bow->slaying != NULL) 1689 wc -= arrow->level;
1915 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1916 1691
1917 arrow->map = m; 1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1918 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1695
1921 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);
1922 insert_ob_in_map (arrow, m, op, 0); 1697 m->insert (arrow, sx, sy, op);
1923 1698
1924 if (!arrow->destroyed ()) 1699 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1700 move_arrow (arrow);
1926 1701
1927 if (op->type == PLAYER) 1702 if (op->type == PLAYER)
1947{ 1722{
1948 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1949 1724
1950 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1951 { 1726 {
1952 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);
1953 } 1728 }
1954 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)
1955 { 1730 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1; 1732 wcmod = -1;
1733
1958 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);
1959 } 1735 }
1960 else if (op->contr->bowtype == bow_threewide) 1736 else if (op->contr->bowtype == bow_threewide)
1961 { 1737 {
1962 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);
1966 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1967 { 1743 {
1968 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);
1969 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);
1970 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);
1971
1972 } 1747 }
1973 else 1748 else
1974 { 1749 {
1975 /* Simple case */ 1750 /* Simple case */
1976 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);
1977 } 1752 }
1753
1978 return ret; 1754 return ret;
1979} 1755}
1980
1981 1756
1982/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1983 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1984 */ 1759 */
1985void 1760void
1986fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
1987{ 1762{
1988 object *item; 1763 object *item = op->contr->ranged_ob;
1989 1764
1990 if (!op->contr->ranges[range_misc]) 1765 if (!item)
1991 { 1766 {
1992 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.");
1993 return; 1768 return;
1994 } 1769 }
1995 1770
1996 item = op->contr->ranges[range_misc];
1997 if (!item->inv) 1771 if (!item->inv)
1998 { 1772 {
1999 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2000 return; 1774 return;
2001 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
2002 if (item->type == WAND) 1780 if (item->type == WAND)
2003 { 1781 {
2004 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
2005 { 1783 {
2006 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2007 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
2008 return; 1787 return;
2009 } 1788 }
2010 } 1789 }
2011 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
2012 { 1791 {
2013 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))
2014 { 1793 {
2015 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
2016 if (item->type == ROD) 1796 if (item->type == ROD)
2017 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));
2018 else 1798 else
2019 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
2020 return; 1801 return;
2021 } 1802 }
2022 } 1803 }
2023 1804
2024 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
2032 1813
2033 if (item->arch) 1814 if (item->arch)
2034 { 1815 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
2037 item->speed = 0; 1818 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1819 }
1820
2040 if ((tmp = is_player_inv (item))) 1821 if ((tmp = item->in_player ()))
2041 esrv_update_item (UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
2042 } 1823 }
2043 } 1824 }
2044 else if (item->type == ROD || item->type == HORN) 1825 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1826 drain_rod_charge (item);
2047 }
2048 } 1827 }
2049} 1828}
2050 1829
2051/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
2052 */ 1831 */
2057 1836
2058 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
2059 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
2060 make_visible (op); 1839 make_visible (op);
2061 1840
2062 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
2063 { 1844 {
2064 case range_none: 1845 control_golem (op->contr->golem, dir);
2065 return; 1846 return;
1847 }
2066 1848
2067 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:
2068 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2069 return; 1861 break;
2070 1862
2071 case range_magic: /* Casting spells */ 1863 case SPELL:
2072 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);
2073 return; 1865 break;
2074 1866
2075 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:
2076 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2077 return; 1877 break;
2078
2079 case range_golem: /* Control summoned monsters from scrolls */
2080 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2081 {
2082 op->contr->ranges[range_golem] = 0;
2083 op->contr->shoottype = range_none;
2084 }
2085 else
2086 control_golem (op->contr->ranges[range_golem], dir);
2087 return;
2088
2089 case range_skill:
2090 if (!op->chosen_skill)
2091 {
2092 if (op->type == PLAYER)
2093 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2094 return;
2095 }
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return;
2098 case range_builder:
2099 apply_map_builder (op, dir);
2100 return;
2101 default:
2102 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2103 return;
2104 } 1878 }
2105} 1879}
2106
2107
2108 1880
2109/* find_key 1881/* find_key
2110 * 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
2111 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
2112 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2114 * pl is the player, 1886 * pl is the player,
2115 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2116 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2117 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2118 */ 1890 */
2119
2120object * 1891object *
2121find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2122{ 1893{
2123 object *tmp, *key; 1894 object *tmp, *key;
2124 1895
2125 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2126 if (container->inv == NULL) 1897 if (!container->inv)
2127 return NULL; 1898 return 0;
2128 1899
2129 /* 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 */
2130 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2131 { 1902 {
2132 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2133 break; 1904 break;
2134 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2135 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2136 */ 1907 */
2137 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2138 break; 1909 break;
2139 } 1910 }
1911
2140 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2141 /* 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.
2142 * 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
2143 * a key, return 1915 * a key, return
2144 */ 1916 */
2145 if (!tmp) 1917 if (!tmp)
2146 { 1918 {
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1920 {
2149 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2150 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2151 { 1923 {
2152 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2153 return key; 1925 return key;
2154 } 1926 }
2155 } 1927 }
1928
2156 if (!tmp) 1929 if (!tmp)
2157 return NULL; 1930 return NULL;
2158 } 1931 }
1932
2159 /* 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,
2160 * see if we actually want to use it 1934 * see if we actually want to use it
2161 */ 1935 */
2162 if (pl != container) 1936 if (pl != container)
2163 { 1937 {
2184 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2185 "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));
2186 return NULL; 1960 return NULL;
2187 } 1961 }
2188 } 1962 }
1963
2189 return tmp; 1964 return tmp;
2190} 1965}
2191 1966
2192/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2193 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2195 * 0 otherwise 1970 * 0 otherwise
2196 */ 1971 */
2197static int 1972static int
2198player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2199{ 1974{
2200
2201 /* 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,
2202 * 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 -
2203 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2204 */ 1978 */
2205 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2208 if (key) 1982 if (key)
2209 { 1983 {
2210 object *container = key->env; 1984 object *container = key->env;
2211 1985
2212 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
2213 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2214 make_visible (op); 1989 make_visible (op);
1990
2215 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2217 if (door->type == DOOR) 1994 if (door->type == DOOR)
2218 {
2219 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 */
2220 }
2221 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2222 { 1997 {
2223 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));
2224 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2225 } 2000 }
2001
2226 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2227 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2228 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2229 if (container != op) 2005 if (container != op)
2230 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2231 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2232 } 2009 }
2233 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2234 { 2011 {
2235 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2237 return 1; 2014 return 1;
2238 } 2015 }
2016
2239 return 0; 2017 return 0;
2240} 2018}
2241 2019
2242/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2243 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2247 */ 2025 */
2248
2249void 2026void
2250move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2251{ 2028{
2252 object *tmp, *mon; 2029 object *tmp, *mon;
2253 sint16 nx, ny;
2254 int on_battleground; 2030 int on_battleground;
2255 maptile *m; 2031 maptile *m;
2256 2032
2257 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2259 2035
2260 on_battleground = op_on_battleground (op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2261 2037
2262 /* 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
2263 * 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
2264 * 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
2265 * player. This is a pretty nasty hack, because if we could 2041 * player. This is a pretty nasty hack, because if we could
2270 */ 2046 */
2271 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))
2272 { 2048 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 { 2050 {
2275 m = get_map_from_coord (op->map, &nx, &ny); 2051 m = op->map->xy_find (nx, ny);
2276 if (!m) 2052 if (!m)
2277 return; /* Don't think this should happen */ 2053 return; /* Don't think this should happen */
2278 } 2054 }
2279 else 2055 else
2280 m = op->map; 2056 m = op->map;
2281 2057
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2058 if (!(tmp = m->at (nx, ny).bot))
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return; 2059 return;
2286 }
2287 2060
2288 mon = NULL; 2061 mon = 0;
2289 /* 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
2290 * 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.
2291 * 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
2292 * on the space 2065 * on the space
2293 */ 2066 */
2294 while (tmp != NULL) 2067 while (tmp)
2295 { 2068 {
2296 if (tmp == op) 2069 if (tmp == op)
2297 { 2070 {
2298 tmp = tmp->above; 2071 tmp = tmp->above;
2299 continue; 2072 continue;
2309 mon = tmp; 2082 mon = tmp;
2310 2083
2311 tmp = tmp->above; 2084 tmp = tmp->above;
2312 } 2085 }
2313 2086
2314 if (mon == NULL) /* This happens anytime the player tries to move */ 2087 if (!mon) /* This happens anytime the player tries to move */
2315 return; /* into a wall */ 2088 return; /* into a wall */
2316 2089
2317 if (mon->head != NULL) 2090 if (mon->head)
2318 mon = mon->head; 2091 mon = mon->head;
2319 2092
2320 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))
2321 if (player_attack_door (op, mon)) 2094 if (player_attack_door (op, mon))
2322 return; 2095 return;
2331 2104
2332 /* 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
2333 * peaceful. Our assumption is the creature is a pet if the 2106 * peaceful. Our assumption is the creature is a pet if the
2334 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2335 */ 2108 */
2336 if ((op->type == PLAYER) 2109 if (op->type == PLAYER
2337#if COZY_SERVER
2338 &&
2339 ((mon->owner && mon->owner->contr 2110 && ((mon->owner && mon->owner->contr
2340 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2111 && same_party (mon->owner->contr->party, op->contr->party))
2341#else
2342 && mon->owner == op 2112 || mon->owner == op)
2343#endif
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 { 2114 {
2346 /* 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 */
2347 if (op->contr->braced) 2116 if (op->contr->braced)
2348 return; 2117 return;
2118
2349 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);
2350 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2351 if (op->contr->tmp_invis || op->hide) 2121 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op); 2122 make_visible (op);
2123
2353 return; 2124 return;
2354 } 2125 }
2355 2126
2356 /* in certain circumstances, you shouldn't attack friendly 2127 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 2128 * creatures. Note that if you are braced, you can't push
2358 * 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
2359 * attack them either. 2130 * attack them either.
2360 */ 2131 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 2132 if ((mon->type == PLAYER || mon->enemy != op)
2362 (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))
2363#ifdef PROHIBIT_PLAYERKILL 2134 && ((op->contr->peaceful
2364 (op->contr->peaceful 2135 || (mon->type == PLAYER && mon->contr->peaceful))
2365 || (mon->type == PLAYER 2136 && !on_battleground))
2366 && mon->contr->
2367 peaceful)) &&
2368#else
2369 op->contr->peaceful &&
2370#endif
2371 !on_battleground))
2372 { 2137 {
2373 if (!op->contr->braced) 2138 if (!op->contr->braced)
2374 { 2139 {
2375 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);
2376 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2377 } 2142 }
2378 else 2143 else
2379 {
2380 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2381 } 2145
2382 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2147 make_visible (op);
2384 } 2148 }
2385 2149
2386 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2397 * 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
2398 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2399 * 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
2400 * 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.
2401 */ 2165 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((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)))
2405 { 2168 {
2406
2407 /* If the player hasn't hit something this tick, and does
2408 * so, give them speed boost based on weapon speed. Doing
2409 * it here is better than process_players2, which basically
2410 * incurred a 1 tick offset.
2411 */
2412 if (!op->contr->has_hit) 2169 if (!op->contr->has_hit)
2413 { 2170 {
2171 op->contr->has_hit = 1;
2414 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2415
2416 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2417 } 2173 }
2418 2174
2419 skill_attack (mon, op, 0, NULL, NULL); 2175 skill_attack (mon, op, 0, 0, 0);
2420 2176
2421 /* If attacking another player, that player gets automatic 2177 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either. 2178 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is 2179 * Disable hitback on the battleground or if the target is
2424 * the wiz. 2180 * the wiz.
2426 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))
2427 { 2183 {
2428 short luck = mon->stats.luck; 2184 short luck = mon->stats.luck;
2429 2185
2430 mon->contr->has_hit = 1; 2186 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL); 2187 skill_attack (op, mon, 0, 0, 0);
2432 mon->stats.luck = luck; 2188 mon->stats.luck = luck;
2433 } 2189 }
2190
2434 if (action_makes_visible (op)) 2191 if (action_makes_visible (op))
2435 make_visible (op); 2192 make_visible (op);
2436 } 2193 }
2437 } /* if player should attack something */ 2194 } /* if player should attack something */
2438} 2195}
2440int 2197int
2441move_player (object *op, int dir) 2198move_player (object *op, int dir)
2442{ 2199{
2443 int pick; 2200 int pick;
2444 2201
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2446 return 0; 2203 return 0;
2447 2204
2448 /* Sanity check: make sure dir is valid */ 2205 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2206 if ((dir < 0) || (dir >= 9))
2450 { 2207 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2208 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2209 return 0;
2453 } 2210 }
2454 2211
2455 /* peterm: added following line */ 2212 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2213 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2214 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2458 2215
2459 op->facing = dir; 2216 op->facing = dir;
2460 2217
2461 if (op->hide) 2218 if (op->hide)
2462 do_hidden_move (op); 2219 do_hidden_move (op);
2473 2230
2474 /* 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
2475 * server can handle repeat firing. 2232 * server can handle repeat firing.
2476 */ 2233 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2234 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2235 op->direction = dir;
2480 }
2481 else 2236 else
2482 {
2483 op->direction = 0; 2237 op->direction = 0;
2484 } 2238
2485 /* Update how the player looks. Use the facing, so direction may 2239 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2240 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2241 * for players.
2488 */ 2242 */
2489 animate_object (op, op->facing); 2243 animate_object (op, op->facing);
2498 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do.
2499 */ 2253 */
2500int 2254int
2501handle_newcs_player (object *op) 2255handle_newcs_player (object *op)
2502{ 2256{
2503 if (op->contr->hidden)
2504 {
2505 op->invisible = 1000;
2506 /* the socket code flashes the player visible/invisible
2507 * depending on the value of invisible, so we need to
2508 * alternate it here for it to work correctly.
2509 */
2510 if (pticks & 2)
2511 op->invisible--;
2512 }
2513 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514 {
2515 op->invisible--;
2516 if (!op->invisible)
2517 {
2518 make_visible (op);
2519 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2520 }
2521 }
2522
2523 if (QUERY_FLAG (op, FLAG_SCARED)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2524 { 2258 {
2525 flee_player (op); 2259 flee_player (op);
2260
2526 /* 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 */
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2262 if (op->flag [FLAG_SCARED])
2528 { 2263 {
2529 op->speed_left--; 2264 --op->speed_left;
2530 return 0; 2265 return 0;
2531 } 2266 }
2532 } 2267 }
2533
2534 /* I've been seeing crashes where the golem has been destroyed, but
2535 * the player object still points to the defunct golem. The code that
2536 * destroys the golem looks correct, and it doesn't always happen, so
2537 * put this in a a workaround to clean up the golem pointer.
2538 */
2539 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2540 op->contr->ranges[range_golem] = 0;
2541 2268
2542 /* 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
2543 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2271 * called, so we recheck it here.
2545 */ 2272 */
2546 HandleClient (op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2547 if (op->speed_left < 0)
2548 return 0; 2274 return 1;
2549 2275
2276 if (op->speed_left > 0.f)
2277 {
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 { 2279 {
2552 /* All move commands take 1 tick, at least for now */ 2280 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--; 2281 --op->speed_left;
2554 2282
2555 /* Instead of all the stuff below, let move_player take care 2283 /* Instead of all the stuff below, let move_player take care
2556 * 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
2557 * there, as well as the confusion stuff. 2285 * there, as well as the confusion stuff.
2558 */ 2286 */
2559 move_player (op, op->direction); 2287 move_player (op, op->direction);
2560 if (op->speed_left > 0) 2288
2561 return 1; 2289 return op->speed_left > 0.f;
2562 else 2290 }
2563 return 0;
2564 } 2291 }
2292
2565 return 0; 2293 return 0;
2566} 2294}
2567 2295
2568int 2296int
2569save_life (object *op) 2297save_life (object *op)
2570{ 2298{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2299 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2300 return 0;
2575 2301
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2302 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2304 {
2579 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);
2580 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));
2581 2307
2589 op->stats.hp = op->stats.maxhp; 2315 op->stats.hp = op->stats.maxhp;
2590 2316
2591 if (op->stats.food < 0) 2317 if (op->stats.food < 0)
2592 op->stats.food = 999; 2318 op->stats.food = 999;
2593 2319
2594 fix_player (op); 2320 op->update_stats ();
2595 return 1; 2321 return 1;
2596 } 2322 }
2323
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2324 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2325 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2326 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2327 return 0;
2601} 2328}
2606 * from. 2333 * from.
2607 */ 2334 */
2608void 2335void
2609remove_unpaid_objects (object *op, object *env) 2336remove_unpaid_objects (object *op, object *env)
2610{ 2337{
2611 object *next;
2612
2613 while (op) 2338 while (op)
2614 { 2339 {
2615 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' */
2616 * we remove object 'op' 2341
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID)) 2342 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 { 2343 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER) 2344 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count); 2345 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0); 2346
2347 op->insert_at (env);
2626 } 2348 }
2627 else if (op->inv) 2349 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env); 2350 remove_unpaid_objects (op->inv, env);
2351
2629 op = next; 2352 op = next;
2630 } 2353 }
2631} 2354}
2632
2633 2355
2634/* 2356/*
2635 * Returns pointer a static string containing gravestone text 2357 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what 2358 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the 2359 * actually uses this function. player.c may not be quite the
2648 strcpy (buf2, " R.I.P.\n\n"); 2370 strcpy (buf2, " R.I.P.\n\n");
2649 if (op->type == PLAYER) 2371 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2372 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651 else 2373 else
2652 sprintf (buf, "%s\n", &op->name); 2374 sprintf (buf, "%s\n", &op->name);
2375
2653 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2654 strcat (buf2, buf); 2377 strcat (buf2, buf);
2655 if (op->type == PLAYER) 2378 if (op->type == PLAYER)
2656 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);
2657 else 2380 else
2658 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
2659 strncat (buf2, " ", 20 - strlen (buf) / 2); 2383 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf); 2384 strcat (buf2, buf);
2661 if (op->type == PLAYER) 2385 if (op->type == PLAYER)
2662 { 2386 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer); 2387 sprintf (buf, "by %s.\n\n", op->contr->killer);
2664 strncat (buf2, " ", 21 - strlen (buf) / 2); 2388 strncat (buf2, " ", 21 - strlen (buf) / 2);
2665 strcat (buf2, buf); 2389 strcat (buf2, buf);
2666 } 2390 }
2391
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2392 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2394 strcat (buf2, buf);
2395
2670 return buf2; 2396 return buf2;
2671} 2397}
2672
2673
2674 2398
2675void 2399void
2676do_some_living (object *op) 2400do_some_living (object *op)
2677{ 2401{
2678 int last_food = op->stats.food; 2402 int last_food = op->stats.food;
2684 int rate_grace = 2000; 2408 int rate_grace = 2000;
2685 const int max_hp = 1; 2409 const int max_hp = 1;
2686 const int max_sp = 1; 2410 const int max_sp = 1;
2687 const int max_grace = 1; 2411 const int max_grace = 1;
2688 2412
2689 if (op->contr->outputs_sync) 2413 if (op->contr->hidden)
2690 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2693 flush_output_element (op, &op->contr->outputs[i]);
2694 } 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 }
2695 2431
2696 if (op->contr->state == ST_PLAYING) 2432 if (op->contr->ns->state == ST_PLAYING)
2697 { 2433 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2434 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2435 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2436 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2437 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2438 else
2704 { 2439 {
2705 gen_hp = op->stats.maxhp; 2440 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2441 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2442 }
2443
2708 if (op->contr->gen_sp >= 0) 2444 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2445 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2446 else
2711 { 2447 {
2712 gen_sp = op->stats.maxsp; 2448 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2449 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2450 }
2451
2715 if (op->contr->gen_grace >= 0) 2452 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2454 else
2718 { 2455 {
2719 gen_grace = op->stats.maxgrace; 2456 gen_grace = op->stats.maxgrace;
2720 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2721 } 2458 }
2722 2459
2723 /* Regenerate Spell Points */ 2460 /* Regenerate Spell Points */
2724 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2461 if (!op->contr->golem && --op->last_sp < 0)
2725 { 2462 {
2726 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);
2727 if (op->stats.sp < op->stats.maxsp) 2464 if (op->stats.sp < op->stats.maxsp)
2728 { 2465 {
2729 op->stats.sp++; 2466 op->stats.sp++;
2735 op->stats.food += op->contr->digestion; 2472 op->stats.food += op->contr->digestion;
2736 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))
2737 op->stats.food = last_food; 2474 op->stats.food = last_food;
2738 } 2475 }
2739 } 2476 }
2477
2740 if (max_sp > 1) 2478 if (max_sp > 1)
2741 { 2479 {
2742 over_sp = (gen_sp + 10) / rate_sp; 2480 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0) 2481 if (over_sp > 0)
2744 { 2482 {
2745 if (op->stats.sp < op->stats.maxsp) 2483 if (op->stats.sp < op->stats.maxsp)
2746 { 2484 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2748 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))
2749 op->stats.sp--; 2488 op->stats.sp--;
2489
2750 if (op->stats.sp > op->stats.maxsp) 2490 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp; 2491 op->stats.sp = op->stats.maxsp;
2752 } 2492 }
2753 op->last_sp = 0; 2493 op->last_sp = 0;
2754 } 2494 }
2755 else 2495 else
2756 {
2757 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);
2758 }
2759 } 2497 }
2760 else 2498 else
2761 {
2762 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);
2763 }
2764 } 2500 }
2765 2501
2766 /* Regenerate Grace */ 2502 /* Regenerate Grace */
2767 /* 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. */
2768 if (--op->last_grace < 0) 2504 if (--op->last_grace < 0)
2769 { 2505 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2506 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2507 op->stats.grace++; /* no penalty in food for regaining grace */
2508
2772 if (max_grace > 1) 2509 if (max_grace > 1)
2773 { 2510 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2511 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2512 if (over_grace > 0)
2776 { 2513 {
2804 op->stats.food += op->contr->digestion; 2541 op->stats.food += op->contr->digestion;
2805 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))
2806 op->stats.food = last_food; 2543 op->stats.food = last_food;
2807 } 2544 }
2808 } 2545 }
2546
2809 if (max_hp > 1) 2547 if (max_hp > 1)
2810 { 2548 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0) 2550 if (over_hp > 0)
2813 { 2551 {
2826 } 2564 }
2827 2565
2828 /* Digestion */ 2566 /* Digestion */
2829 if (--op->last_eat < 0) 2567 if (--op->last_eat < 0)
2830 { 2568 {
2831#ifdef COZY_SERVER
2832 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2833 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2834#else
2835 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;
2836#endif
2837 2570
2838 if (op->contr->gen_hp > 0) 2571 if (op->contr->gen_hp > 0)
2839 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);
2840 else 2573 else
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575
2842 /* dms do not consume food */ 2576 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2577 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2578 op->stats.food--;
2845 } 2579 }
2846 }
2847 2580
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2582 {
2850 object *tmp, *flesh = NULL; 2583 object *tmp, *flesh = 0;
2851 2584
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2585 for (tmp = op->inv; tmp; tmp = tmp->below)
2853 { 2586 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 {
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2857 { 2588 {
2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2590 {
2858 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.");
2859 manual_apply (op, tmp, 0); 2592 manual_apply (op, tmp, 0);
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2593 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2594 break;
2862 } 2595 }
2863 else if (tmp->type == FLESH) 2596 else if (tmp->type == FLESH)
2864 flesh = tmp; 2597 flesh = tmp;
2865 } /* End if paid for object */ 2598 } /* End if paid for object */
2866 } /* end of for loop */ 2599 } /* end of for loop */
2600
2867 /* 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
2868 * eat flesh instead. 2602 * eat flesh instead.
2869 */ 2603 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 { 2605 {
2872 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.");
2873 manual_apply (op, flesh, 0); 2607 manual_apply (op, flesh, 0);
2874 } 2608 }
2875 } /* end if player is starving */ 2609 }
2876 2610
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2611 while (op->stats.food < 0 && op->stats.hp >= 0)
2878 op->stats.food++, op->stats.hp--; 2612 op->stats.food++, op->stats.hp--;
2879 2613
2880 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))
2881 kill_player (op); 2615 kill_player (op);
2616 }
2882} 2617}
2883
2884
2885 2618
2886/* 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.
2887 * 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
2888 * permadeath, no lifesave), this will take care of removing the player 2621 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2622 * file.
2919 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!");
2920 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...");
2921 2654
2922 /* restore player */ 2655 /* restore player */
2923 at = archetype::find ("poisoning"); 2656 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op); 2657 if (object *tmp = present_arch_in_ob (at, op))
2925 if (tmp)
2926 { 2658 {
2927 tmp->destroy (); 2659 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 } 2661 }
2930 2662
2931 at = archetype::find ("confusion"); 2663 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op); 2664 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2665 {
2935 tmp->destroy (); 2666 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 } 2668 }
2938 2669
2940 op->stats.hp = op->stats.maxhp; 2671 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0) 2672 if (op->stats.food <= 0)
2942 op->stats.food = 999; 2673 op->stats.food = 999;
2943 2674
2944 /* create a bodypart-trophy to make the winner happy */ 2675 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2676 if (object *tmp = arch_to_object (archetype::find ("finger")))
2946 if (tmp != NULL)
2947 { 2677 {
2948 sprintf (buf, "%s's finger", &op->name); 2678 sprintf (buf, "%s's finger", &op->name);
2949 tmp->name = buf; 2679 tmp->name = buf;
2950 sprintf (buf, " This finger has been cut off %s\n" 2680 sprintf (buf, " This finger has been cut off %s\n"
2951 " 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",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953 tmp->msg = buf; 2683 tmp->msg = buf;
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2684 tmp->value = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2685 tmp->materialname = "organics";
2956 tmp->x = op->x, tmp->y = op->y; 2686 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 } 2687 }
2959 2688
2960 /* teleport defeated player to new destination */ 2689 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2690 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2691 op->contr->braced = 0;
2967 2696
2968 command_kill_pets (op, 0); 2697 command_kill_pets (op, 0);
2969 2698
2970 if (op->stats.food < 0) 2699 if (op->stats.food < 0)
2971 { 2700 {
2972 if (op->contr->explore)
2973 {
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2976 op->stats.food = 999;
2977 return;
2978 }
2979 sprintf (buf, "%s starved to death.", &op->name); 2701 sprintf (buf, "%s starved to death.", &op->name);
2980 strcpy (op->contr->killer, "starvation"); 2702 strcpy (op->contr->killer, "starvation");
2981 } 2703 }
2982 else 2704 else
2983 {
2984 if (op->contr->explore)
2985 {
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name); 2705 sprintf (buf, "%s died.", &op->name);
2992 } 2706
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2994 2708
2995 /* save the map location for corpse, gravestone */ 2709 /* save the map location for corpse, gravestone */
2996 x = op->x; 2710 x = op->x;
2997 y = op->y; 2711 y = op->y;
2998 map = op->map; 2712 map = op->map;
2999 2713
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to 2714 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * 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.
3005 * 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.
3006 */ 2717 */
3007 2718
3008 /* Basically two ways to go - remove a stat permanently, or just 2719 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect 2720 * make it depletion. This bunch of code deals with that aspect
3010 * of death. 2721 * of death.
3011 */ 2722 */
3012#ifndef COZY_SERVER 2723#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss) 2724 if (settings.balanced_stat_loss)
3014 { 2725 {
3015 /* If stat loss is permanent, lose one stat only. */ 2726 /* If stat loss is permanent, lose one stat only. */
3016 /* 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
3017 more if they do. */ 2728 more if they do. */
3018 /* Higher level characters can afford things such as potions of 2729 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that 2730 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */ 2731 little bit harder. */
3021 /* GD */ 2732 /* GD */
3022 if (settings.stat_loss_on_death) 2733 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2734 num_stats_lose = 1;
3024 else
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3026 }
3027 else 2735 else
3028 { 2736 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2737 }
2738 else
3029 num_stats_lose = 1; 2739 num_stats_lose = 1;
3030 } 2740
3031 lost_a_stat = 0; 2741 lost_a_stat = 0;
3032 2742
3033 for (z = 0; z < num_stats_lose; z++) 2743 for (z = 0; z < num_stats_lose; z++)
3034 { 2744 {
3035 i = RANDOM () % NUM_STATS; 2745 i = RANDOM () % NUM_STATS;
3036 2746
3037 if (settings.stat_loss_on_death) 2747 if (settings.stat_loss_on_death)
3038 { 2748 {
3039 /* 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
3040 * what he lost. 2750 * what he lost.
3041 */ 2751 */
3042 change_attr_value (&(op->stats), i, -1); 2752 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats)); 2753 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1); 2754 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats)); 2755 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2756 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 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);
3048 } 2770 }
3049 else 2771 lose_this_stat = 1;
2772 if (settings.balanced_stat_loss)
3050 { 2773 {
3051 /* deplete a stat */ 2774 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2775 /* Get the stat that we're about to deplete. */
3053 object *dep; 2776 this_stat = get_attr_value (&(dep->stats), i);
3054 2777 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2778 {
3058 dep = arch_to_object (deparch); 2779 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2780 int keep_chance = this_stat * this_stat;
3060 } 2781
3061 lose_this_stat = 1; 2782 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 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)
3068 { 2788 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2789 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2790 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2791 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2792 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2793 else
3103 if (this_stat >= -50)
3104 { 2794 {
3105 change_attr_value (&(dep->stats), i, -1); 2795 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 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"); */
3110 } 2800 }
3111 } 2801 }
3112 } 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 }
3113 } 2821 }
2822 }
2823 }
3114 /* If no stat lost, tell the player. */ 2824 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2825 if (!lost_a_stat)
3116 { 2826 {
3117 /* determine_god() seems to not work sometimes... why is this? 2827 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2828 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2829 const char *god = determine_god (op);
3120 2830
3121 if (god && (strcmp (god, "none"))) 2831 if (god && (strcmp (god, "none")))
3122 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);
3123 else 2833 else
3124 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.");
3125 } 2835 }
3126#else 2836#else
3127 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.");
3128#endif 2838#endif
3129 2839
3130 /* Put a gravestone up where the character 'almost' died. List the 2840 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2841 * exp loss on the stone.
3132 */ 2842 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2843 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name); 2844 sprintf (buf, "%s's gravestone", &op->name);
3135 tmp->name = buf; 2845 tmp->name = buf;
3136 sprintf (buf, "%s's gravestones", &op->name); 2846 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf; 2847 tmp->name_pl = buf;
3138 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);
3139 tmp->msg = buf; 2849 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2850 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2851 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2852
3143 /**************************************/ 2853 /**************************************/
3144 /* */ 2854 /* */
3145 /* Subtract the experience points, */ 2855 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */ 2856 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */ 2857 /* food, and reset HP's... */
3148 /* */ 2858 /* */
3149 /**************************************/ 2859 /**************************************/
3150 2860
3151 /* remove any poisoning and confusion the character may be suffering. */ 2861 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */ 2862 /* restore player */
3153 at = archetype::find ("poisoning"); 2863 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op); 2864 tmp = present_arch_in_ob (at, op);
3155 2865
3156 if (tmp) 2866 if (tmp)
3157 { 2867 {
3158 tmp->destroy (); 2868 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 } 2870 }
3161 2871
3162 at = archetype::find ("confusion"); 2872 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op); 2873 tmp = present_arch_in_ob (at, op);
3164 if (tmp) 2874 if (tmp)
3165 { 2875 {
3166 tmp->destroy (); 2876 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 } 2878 }
3169 2879
3170 cure_disease (op, 0); /* remove any disease */ 2880 cure_disease (op, 0); /* remove any disease */
3171 2881
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2882 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2883 apply_death_exp_penalty (op);
3174 if (op->stats.food < 100) 2884 if (op->stats.food < 100)
3175 op->stats.food = 900; 2885 op->stats.food = 900;
3176 op->stats.hp = op->stats.maxhp; 2886 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2889
3180 /* 2890 /*
3181 * 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
3182 * the player has any unpaid items. If so, remove them and put them back 2892 * and put them back in the map.
3183 * in the map. 2893 */
3184 */
3185
3186 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op); 2894 remove_unpaid_objects (op->inv, op);
3188 2895
3189 /****************************************/ 2896 /****************************************/
3190 /* */ 2897 /* */
3191 /* Move player to his current respawn- */ 2898 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2899 /* position (usually last savebed) */
3193 /* */ 2900 /* */
3194 /****************************************/ 2901 /****************************************/
3195 2902
3196 enter_player_savebed (op); 2903 enter_player_savebed (op);
3197 2904
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2905 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2906
3204 /* it is possible that the player has blown something up 2907 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2908 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2909 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2910 * on the space that might harm the player.
3208 */ 2911 */
3209 will_kill_again = 0; 2912 will_kill_again = 0;
3210 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)
3211 if (tmp->type == SPELL_EFFECT) 2914 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2915 will_kill_again |= tmp->attacktype;
3213 2916
3214 if (will_kill_again) 2917 if (will_kill_again)
3215 { 2918 {
3216 object *force; 2919 object *force;
3217 int at; 2920 int at;
3218 2921
3219 force = get_archetype (FORCE_NAME); 2922 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2923 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2924 force->speed = 0.1f;
3222 force->speed_left = -5.0; 2925 force->speed_left = -5.f;
3223 SET_FLAG (force, FLAG_APPLIED); 2926 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2927 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2928 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2929 force->resist[at] = 100;
3227 2930
3228 insert_ob_in_ob (force, op); 2931 insert_ob_in_ob (force, op);
3229 fix_player (op); 2932 op->update_stats ();
3230 2933
3231 } 2934 }
3232 2935
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2936 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2937}
3302
3303 2938
3304void 2939void
3305loot_object (object *op) 2940loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2941{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2942 object *tmp, *tmp2, *next;
3308 2943
3309 if (op->container) 2944 op->close_container (); /* close open sack first */
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container);
3312 }
3313 2945
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2946 for (tmp = op->inv; tmp; tmp = next)
3315 { 2947 {
3316 next = tmp->below; 2948 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2949
2950 if (tmp->invisible)
3318 continue; 2951 continue;
2952
3319 tmp->remove (); 2953 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 2954 tmp->x = op->x, tmp->y = op->y;
2955
3321 if (tmp->type == CONTAINER) 2956 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 2957 loot_object (tmp); /* empty container to ground */
3323 loot_object (tmp); 2958
3324 }
3325 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))))
3326 { 2960 {
3327 if (tmp->nrof > 1) 2961 if (tmp->nrof > 1)
3328 { 2962 {
3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3330 tmp2->destroy (); 2964 tmp2->destroy ();
3341/* 2975/*
3342 * fix_weight(): Check recursively the weight of all players, and fix 2976 * fix_weight(): Check recursively the weight of all players, and fix
3343 * 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
3344 * was changed. 2978 * was changed.
3345 */ 2979 */
3346
3347void 2980void
3348fix_weight (void) 2981fix_weight (void)
3349{ 2982{
3350 player *pl; 2983 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 2984 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355 2986
3356 if (old == sum) 2987 if (old == sum)
3357 continue; 2988 continue;
3358 fix_player (pl->ob); 2989 pl->ob->update_stats ();
3359 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);
3360 } 2991 }
3361} 2992}
3362 2993
3363void 2994void
3364fix_luck (void) 2995fix_luck (void)
3365{ 2996{
3366 player *pl; 2997 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 2998 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 2999 pl->ob->change_luck (0);
3371} 3000}
3372
3373 3001
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 3002/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 3003 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 3004 * just treat this as any other spell casting object.
3377 */ 3005 */
3378
3379void 3006void
3380cast_dust (object *op, object *throw_ob, int dir) 3007cast_dust (object *op, object *throw_ob, int dir)
3381{ 3008{
3382 object *skop, *spob; 3009 object *skop, *spob;
3383 3010
3417 if (op->type == PLAYER) 3044 if (op->type == PLAYER)
3418 { 3045 {
3419 op->contr->tmp_invis = 0; 3046 op->contr->tmp_invis = 0;
3420 op->contr->invis_race = 0; 3047 op->contr->invis_race = 0;
3421 } 3048 }
3049
3422 update_object (op, UP_OBJ_FACE); 3050 update_object (op, UP_OBJ_CHANGE);
3423} 3051}
3424 3052
3425int 3053int
3426is_true_undead (object *op) 3054is_true_undead (object *op)
3427{ 3055{
3428 object *tmp = NULL;
3429
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3431 return 1; 3057 return 1;
3432 3058
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 3059 return 0;
3439} 3060}
3440 3061
3441/* look at the surrounding terrain to determine 3062/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 3063 * the hideability of this object. Positive levels
3498 3119
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3500 3121
3501 /* 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! */
3502 if (op->type == PLAYER && op->contr->run_on) 3123 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 3124 if (!skop || num >= skop->level)
3505 { 3125 {
3506 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!");
3507 make_visible (op); 3127 make_visible (op);
3508 return; 3128 return;
3509 } 3129 }
3510 else 3130 else
3511 num += 20; 3131 num += 20;
3512 } 3132
3513 num += op->map->difficulty; 3133 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 3134 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 3135 num -= hide;
3136
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 3138 {
3518 make_visible (op); 3139 make_visible (op);
3519 if (op->type == PLAYER) 3140 if (op->type == PLAYER)
3520 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!");
3521 } 3142 }
3522 else if (op->type == PLAYER && skop) 3143 else if (op->type == PLAYER && skop)
3523 {
3524 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);
3525 }
3526} 3145}
3527 3146
3528/* determine if who is standing near a hostile creature. */ 3147/* determine if who is standing near a hostile creature. */
3529 3148
3530int 3149int
3557 if (mflags & P_OUT_OF_MAP) 3176 if (mflags & P_OUT_OF_MAP)
3558 continue; 3177 continue;
3559 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)))
3560 continue; 3179 continue;
3561 3180
3562 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)
3563 { 3182 {
3564 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))
3565 return 1; 3184 return 1;
3566 else if (tmp->type == PLAYER) 3185 else if (tmp->type == PLAYER)
3567 { 3186 {
3597 if (pl->type != PLAYER) 3216 if (pl->type != PLAYER)
3598 { 3217 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 3218 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 3219 return -1;
3601 } 3220 }
3221
3602 if (!pl || !op) 3222 if (!pl || !op)
3603 return 0; 3223 return 0;
3604 3224
3605 if (op->head)
3606 {
3607 op = op->head; 3225 op = op->head_ ();
3608 } 3226
3609 get_rangevector (pl, op, &rv, 0x1); 3227 get_rangevector (pl, op, &rv, 0x1);
3610 3228
3611 /* starting with the 'head' part, lets loop 3229 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 3230 * through the object and find if it has any
3613 * part that is in the los array but isnt on 3231 * part that is in the los array but isnt on
3621 3239
3622 /* only the viewable area the player sees is updated by LOS 3240 /* only the viewable area the player sees is updated by LOS
3623 * 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
3624 * for any meaningful values. 3242 * for any meaningful values.
3625 */ 3243 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3245 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3628 !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)])
3629 return 1; 3247 return 1;
3630 op = op->more; 3248 op = op->more;
3631 } 3249 }
3632 return 0; 3250 return 0;
3633} 3251}
3730 char buf[MAX_BUF]; /* tmp. string buffer */ 3348 char buf[MAX_BUF]; /* tmp. string buffer */
3731 int i = 0, j = 0; 3349 int i = 0, j = 0;
3732 3350
3733 /* get the appropriate treasurelist */ 3351 /* get the appropriate treasurelist */
3734 if (atnr == ATNR_FIRE) 3352 if (atnr == ATNR_FIRE)
3735 trlist = find_treasurelist ("dragon_ability_fire"); 3353 trlist = treasurelist::find ("dragon_ability_fire");
3736 else if (atnr == ATNR_COLD) 3354 else if (atnr == ATNR_COLD)
3737 trlist = find_treasurelist ("dragon_ability_cold"); 3355 trlist = treasurelist::find ("dragon_ability_cold");
3738 else if (atnr == ATNR_ELECTRICITY) 3356 else if (atnr == ATNR_ELECTRICITY)
3739 trlist = find_treasurelist ("dragon_ability_elec"); 3357 trlist = treasurelist::find ("dragon_ability_elec");
3740 else if (atnr == ATNR_POISON) 3358 else if (atnr == ATNR_POISON)
3741 trlist = find_treasurelist ("dragon_ability_poison"); 3359 trlist = treasurelist::find ("dragon_ability_poison");
3742 3360
3743 if (trlist == NULL || who->type != PLAYER) 3361 if (trlist == NULL || who->type != PLAYER)
3744 return; 3362 return;
3745 3363
3746 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++);
3747 3365
3748 if (tr == NULL || tr->item == NULL) 3366 if (!tr || !tr->item)
3749 { 3367 {
3750 /* 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]); */
3751 return; 3369 return;
3752 } 3370 }
3753 3371
3819 { 3437 {
3820 /* forces in the treasurelist can alter the player's stats */ 3438 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3439 object *skin;
3822 3440
3823 /* first get the dragon skin force */ 3441 /* first get the dragon skin force */
3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3824 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
3825 if (skin == NULL) 3446 if (!skin)
3826 return; 3447 return;
3827 3448
3828 /* adding new spellpath attunements */ 3449 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3451 {
3875 * not readied. 3496 * not readied.
3876 */ 3497 */
3877void 3498void
3878player_unready_range_ob (player *pl, object *ob) 3499player_unready_range_ob (player *pl, object *ob)
3879{ 3500{
3880 rangetype i; 3501 if (pl->ob->current_weapon == ob)
3502 pl->ob->current_weapon = 0;
3881 3503
3882 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3504 if (pl->combat_ob == ob)
3883 { 3505 pl->combat_ob = 0;
3506
3884 if (pl->ranges[i] == ob) 3507 if (pl->ranged_ob == ob)
3885 { 3508 pl->ranged_ob = 0;
3886 pl->ranges[i] = NULL;
3887 if (pl->shoottype == i)
3888 {
3889 pl->shoottype = range_none;
3890 }
3891 }
3892 }
3893} 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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