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Comparing deliantra/server/server/player.C (file contents):
Revision 1.34 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 37
79void 38void
80display_motd (const object *op) 39display_motd (const object *op)
81{ 40{
82 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
85 int comp; 44 int comp;
86 int size; 45 int size;
87 46
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 49 return;
92 } 50
93 motd[0] = '\0'; 51 motd[0] = '\0';
94 size = 0; 52 size = 0;
53
95 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
96 { 55 {
97 if (*buf == '#') 56 if (*buf == '#')
98 continue; 57 continue;
58
99 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 60 size += strlen (buf);
101 } 61 }
62
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
104} 65}
105 66
106void 67void
112 int comp; 73 int comp;
113 int size; 74 int size;
114 75
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 78 return;
119 } 79
120 rules[0] = '\0'; 80 rules[0] = '\0';
121 size = 0; 81 size = 0;
82
122 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
123 { 84 {
124 if (*buf == '#') 85 if (*buf == '#')
125 continue; 86 continue;
87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
127 { 89 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 91 break;
130 } 92 }
93
131 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 95 size += strlen (buf);
133 } 96 }
97
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
136} 100}
137 101
138void 102void
146 int size; 110 int size;
147 111
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 114 return;
115
151 news[0] = '\0'; 116 news[0] = '\0';
152 subject[0] = '\0'; 117 subject[0] = '\0';
153 size = 0; 118 size = 0;
119
154 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
155 { 121 {
156 if (*buf == '#') 122 if (*buf == '#')
157 continue; 123 continue;
124
158 if (*buf == '%') 125 if (*buf == '%')
159 { /* send one news */ 126 { /* send one news */
160 if (size > 0) 127 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
162 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
163 strip_endline (subject); 131 strip_endline (subject);
164 size = 0; 132 size = 0;
165 news[0] = '\0'; 133 news[0] = '\0';
166 } 134 }
175 size += strlen (buf); 143 size += strlen (buf);
176 } 144 }
177 } 145 }
178 146
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
182} 150}
183 151
184int 152float
185playername_ok (const char *cp) 153player::weapon_speed () const
186{ 154{
187 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 156}
308 157
309/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
310static void 159static void
311set_first_map (object *op) 160set_first_map (object *op)
312{ 161{
313 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
314 op->x = -1; 163 op->x = -1;
315 op->y = -1; 164 op->y = -1;
316 enter_exit (op, NULL);
317} 165}
318 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case WAND:
278 case ROD:
279 case HORN:
280 case BOW:
281 case SKILL_TOOL:
282 case WEAPON:
283 op->flag [FLAG_APPLIED] = false;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats ();
294
295 ns->floorbox_update ();
296 esrv_send_inventory (ob, ob);
297 esrv_add_spells (this, 0);
298
299 activate ();
300
301 send_rules (ob);
302 send_news (ob);
303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
306 INVOKE_PLAYER (LOGIN, this);
307}
308
309void
310player::disconnect ()
311{
312 if (ns)
313 {
314 if (active)
315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316
317 INVOKE_PLAYER (DISCONNECT, this);
318
319 ns->reset_stats ();
320 ns->pl = 0;
321 ns = 0;
322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
326
327 deactivate ();
328}
329
330// the need for this function can be explained
331// by load_object not returning the object
332void
333player::set_object (object *op)
334{
335 ob = op;
336 ob->contr = this; /* this aren't yet in archetype */
337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341}
342
343player::player ()
344{
345 /* There are some elements we want initialised to non zero value -
346 * we deal with that below this point.
347 */
348 outputs_sync = 4;
349 outputs_count = 4;
350 unapply = unapply_nochoice;
351
352 savebed_map = first_map_path; /* Init. respawn position */
353
354 gen_sp_armour = 10;
355 bowtype = bow_normal;
356 petmode = pet_normal;
357 listening = 10;
358 usekeys = containers;
359 peaceful = 1; /* default peaceful */
360 do_los = 1;
361}
362
363void
364player::do_destroy ()
365{
366 disconnect ();
367
368 attachable::do_destroy ();
369
370 if (ob)
371 {
372 ob->destroy_inv (false);
373 ob->destroy ();
374 }
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
319/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
321 * mode. 385 * mode.
322 */ 386 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 387player *
388player::create ()
389{
390 player *pl = new player;
328 391
329 p = get_player (NULL); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 393
333 if (p->socket.faces_sent == NULL) 394 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
335 397
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 398 set_first_map (pl->ob);
343 399
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 400 return pl;
352} 401}
353 402
354/* 403/*
355 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
365 { 414 {
366 if (at == NULL || at->next == NULL) 415 if (at == NULL || at->next == NULL)
367 at = first_archetype; 416 at = first_archetype;
368 else 417 else
369 at = at->next; 418 at = at->next;
419
370 if (at->clone.type == PLAYER) 420 if (at->clone.type == PLAYER)
371 return at; 421 return at;
422
372 if (at == start) 423 if (at == start)
373 { 424 {
374 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 426 exit (-1);
376 } 427 }
377 } 428 }
378} 429}
379 430
380
381object * 431object *
382get_nearest_player (object *mon) 432get_nearest_player (object *mon)
383{ 433{
384 object *op = NULL; 434 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 435 objectlink *ol;
387 unsigned lastdist; 436 unsigned lastdist;
388 rv_vector rv; 437 rv_vector rv;
389 438
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 440 {
392 /* We should not find free objects on this friendly list, but it 441 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 448 object *tmp = ol->ob;
400 449
401 /* Can't do much more other than log the fact, because the object 450 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared. 451 * itself will have been cleared.
403 */ 452 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
405 ol = ol->next; 455 ol = ol->next;
406 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
407 if (!ol) 457 if (!ol)
408 return op; 458 return op;
409 } 459 }
422 { 472 {
423 op = ol->ob; 473 op = ol->ob;
424 lastdist = rv.distance; 474 lastdist = rv.distance;
425 } 475 }
426 } 476 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 477
428 { 478 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 479 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 480 if (lastdist > rv.distance)
433 { 481 {
434 op = pl->ob; 482 op = pl->ob;
435 lastdist = rv.distance; 483 lastdist = rv.distance;
436 } 484 }
437 } 485
438 }
439#if 0 486#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 487 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 488#endif
442 return op; 489 return op;
443} 490}
461 * circling behaviour. Unfortunately, this function is also used to determined 508 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 509 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 510 * is probably not a good thing.
464 */ 511 */
465#define MAX_SPACES 50 512#define MAX_SPACES 50
466
467 513
468/* 514/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 516 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 517 * player and if path is blocked then see if blockage is close enough to player that
502 x = mon->x; 548 x = mon->x;
503 y = mon->y; 549 y = mon->y;
504 m = mon->map; 550 m = mon->map;
505 dir = rv.direction; 551 dir = rv.direction;
506 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 552 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
507 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 553 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
554
508 /* If we can't solve it within the search distance, return now. */ 555 /* If we can't solve it within the search distance, return now. */
509 if (diff > max) 556 if (diff > max)
510 return 0; 557 return 0;
558
511 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
512 { 560 {
513 lastx = x; 561 lastx = x;
514 lasty = y; 562 lasty = y;
515 lastmap = m; 563 lastmap = m;
597 max--; 645 max--;
598 lastdir = dir; 646 lastdir = dir;
599 if (!firstdir) 647 if (!firstdir)
600 firstdir = dir; 648 firstdir = dir;
601 } 649 }
650
602 if (diff <= 1) 651 if (diff <= 1)
603 { 652 {
604 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 654 * headed toward player for entire distance.
606 */ 655 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 658 }
659
610 if (diff > max) 660 if (diff > max)
611 return 0; 661 return 0;
612 } 662 }
663
613 /* If we reached the max, didn't find a direction in time */ 664 /* If we reached the max, didn't find a direction in time */
614 if (!max) 665 if (!max)
615 return 0; 666 return 0;
616 667
617 return firstdir; 668 return firstdir;
710 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
711 link_player_skills (pl); 762 link_player_skills (pl);
712} 763}
713 764
714void 765void
715get_name (object *op)
716{
717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
793 op->contr->state = ST_CONFIRM_PASSWORD;
794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
795}
796
797void
798get_party_password (object *op, partylist *party) 766get_party_password (object *op, partylist *party)
799{ 767{
800 if (party == NULL) 768 if (party == NULL)
801 { 769 {
802 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 770 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
803 return; 771 return;
804 } 772 }
773
805 op->contr->write_buf[0] = '\0'; 774 op->contr->write_buf[0] = '\0';
806 op->contr->state = ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
807 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
808 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 777 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
809} 778}
810
811 779
812/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 780/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
813int 781static int
814roll_stat (void) 782roll_stat (void)
815{ 783{
816 int a[4], i, j, k; 784 int a[4], i, j, k;
817 785
818 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
819 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
820 788
821 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
822 if (a[i] < k) 790 if (a[i] < k)
823 k = a[i], j = i; 791 k = a[i], j = i;
824 792
825 for (i = 0, k = 0; i < 4; i++) 793 for (i = 0, k = 0; i < 4; i++)
826 {
827 if (i != j) 794 if (i != j)
828 k += a[i]; 795 k += a[i];
829 } 796
830 return k; 797 return k;
831} 798}
832 799
833void 800void
834roll_stats (object *op) 801object::roll_stats ()
835{ 802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
836 int sum = 0; 807 int sum = 0;
837 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
838 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
839 810
840 do 811 if (sum >= 82 && sum <= 116)
812 break;
841 { 813 }
842 op->stats.Str = roll_stat ();
843 op->stats.Dex = roll_stat ();
844 op->stats.Int = roll_stat ();
845 op->stats.Con = roll_stat ();
846 op->stats.Wis = roll_stat ();
847 op->stats.Pow = roll_stat ();
848 op->stats.Cha = roll_stat ();
849 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
850 }
851 while (sum < 82 || sum > 116);
852 814
853 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
854 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
855 statsort[1] = op->stats.Dex;
856 statsort[2] = op->stats.Int;
857 statsort[3] = op->stats.Con;
858 statsort[4] = op->stats.Wis;
859 statsort[5] = op->stats.Pow;
860 statsort[6] = op->stats.Cha;
861 817
862 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
863 do 819 stats.stat (i) = statsort [i];
864 {
865 if (statsort[i] < statsort[i + 1])
866 {
867 j = statsort[i];
868 statsort[i] = statsort[i + 1];
869 statsort[i + 1] = j;
870 i = 0;
871 }
872 else
873 {
874 i++;
875 }
876 }
877 while (i < 6);
878 820
879 op->stats.Str = statsort[0];
880 op->stats.Dex = statsort[1];
881 op->stats.Con = statsort[2];
882 op->stats.Int = statsort[3];
883 op->stats.Wis = statsort[4];
884 op->stats.Pow = statsort[5];
885 op->stats.Cha = statsort[6];
886
887
888 op->contr->orig_stats.Str = op->stats.Str;
889 op->contr->orig_stats.Dex = op->stats.Dex;
890 op->contr->orig_stats.Int = op->stats.Int;
891 op->contr->orig_stats.Con = op->stats.Con;
892 op->contr->orig_stats.Wis = op->stats.Wis;
893 op->contr->orig_stats.Pow = op->stats.Pow;
894 op->contr->orig_stats.Cha = op->stats.Cha;
895
896 op->level = 1;
897 op->stats.exp = 0; 821 stats.exp = 0;
898 op->stats.ac = 0; 822 stats.ac = 0;
899 823
900 op->contr->levhp[1] = 9;
901 op->contr->levsp[1] = 6;
902 op->contr->levgrace[1] = 3;
903
904 fix_player (op);
905 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
906 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
907 op->stats.grace = op->stats.maxgrace; 826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
830 contr->levhp[1] = 9;
831 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3;
833
908 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
835 }
909} 836}
910 837
911void 838void
912Roll_Again (object *op) 839object::swap_stats (int a, int b)
913{ 840{
914 esrv_new_player (op->contr, 0); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
915 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
916 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
917}
918 842
919void 843 for (int i = 0; i < NUM_STATS; ++i)
920Swap_Stat (object *op, int Swap_Second) 844 stats.stat (i) = contr->orig_stats.stat (i);
845
846 //TODO: the following code looks so borked and should, at the very least,
847 // be merged with the similar code in roll_stats
848 stats.ac = 0;
849
850 level = 1;
851 stats.exp = 0;
852 stats.ac = 0;
853
854 stats.hp = stats.maxhp;
855 stats.sp = stats.maxsp;
856 stats.grace = stats.maxgrace;
857
858 if (contr)
859 {
860 contr->levhp[1] = 9;
861 contr->levsp[1] = 6;
862 contr->levgrace[1] = 3;
863
864 contr->orig_stats = stats;
865 }
866}
867
868static void
869start_info (object *op)
921{ 870{
922 signed char tmp;
923 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
924 872
925 if (op->contr->Swap_First == -1) 873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
928 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
930 return;
931 }
932
933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
934
935 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
936
937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
938
939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
940 new_draw_info (NDI_UNIQUE, 0, op, buf); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
941 op->stats.Str = op->contr->orig_stats.Str; 875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
942 op->stats.Dex = op->contr->orig_stats.Dex;
943 op->stats.Con = op->contr->orig_stats.Con;
944 op->stats.Int = op->contr->orig_stats.Int;
945 op->stats.Wis = op->contr->orig_stats.Wis;
946 op->stats.Pow = op->contr->orig_stats.Pow;
947 op->stats.Cha = op->contr->orig_stats.Cha;
948 op->stats.ac = 0;
949
950 op->level = 1;
951 op->stats.exp = 0;
952 op->stats.ac = 0;
953
954 op->contr->levhp[1] = 9;
955 op->contr->levsp[1] = 6;
956 op->contr->levgrace[1] = 3;
957
958 fix_player (op);
959 op->stats.hp = op->stats.maxhp;
960 op->stats.sp = op->stats.maxsp;
961 op->stats.grace = op->stats.maxgrace;
962 op->contr->orig_stats = op->stats;
963 op->contr->Swap_First = -1;
964}
965
966
967/* This code has been greatly reduced, because with set_attr_value
968 * and get_attr_value, the stats can be accessed just numeric
969 * ids. stat_trans is a table that translate the number entered
970 * into the actual stat. It is needed because the order the stats
971 * are displayed in the stat window is not the same as how
972 * the number's access that stat. The table does that translation.
973 */
974int
975key_roll_stat (object *op, char key)
976{
977 int keynum = key - '0';
978 char buf[MAX_BUF];
979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
980
981 if (keynum > 0 && keynum <= 7)
982 {
983 if (op->contr->Swap_First == -1)
984 {
985 op->contr->Swap_First = stat_trans[keynum];
986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
987 new_draw_info (NDI_UNIQUE, 0, op, buf); 876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
988 }
989 else
990 Swap_Stat (op, stat_trans[keynum]);
991
992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
993 return 1;
994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
1006
1007#if 0
1008 /* So that enter_exit will put us at startx/starty */
1009 op->x = -1;
1010
1011 enter_exit (op, NULL);
1012#endif
1013 SET_ANIMATION (op, 2); /* So player faces south */
1014 /* Enter exit adds a player otherwise */
1015 add_statbonus (op);
1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1018 op->contr->state = ST_CHANGE_CLASS;
1019 if (op->msg)
1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
1021 return 0;
1022 }
1023 case 'y':
1024 case 'Y':
1025 roll_stats (op);
1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1027 return 1;
1028
1029 case 'q':
1030 case 'Q':
1031 play_again (op);
1032 return 1;
1033
1034 default:
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1036 return 0;
1037 }
1038 return 0;
1039} 877}
1040 878
1041/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
1042 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
1043 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
1044 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
1045 * not the class. 883 * not the class.
1046 */ 884 */
1047 885void
1048int 886player::chargen_race_done ()
1049key_change_class (object *op, char key)
1050{ 887{
1051 int tmp_loop;
1052
1053 if (key == 'q' || key == 'Q')
1054 {
1055 op->remove ();
1056 play_again (op);
1057 return 0;
1058 }
1059 if (key == 'd' || key == 'D')
1060 {
1061 char buf[MAX_BUF];
1062
1063 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
1064 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1066 890
891 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl)
893 create_treasure (tl, ob, 0, 0, 0);
894
1067 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
1068 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
1069 897
1070 op->contr->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
1071 899
1072 if (op->msg) 900 if (ob->msg)
1073 op->msg = NULL; 901 ob->msg = 0;
1074 902
1075 /* We create this now because some of the unique maps will need it 903 /* We create this now because some of the unique maps will need it
1076 * to save here. 904 * to save here.
1077 */ 905 */
906 {
907 char buf[MAX_BUF];
1078 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1079 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
1080 911
1081#ifdef AUTOSAVE
1082 op->contr->last_save_tick = pticks;
1083#endif
1084 start_info (op); 912 start_info (ob);
1085 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
1086 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
1087 link_player_skills (op); 915 link_player_skills (ob);
1088 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
1089 fix_player (op); 917 ob->update_stats ();
1090 918
1091 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
1092 * is one for this race 920 * is one for this race
1093 */ 921 */
1094 if (*first_map_ext_path) 922 if (*first_map_ext_path)
1095 { 923 {
1096 object *tmp; 924 object *tmp;
1097 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
1098 926
1099 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1100 tmp = object::create (); 928 tmp = object::create ();
1101 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
1102 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
1103 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
1104 enter_exit (op, tmp); /* we don't really care if it succeeded; 932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1105 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
1106 * default initial map */ 934 * default initial map */
1107 tmp->destroy (); 935 tmp->destroy ();
1108 } 936 }
1109 else 937 else
1110 {
1111 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
1112 } 939}
1113 return 0;
1114 }
1115 940
941void
942player::chargen_race_next ()
943{
1116 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
1117 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
1118 */ 946 */
1119 947
1120 tmp_loop = 0; 948 do
1121 while (!tmp_loop)
1122 { 949 {
1123 shstr name = op->name; 950 shstr name = ob->name;
1124 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
1125 952
1126 remove_statbonus (op); 953 ob->remove_statbonus ();
1127 op->remove (); 954 ob->remove ();
1128 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
1129 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
1130 op->instantiate (); 957 ob->instantiate ();
1131 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
1132 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
1133 op->x = x; 960 ob->x = x;
1134 op->y = y; 961 ob->y = y;
1135 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
1136 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
1137 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
1138 add_statbonus (op); 965 ob->add_statbonus ();
1139 tmp_loop = allowed_class (op);
1140 } 966 }
967 while (!allowed_class (ob));
1141 968
1142 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
1143 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
1144 fix_player (op); 971 ob->update_stats ();
1145 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
1146 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
1147 op->stats.grace = 0; 974 ob->stats.grace = 0;
1148
1149 if (op->msg)
1150 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151
1152 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1153 return 0;
1154}
1155
1156int
1157key_confirm_quit (object *op, char key)
1158{
1159 char buf[MAX_BUF];
1160
1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 {
1163 op->contr->state = ST_PLAYING;
1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1165 return 1;
1166 }
1167
1168 INVOKE_PLAYER (LOGOUT, op->contr);
1169 INVOKE_PLAYER (QUIT, op->contr);
1170
1171 terminate_all_pets (op);
1172 leave_map (op);
1173 op->direction = 0;
1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1175
1176 strcpy (op->contr->killer, "quit");
1177 check_score (op);
1178 op->contr->party = NULL;
1179 if (settings.set_title == TRUE)
1180 op->contr->own_title[0] = '\0';
1181
1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1183 {
1184 maptile *mp, *next;
1185
1186 /* We need to hunt for any per player unique maps in memory and
1187 * get rid of them. The trailing slash in the path is intentional,
1188 * so that players named 'Ab' won't match against players 'Abe' pathname
1189 */
1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1191 for (mp = first_map; mp != NULL; mp = next)
1192 {
1193 next = mp->next;
1194 if (!strncmp (mp->path, buf, strlen (buf)))
1195 delete_map (mp);
1196 }
1197
1198 delete_character (op->name, 1);
1199 }
1200
1201 play_again (op);
1202 return 1;
1203} 975}
1204 976
1205void 977void
1206flee_player (object *op) 978flee_player (object *op)
1207{ 979{
1237 { 1009 {
1238 op->enemy = NULL; 1010 op->enemy = NULL;
1239 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1240 return; 1012 return;
1241 } 1013 }
1014
1242 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1243 1016
1244 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1245 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1246 { 1019 {
1247 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1248 1021
1249 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1250 {
1251 return; 1023 return;
1252 }
1253 } 1024 }
1025
1254 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1255 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1256 op->enemy = NULL; 1028 op->enemy = NULL;
1257} 1029}
1258 1030
1259
1260/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* check_pick sees if there is stuff to be picked up/picks up stuff.
1261 * IT returns 1 if the player should keep on moving, 0 if he should 1032 * It returns 1 if the player should keep on moving, 0 if he should
1262 * stop. 1033 * stop.
1263 */ 1034 */
1264int 1035int
1265check_pick (object *op) 1036check_pick (object *op)
1266{ 1037{
1267 object *tmp, *next; 1038 object *tmp, *next;
1268 int stop = 0; 1039 int stop = 0;
1269 int j, k, wvratio; 1040 int wvratio;
1270 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1271 1042
1272 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1273 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1274 return 1; 1045 return 1;
1275 1046
1344 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1345 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1346 else 1117 else
1347 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1348 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351 sprintf (putstring, "...flags: ");
1352 for (k = 0; k < 4; k++)
1353 {
1354 for (j = 0; j < 32; j++)
1355 {
1356 if ((tmp->flags[k] >> j) & 0x01)
1357 {
1358 sprintf (tmpstr, "%d ", k * 32 + j);
1359 strcat (putstring, tmpstr);
1360 }
1361 }
1362 }
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365#if 0
1366 /* print the flags too */
1367 for (k = 0; k < 4; k++)
1368 {
1369 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1370 for (j = 0; j < 32; j++)
1371 {
1372 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1373 if (!((j + 1) % 4))
1374 fprintf (stderr, " ");
1375 }
1376 fprintf (stderr, " [%d]\n", k * 32);
1377 }
1378#endif
1379 } 1122 }
1123
1380 /* philosophy: 1124 /* philosophy:
1381 * It's easy to grab an item type from a pile, as long as it's 1125 * It's easy to grab an item type from a pile, as long as it's
1382 * generic. This takes no game-time. For more detailed pickups 1126 * generic. This takes no game-time. For more detailed pickups
1383 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1384 * grab-as-you-run type mode that's really useful for arrows for 1128 * grab-as-you-run type mode that's really useful for arrows for
1385 * example. 1129 * example.
1386 * The drawback: right now it has no frontend, so you need to 1130 * The drawback: right now it has no frontend, so you need to
1387 * stick the bits you want into a calculator in hex mode and then 1131 * stick the bits you want into a calculator in hex mode and then
1388 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1639 * found object is returned. 1383 * found object is returned.
1640 */ 1384 */
1641object * 1385object *
1642find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1643{ 1387{
1644 object *tmp = NULL; 1388 object *tmp = 0;
1645 1389
1646 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1647 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1648 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1649 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1650 return op; 1394 return op;
1395
1651 return tmp; 1396 return tmp;
1652} 1397}
1653 1398
1654/* 1399/*
1655 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1656 * against the target. A full test is not performed, simply a basic test 1401 * against the target. A full test is not performed, simply a basic test
1657 * of resistances. The archer is making a quick guess at what he sees down 1402 * of resistances. The archer is making a quick guess at what he sees down
1658 * the hall. Failing that it does it's best to pick the highest plus arrow. 1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1659 */ 1404 */
1660
1661object * 1405object *
1662find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1663{ 1407{
1664 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1665 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1731 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1732 * op = the shooter 1476 * op = the shooter
1733 * type = bow->race 1477 * type = bow->race
1734 * dir = fire direction 1478 * dir = fire direction
1735 */ 1479 */
1736
1737object * 1480object *
1738pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1739{ 1482{
1740 object *tmp = NULL; 1483 object *tmp = NULL;
1741 maptile *m; 1484 maptile *m;
1806 */ 1549 */
1807int 1550int
1808fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1809{ 1552{
1810 object *left, *bow; 1553 object *left, *bow;
1811 int bowspeed, mflags; 1554 int mflags;
1812 maptile *m; 1555 maptile *m;
1813 1556
1814 if (!dir) 1557 if (!dir)
1815 { 1558 {
1816 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1817 return 0; 1560 return 0;
1818 } 1561 }
1819 if (op->type == PLAYER) 1562
1820 bow = op->contr->ranges[range_bow]; 1563 if (op->contr)
1564 bow = op->current_weapon;
1821 else 1565 else
1822 { 1566 {
1823 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1824 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* Don't check for applied - monsters don't apply bows - in that way, they
1825 * don't need to switch back and forth between bows and weapons. 1569 * don't need to switch back and forth between bows and weapons.
1830 if (!bow) 1574 if (!bow)
1831 { 1575 {
1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1833 return 0; 1577 return 0;
1834 } 1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1835 } 1587 }
1588
1836 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1837 { 1590 {
1838 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1839 return 0; 1592 return 0;
1840 } 1593 }
1841
1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1843
1844 /* penalize ROF for bestarrow */
1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1846 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1847 if (bowspeed < 1)
1848 bowspeed = 1;
1849 1594
1850 if (arrow == NULL) 1595 if (arrow == NULL)
1851 { 1596 {
1852 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1853 { 1598 {
1854 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1856 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1857 else 1602 else
1858 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1859 return 0; 1605 return 0;
1860 } 1606 }
1861 } 1607 }
1608
1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1863 if (mflags & P_OUT_OF_MAP) 1610 if (mflags & P_OUT_OF_MAP)
1864 {
1865 return 0; 1611 return 0;
1866 } 1612
1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 { 1614 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1615 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1870 return 0; 1616 return 0;
1871 } 1617 }
1877 return 0; 1623 return 0;
1878 } 1624 }
1879 1625
1880 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1881 arrow = get_split_ob (arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1882 if (arrow == NULL) 1628 if (!arrow)
1883 { 1629 {
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1630 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 return 0; 1631 return 0;
1886 } 1632 }
1633
1887 arrow->set_owner (op); 1634 arrow->set_owner (op);
1888 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1889
1890 arrow->direction = dir; 1636 arrow->direction = dir;
1891 arrow->x = sx; 1637
1892 arrow->y = sy; 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641
1642 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 if (player *pl = op->contr)
1646 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1666
1667 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1669 + bow->stats.dam / 7.0;
1670
1671 arrow->set_speed (max (arrow->speed, 2.0));
1672 arrow->speed_left = 0;
1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1893 1675
1894 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1895 { 1677 {
1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1897 fix_player (op);
1898 }
1899
1900 SET_ANIMATION (arrow, arrow->direction);
1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1902 arrow->stats.hp = arrow->stats.dam;
1903 arrow->stats.grace = arrow->attacktype;
1904 if (arrow->slaying != NULL)
1905 arrow->spellarg = strdup_local (arrow->slaying);
1906
1907 /* Note that this was different for monsters - they got their level
1908 * added to the damage. I think the strength bonus is more proper.
1909 */
1910
1911 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1912
1913 /* update the speed */
1914 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1915 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1916
1917 if (arrow->speed < 1.0)
1918 arrow->speed = 1.0;
1919 update_ob_speed (arrow);
1920 arrow->speed_left = 0;
1921
1922 if (op->type == PLAYER)
1923 {
1924 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1925 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1926 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1927
1928 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1679 wc -= dex_bonus[op->stats.Dex];
1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1929 } 1685 }
1930 else 1686 else
1931 { 1687 {
1932 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1933 arrow->level = op->level; 1688 arrow->level = op->level;
1934 } 1689 arrow->stats.wc -= bow->magic;
1935 1690
1936 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1937 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1938 1696
1939 if (bow->slaying != NULL) 1697 wc -= arrow->level;
1940 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1941 1699
1942 arrow->map = m; 1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1943 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1945 1703
1946 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1947 insert_ob_in_map (arrow, m, op, 0); 1705 m->insert (arrow, sx, sy, op);
1948 1706
1949 if (!arrow->destroyed ()) 1707 if (!arrow->destroyed ())
1950 move_arrow (arrow); 1708 move_arrow (arrow);
1951 1709
1952 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1972{ 1730{
1973 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1974 1732
1975 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1976 { 1734 {
1977 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1978 } 1736 }
1979 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1980 { 1738 {
1981 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1982 wcmod = -1; 1740 wcmod = -1;
1741
1983 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1984 } 1743 }
1985 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
1986 { 1745 {
1987 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1991 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1992 { 1751 {
1993 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1995 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1996
1997 } 1755 }
1998 else 1756 else
1999 { 1757 {
2000 /* Simple case */ 1758 /* Simple case */
2001 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2002 } 1760 }
1761
2003 return ret; 1762 return ret;
2004} 1763}
2005
2006 1764
2007/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
2008 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
2009 */ 1767 */
2010void 1768void
2011fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
2012{ 1770{
2013 object *item; 1771 object *item = op->contr->ranged_ob;
2014 1772
2015 if (!op->contr->ranges[range_misc]) 1773 if (!item)
2016 { 1774 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2018 return; 1776 return;
2019 } 1777 }
2020 1778
2021 item = op->contr->ranges[range_misc];
2022 if (!item->inv) 1779 if (!item->inv)
2023 { 1780 {
2024 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2025 return; 1782 return;
2026 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
2027 if (item->type == WAND) 1788 if (item->type == WAND)
2028 { 1789 {
2029 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
2030 { 1791 {
2031 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
2033 return; 1795 return;
2034 } 1796 }
2035 } 1797 }
2036 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2037 { 1799 {
2038 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2039 { 1801 {
2040 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
2041 if (item->type == ROD) 1804 if (item->type == ROD)
2042 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2043 else 1806 else
2044 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1808
2045 return; 1809 return;
2046 } 1810 }
2047 } 1811 }
2048 1812
2049 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
2057 1821
2058 if (item->arch) 1822 if (item->arch)
2059 { 1823 {
2060 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
2061 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
2062 item->speed = 0; 1826 item->set_speed (0);
2063 update_ob_speed (item);
2064 } 1827 }
1828
2065 if ((tmp = is_player_inv (item))) 1829 if ((tmp = item->in_player ()))
2066 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
2067 } 1831 }
2068 } 1832 }
2069 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
2070 {
2071 drain_rod_charge (item); 1834 drain_rod_charge (item);
2072 }
2073 } 1835 }
2074} 1836}
2075 1837
2076/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
2077 */ 1839 */
2082 1844
2083 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
2084 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
2085 make_visible (op); 1847 make_visible (op);
2086 1848
2087 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
2088 { 1852 {
2089 case range_none: 1853 control_golem (op->contr->golem, dir);
2090 return; 1854 return;
1855 }
2091 1856
2092 case range_bow: 1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type)
1866 {
1867 case BOW:
2093 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
2094 return; 1869 break;
2095 1870
2096 case range_magic: /* Casting spells */ 1871 case SPELL:
2097 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2098 return; 1873 break;
2099 1874
2100 case range_misc: 1875 case BUILDER:
1876 apply_map_builder (op, dir);
1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
1883 default:
2101 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2102 return; 1885 break;
2103
2104 case range_golem: /* Control summoned monsters from scrolls */
2105 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2106 {
2107 op->contr->ranges[range_golem] = 0;
2108 op->contr->shoottype = range_none;
2109 }
2110 else
2111 control_golem (op->contr->ranges[range_golem], dir);
2112 return;
2113
2114 case range_skill:
2115 if (!op->chosen_skill)
2116 {
2117 if (op->type == PLAYER)
2118 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2119 return;
2120 }
2121 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2122 return;
2123 case range_builder:
2124 apply_map_builder (op, dir);
2125 return;
2126 default:
2127 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2128 return;
2129 } 1886 }
2130} 1887}
2131
2132
2133 1888
2134/* find_key 1889/* find_key
2135 * We try to find a key for the door as passed. If we find a key 1890 * We try to find a key for the door as passed. If we find a key
2136 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
2137 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
2139 * pl is the player, 1894 * pl is the player,
2140 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
2141 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
2142 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
2143 */ 1898 */
2144
2145object * 1899object *
2146find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
2147{ 1901{
2148 object *tmp, *key; 1902 object *tmp, *key;
2149 1903
2150 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
2151 if (container->inv == NULL) 1905 if (!container->inv)
2152 return NULL; 1906 return 0;
2153 1907
2154 /* First, lets try to find a key in the top level inventory */ 1908 /* First, lets try to find a key in the top level inventory */
2155 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
2156 { 1910 {
2157 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
2158 break; 1912 break;
2159 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
2160 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
2161 */ 1915 */
2162 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2163 break; 1917 break;
2164 } 1918 }
1919
2165 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
2166 /* If we find and use a key in an inventory, return at that time. 1921 /* If we find and use a key in an inventory, return at that time.
2167 * otherwise, if we search all the inventories and still don't find 1922 * otherwise, if we search all the inventories and still don't find
2168 * a key, return 1923 * a key, return
2169 */ 1924 */
2170 if (!tmp) 1925 if (!tmp)
2171 { 1926 {
2172 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
2173 { 1928 {
2174 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
2175 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
2176 { 1931 {
2177 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
2178 return key; 1933 return key;
2179 } 1934 }
2180 } 1935 }
1936
2181 if (!tmp) 1937 if (!tmp)
2182 return NULL; 1938 return NULL;
2183 } 1939 }
1940
2184 /* We get down here if we have found a key. Now if its in a container, 1941 /* We get down here if we have found a key. Now if its in a container,
2185 * see if we actually want to use it 1942 * see if we actually want to use it
2186 */ 1943 */
2187 if (pl != container) 1944 if (pl != container)
2188 { 1945 {
2209 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2210 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2211 return NULL; 1968 return NULL;
2212 } 1969 }
2213 } 1970 }
1971
2214 return tmp; 1972 return tmp;
2215} 1973}
2216 1974
2217/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2218 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2220 * 0 otherwise 1978 * 0 otherwise
2221 */ 1979 */
2222static int 1980static int
2223player_attack_door (object *op, object *door) 1981player_attack_door (object *op, object *door)
2224{ 1982{
2225
2226 /* If its a door, try to find a use a key. If we do destroy the door, 1983 /* If its a door, try to find a use a key. If we do destroy the door,
2227 * might as well return immediately as there is nothing more to do - 1984 * might as well return immediately as there is nothing more to do -
2228 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
2229 */ 1986 */
2230 object *key = find_key (op, op, door); 1987 object *key = find_key (op, op, door);
2233 if (key) 1990 if (key)
2234 { 1991 {
2235 object *container = key->env; 1992 object *container = key->env;
2236 1993
2237 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995
2238 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2239 make_visible (op); 1997 make_visible (op);
1998
2240 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2241 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2242 if (door->type == DOOR) 2002 if (door->type == DOOR)
2243 {
2244 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2245 }
2246 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2247 { 2005 {
2248 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2249 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2250 } 2008 }
2009
2251 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2252 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2253 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2254 if (container != op) 2013 if (container != op)
2255 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2256 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2257 } 2017 }
2258 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2259 { 2019 {
2260 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2261 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2262 return 1; 2022 return 1;
2263 } 2023 }
2024
2264 return 0; 2025 return 0;
2265} 2026}
2266 2027
2267/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2268 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2269 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2270 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2271 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2272 */ 2033 */
2273
2274void 2034void
2275move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2276{ 2036{
2277 object *tmp, *mon; 2037 object *tmp, *mon;
2278 sint16 nx, ny;
2279 int on_battleground; 2038 int on_battleground;
2280 maptile *m; 2039 maptile *m;
2281 2040
2282 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2283 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2284 2043
2285 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2286 2045
2287 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2288 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2289 * want to be calling move_ob if braced, because move_ob will move the 2048 * want to be calling move_ob if braced, because move_ob will move the
2290 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2295 */ 2054 */
2296 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2297 { 2056 {
2298 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2299 { 2058 {
2300 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2301 if (!m) 2060 if (!m)
2302 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2303 } 2062 }
2304 else 2063 else
2305 m = op->map; 2064 m = op->map;
2306 2065
2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2308 {
2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2310 return; 2067 return;
2311 }
2312 2068
2313 mon = NULL; 2069 mon = 0;
2314 /* Go through all the objects, and find ones of interest. Only stop if 2070 /* Go through all the objects, and find ones of interest. Only stop if
2315 * we find a monster - that is something we know we want to attack. 2071 * we find a monster - that is something we know we want to attack.
2316 * if its a door or barrel (can roll) see if there may be monsters 2072 * if its a door or barrel (can roll) see if there may be monsters
2317 * on the space 2073 * on the space
2318 */ 2074 */
2319 while (tmp != NULL) 2075 while (tmp)
2320 { 2076 {
2321 if (tmp == op) 2077 if (tmp == op)
2322 { 2078 {
2323 tmp = tmp->above; 2079 tmp = tmp->above;
2324 continue; 2080 continue;
2334 mon = tmp; 2090 mon = tmp;
2335 2091
2336 tmp = tmp->above; 2092 tmp = tmp->above;
2337 } 2093 }
2338 2094
2339 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2340 return; /* into a wall */ 2096 return; /* into a wall */
2341 2097
2342 if (mon->head != NULL) 2098 if (mon->head)
2343 mon = mon->head; 2099 mon = mon->head;
2344 2100
2345 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2346 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2347 return; 2103 return;
2356 2112
2357 /* If the creature is a pet, push it even if the player is not 2113 /* If the creature is a pet, push it even if the player is not
2358 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2359 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2360 */ 2116 */
2361 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2362#if COZY_SERVER
2363 &&
2364 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2365 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2366#else
2367 && mon->owner == op 2120 || mon->owner == op)
2368#endif
2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2370 { 2122 {
2371 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2372 if (op->contr->braced) 2124 if (op->contr->braced)
2373 return; 2125 return;
2126
2374 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2375 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2376 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2377 make_visible (op); 2130 make_visible (op);
2131
2378 return; 2132 return;
2379 } 2133 }
2380 2134
2381 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2382 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2383 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2384 * attack them either. 2138 * attack them either.
2385 */ 2139 */
2386 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2387 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2388#ifdef PROHIBIT_PLAYERKILL 2142 && ((op->contr->peaceful
2389 (op->contr->peaceful 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2390 || (mon->type == PLAYER 2144 && !on_battleground))
2391 && mon->contr->
2392 peaceful)) &&
2393#else
2394 op->contr->peaceful &&
2395#endif
2396 !on_battleground))
2397 { 2145 {
2398 if (!op->contr->braced) 2146 if (!op->contr->braced)
2399 { 2147 {
2400 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2401 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2402 } 2150 }
2403 else 2151 else
2404 {
2405 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2406 } 2153
2407 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2155 make_visible (op);
2409 } 2156 }
2410 2157
2411 /* If the object is a boulder or other rollable object, then 2158 /* If the object is a boulder or other rollable object, then
2422 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2423 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2424 * 1) Not a player, 2) A player, but of a different party. Note 2171 * 1) Not a player, 2) A player, but of a different party. Note
2425 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2426 */ 2173 */
2427
2428 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2429 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2430 { 2176 {
2431
2432 /* If the player hasn't hit something this tick, and does
2433 * so, give them speed boost based on weapon speed. Doing
2434 * it here is better than process_players2, which basically
2435 * incurred a 1 tick offset.
2436 */
2437 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2438 { 2178 {
2179 op->contr->has_hit = 1;
2439 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2440
2441 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2442 } 2181 }
2443 2182
2444 skill_attack (mon, op, 0, NULL, NULL); 2183 skill_attack (mon, op, 0, 0, 0);
2445 2184
2446 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2447 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2448 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2449 * the wiz. 2188 * the wiz.
2451 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2452 { 2191 {
2453 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2454 2193
2455 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2456 skill_attack (op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2457 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2458 } 2197 }
2198
2459 if (action_makes_visible (op)) 2199 if (action_makes_visible (op))
2460 make_visible (op); 2200 make_visible (op);
2461 } 2201 }
2462 } /* if player should attack something */ 2202 } /* if player should attack something */
2463} 2203}
2465int 2205int
2466move_player (object *op, int dir) 2206move_player (object *op, int dir)
2467{ 2207{
2468 int pick; 2208 int pick;
2469 2209
2470 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2471 return 0; 2211 return 0;
2472 2212
2473 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2474 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2475 { 2215 {
2476 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2477 return 0; 2217 return 0;
2478 } 2218 }
2479 2219
2480 /* peterm: added following line */ 2220 /* peterm: added following line */
2481 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2482 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2483 2223
2484 op->facing = dir; 2224 op->facing = dir;
2485 2225
2486 if (op->hide) 2226 if (op->hide)
2487 do_hidden_move (op); 2227 do_hidden_move (op);
2498 2238
2499 /* Add special check for newcs players and fire on - this way, the 2239 /* Add special check for newcs players and fire on - this way, the
2500 * server can handle repeat firing. 2240 * server can handle repeat firing.
2501 */ 2241 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir; 2243 op->direction = dir;
2505 }
2506 else 2244 else
2507 {
2508 op->direction = 0; 2245 op->direction = 0;
2509 } 2246
2510 /* Update how the player looks. Use the facing, so direction may 2247 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities 2248 * get reset to zero. This allows for full animation capabilities
2512 * for players. 2249 * for players.
2513 */ 2250 */
2514 animate_object (op, op->facing); 2251 animate_object (op, op->facing);
2523 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2524 */ 2261 */
2525int 2262int
2526handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2527{ 2264{
2528 if (op->contr->hidden)
2529 {
2530 op->invisible = 1000;
2531 /* the socket code flashes the player visible/invisible
2532 * depending on the value of invisible, so we need to
2533 * alternate it here for it to work correctly.
2534 */
2535 if (pticks & 2)
2536 op->invisible--;
2537 }
2538 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2539 {
2540 op->invisible--;
2541 if (!op->invisible)
2542 {
2543 make_visible (op);
2544 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2545 }
2546 }
2547
2548 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2549 { 2266 {
2550 flee_player (op); 2267 flee_player (op);
2268
2551 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2552 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2553 { 2271 {
2554 op->speed_left--; 2272 --op->speed_left;
2555 return 0; 2273 return 0;
2556 } 2274 }
2557 } 2275 }
2558
2559 /* I've been seeing crashes where the golem has been destroyed, but
2560 * the player object still points to the defunct golem. The code that
2561 * destroys the golem looks correct, and it doesn't always happen, so
2562 * put this in a a workaround to clean up the golem pointer.
2563 */
2564 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2565 op->contr->ranges[range_golem] = 0;
2566 2276
2567 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2568 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2569 * called, so we recheck it here. 2279 * called, so we recheck it here.
2570 */ 2280 */
2571 HandleClient (&op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2572 if (op->speed_left < 0)
2573 return 0; 2282 return 1;
2574 2283
2284 if (op->speed_left > 0.f)
2285 {
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 { 2287 {
2577 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2578 op->speed_left--; 2289 --op->speed_left;
2579 2290
2580 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2581 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2582 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2583 */ 2294 */
2584 move_player (op, op->direction); 2295 move_player (op, op->direction);
2585 if (op->speed_left > 0) 2296
2586 return 1; 2297 return op->speed_left > 0.f;
2587 else 2298 }
2588 return 0;
2589 } 2299 }
2300
2590 return 0; 2301 return 0;
2591} 2302}
2592 2303
2593int 2304int
2594save_life (object *op) 2305save_life (object *op)
2595{ 2306{
2596 object *tmp;
2597
2598 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2599 return 0; 2308 return 0;
2600 2309
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603 { 2312 {
2604 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2605 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2606 2315
2614 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2615 2324
2616 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2617 op->stats.food = 999; 2326 op->stats.food = 999;
2618 2327
2619 fix_player (op); 2328 op->update_stats ();
2620 return 1; 2329 return 1;
2621 } 2330 }
2331
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2625 return 0; 2335 return 0;
2626} 2336}
2631 * from. 2341 * from.
2632 */ 2342 */
2633void 2343void
2634remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2635{ 2345{
2636 object *next;
2637
2638 while (op) 2346 while (op)
2639 { 2347 {
2640 next = op->below; /* Make sure we have a good value, in case 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2641 * we remove object 'op' 2349
2642 */
2643 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2644 { 2351 {
2645 op->remove ();
2646 op->x = env->x;
2647 op->y = env->y;
2648 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2649 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2650 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2651 } 2356 }
2652 else if (op->inv) 2357 else if (op->inv)
2653 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2359
2654 op = next; 2360 op = next;
2655 } 2361 }
2656} 2362}
2657
2658 2363
2659/* 2364/*
2660 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2661 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2662 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2673 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2674 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2676 else 2381 else
2677 sprintf (buf, "%s\n", &op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2678 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2679 strcat (buf2, buf); 2385 strcat (buf2, buf);
2680 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2681 sprintf (buf, "who was in level %d when killed\n", op->level); 2387 sprintf (buf, "who was in level %d when killed\n", op->level);
2682 else 2388 else
2683 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2392 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2393 if (op->type == PLAYER)
2687 { 2394 {
2688 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2689 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2397 strcat (buf2, buf);
2691 } 2398 }
2399
2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2693 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2695 return buf2; 2404 return buf2;
2696} 2405}
2697
2698
2699 2406
2700void 2407void
2701do_some_living (object *op) 2408do_some_living (object *op)
2702{ 2409{
2703 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2709 int rate_grace = 2000; 2416 int rate_grace = 2000;
2710 const int max_hp = 1; 2417 const int max_hp = 1;
2711 const int max_sp = 1; 2418 const int max_sp = 1;
2712 const int max_grace = 1; 2419 const int max_grace = 1;
2713 2420
2714 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2715 {
2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2717 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2718 flush_output_element (op, &op->contr->outputs[i]);
2719 } 2422 {
2423 op->invisible = 1000;
2424 /* the socket code flashes the player visible/invisible
2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2430 }
2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2432 {
2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2438 }
2720 2439
2721 if (op->contr->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2722 { 2441 {
2723
2724 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2725 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2726 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2728 else 2446 else
2729 { 2447 {
2730 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2732 } 2450 }
2451
2733 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2735 else 2454 else
2736 { 2455 {
2737 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2739 } 2458 }
2459
2740 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2742 else 2462 else
2743 { 2463 {
2744 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2745 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2746 } 2466 }
2747 2467
2748 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2749 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2750 { 2470 {
2751 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2752 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2753 { 2473 {
2754 op->stats.sp++; 2474 op->stats.sp++;
2760 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2761 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2762 op->stats.food = last_food; 2482 op->stats.food = last_food;
2763 } 2483 }
2764 } 2484 }
2485
2765 if (max_sp > 1) 2486 if (max_sp > 1)
2766 { 2487 {
2767 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0) 2489 if (over_sp > 0)
2769 { 2490 {
2770 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2771 { 2492 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2773 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2774 op->stats.sp--; 2496 op->stats.sp--;
2497
2775 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2777 } 2500 }
2778 op->last_sp = 0; 2501 op->last_sp = 0;
2779 } 2502 }
2780 else 2503 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2505 }
2785 else 2506 else
2786 {
2787 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2788 }
2789 } 2508 }
2790 2509
2791 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2792 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2793 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2794 { 2513 {
2795 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2796 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2797 if (max_grace > 1) 2517 if (max_grace > 1)
2798 { 2518 {
2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2800 if (over_grace > 0) 2520 if (over_grace > 0)
2801 { 2521 {
2829 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2830 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2831 op->stats.food = last_food; 2551 op->stats.food = last_food;
2832 } 2552 }
2833 } 2553 }
2554
2834 if (max_hp > 1) 2555 if (max_hp > 1)
2835 { 2556 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0) 2558 if (over_hp > 0)
2838 { 2559 {
2851 } 2572 }
2852 2573
2853 /* Digestion */ 2574 /* Digestion */
2854 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2855 { 2576 {
2856#ifdef COZY_SERVER
2857 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2858 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2859#else
2860 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2861#endif
2862 2578
2863 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2864 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2865 else 2581 else
2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2867 /* dms do not consume food */ 2584 /* dms do not consume food */
2868 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2869 op->stats.food--; 2586 op->stats.food--;
2870 } 2587 }
2871 }
2872 2588
2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2874 { 2590 {
2875 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2876 2592
2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2878 { 2594 {
2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 {
2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2882 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2883 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2884 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2885 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2886 break; 2602 break;
2887 } 2603 }
2888 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2889 flesh = tmp; 2605 flesh = tmp;
2890 } /* End if paid for object */ 2606 } /* End if paid for object */
2891 } /* end of for loop */ 2607 } /* end of for loop */
2608
2892 /* If player is still starving, it means they don't have any food, so 2609 /* If player is still starving, it means they don't have any food, so
2893 * eat flesh instead. 2610 * eat flesh instead.
2894 */ 2611 */
2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896 { 2613 {
2897 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2898 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2899 } 2616 }
2900 } /* end if player is starving */ 2617 }
2901 2618
2902 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2903 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2904 2621
2905 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2906 kill_player (op); 2623 kill_player (op);
2624 }
2907} 2625}
2908
2909
2910 2626
2911/* If the player should die (lack of hp, food, etc), we call this. 2627/* If the player should die (lack of hp, food, etc), we call this.
2912 * op is the player in jeopardy. If the player can not be saved (not 2628 * op is the player in jeopardy. If the player can not be saved (not
2913 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2914 * file. 2630 * file.
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2946 2662
2947 /* restore player */ 2663 /* restore player */
2948 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2949 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2666 {
2952 tmp->destroy (); 2667 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2669 }
2955 2670
2956 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2673 {
2960 tmp->destroy (); 2674 tmp->destroy ();
2961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2962 } 2676 }
2963 2677
2965 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2966 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2967 op->stats.food = 999; 2681 op->stats.food = 999;
2968 2682
2969 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2970 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2971 if (tmp != NULL)
2972 { 2685 {
2973 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2974 tmp->name = buf; 2687 tmp->name = buf;
2975 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2976 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
2977 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2978 tmp->msg = buf; 2691 tmp->msg = buf;
2979 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2980 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2981 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2982 insert_ob_in_map (tmp, op->map, op, 0);
2983 } 2695 }
2984 2696
2985 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2986 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2987 op->contr->braced = 0; 2699 op->contr->braced = 0;
2992 2704
2993 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2994 2706
2995 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
2996 { 2708 {
2997 if (op->contr->explore)
2998 {
2999 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3000 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3001 op->stats.food = 999;
3002 return;
3003 }
3004 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
3005 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
3006 } 2711 }
3007 else 2712 else
3008 {
3009 if (op->contr->explore)
3010 {
3011 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3012 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3013 op->stats.hp = op->stats.maxhp;
3014 return;
3015 }
3016 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
3017 } 2714
3018 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3019 2716
3020 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3021 x = op->x; 2718 x = op->x;
3022 y = op->y; 2719 y = op->y;
3023 map = op->map; 2720 map = op->map;
3024 2721
3025
3026 if (settings.not_permadeth == TRUE)
3027 {
3028 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3029 * life if they are dead - it takes some exp and a random stat. 2723 * life if they are dead - it takes some exp and a random stat.
3030 * See the config.h file for a little more in depth detail about this. 2724 * See the config.h file for a little more in depth detail about this.
3031 */ 2725 */
3032 2726
3033 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3034 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3035 * of death. 2729 * of death.
3036 */ 2730 */
3037#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3038 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3039 { 2733 {
3040 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3041 /* Lower level chars don't lose as many stats because they suffer 2735 /* Lower level chars don't lose as many stats because they suffer
3042 more if they do. */ 2736 more if they do. */
3043 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3044 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3045 little bit harder. */ 2739 little bit harder. */
3046 /* GD */ 2740 /* GD */
3047 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3048 num_stats_lose = 1; 2742 num_stats_lose = 1;
3049 else
3050 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3051 }
3052 else 2743 else
3053 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3054 num_stats_lose = 1; 2747 num_stats_lose = 1;
3055 } 2748
3056 lost_a_stat = 0; 2749 lost_a_stat = 0;
3057 2750
3058 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3059 { 2752 {
3060 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3061 2754
3062 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3063 { 2756 {
3064 /* Pick a random stat and take a point off it. Tell the player 2757 /* Pick a random stat and take a point off it. Tell the player
3065 * what he lost. 2758 * what he lost.
3066 */ 2759 */
3067 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3068 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3069 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3070 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3072 lost_a_stat = 1; 2765 lost_a_stat = 1;
2766 }
2767 else
2768 {
2769 /* deplete a stat */
2770 archetype *deparch = archetype::find ("depletion");
2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2775 {
2776 dep = arch_to_object (deparch);
2777 insert_ob_in_ob (dep, op);
3073 } 2778 }
3074 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3075 { 2781 {
3076 /* deplete a stat */ 2782 /* GD */
3077 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3078 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3079 2785 if (this_stat < 0)
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 { 2786 {
3083 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3084 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3085 } 2789
3086 lose_this_stat = 1; 2790 /* Yes, I am paranoid. Sue me. */
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
3091 this_stat = get_attr_value (&(dep->stats), i);
3092 if (this_stat < 0) 2791 if (keep_chance < 1)
2792 keep_chance = 1;
2793
2794 /* There is a maximum depletion total per level. */
2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3093 { 2796 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0; 2797 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */ 2799 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 } 2800 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 /* We could try to do something clever like find another
3123 * stat to reduce if this fails. But chances are, if
3124 * stats have been depleted to -50, all are pretty low
3125 * and should be roughly the same, so it shouldn't make a
3126 * difference.
3127 */ 2801 else
3128 if (this_stat >= -50)
3129 { 2802 {
3130 change_attr_value (&(dep->stats), i, -1); 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3131 SET_FLAG (dep, FLAG_APPLIED);
3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3133 fix_player (op);
3134 lost_a_stat = 1; 2804 lose_this_stat = 0;
2805 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806 this_stat, keep_chance, loss_chance,
2807 lose_this_stat?"LOSE":"KEEP"); */
3135 } 2808 }
3136 } 2809 }
3137 } 2810 }
2811
2812 if (lose_this_stat)
2813 {
2814 this_stat = get_attr_value (&(dep->stats), i);
2815 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low
2818 * and should be roughly the same, so it shouldn't make a
2819 * difference.
2820 */
2821 if (this_stat >= -50)
2822 {
2823 change_attr_value (&(dep->stats), i, -1);
2824 SET_FLAG (dep, FLAG_APPLIED);
2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2826 op->update_stats ();
2827 lost_a_stat = 1;
2828 }
3138 } 2829 }
2830 }
2831 }
3139 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3140 if (!lost_a_stat) 2833 if (!lost_a_stat)
3141 { 2834 {
3142 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3143 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3144 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3145 2838
3146 if (god && (strcmp (god, "none"))) 2839 if (god && (strcmp (god, "none")))
3147 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3148 else 2841 else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3150 } 2843 }
3151#else 2844#else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3153#endif 2846#endif
3154 2847
3155 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3156 * exp loss on the stone. 2849 * exp loss on the stone.
3157 */ 2850 */
3158 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3159 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3160 tmp->name = buf; 2853 tmp->name = buf;
3161 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3162 tmp->name_pl = buf; 2855 tmp->name_pl = buf;
3163 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); 2856 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);
3164 tmp->msg = buf; 2857 tmp->msg = buf;
3165 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3166 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3167 2860
3168 /**************************************/ 2861 /**************************************/
3169 /* */ 2862 /* */
3170 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3171 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3172 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3173 /* */ 2866 /* */
3174 /**************************************/ 2867 /**************************************/
3175 2868
3176 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3177 /* restore player */ 2870 /* restore player */
3178 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3179 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3180 2873
3181 if (tmp) 2874 if (tmp)
3182 { 2875 {
3183 tmp->destroy (); 2876 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3185 } 2878 }
3186 2879
3187 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3188 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3189 if (tmp) 2882 if (tmp)
3190 { 2883 {
3191 tmp->destroy (); 2884 tmp->destroy ();
3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3193 } 2886 }
3194 2887
3195 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3196 2889
3197 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3198 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3199 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3200 op->stats.food = 900; 2893 op->stats.food = 900;
3201 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3204 2897
3205 /* 2898 /*
3206 * Check to see if the player is in a shop. IF so, then check to see if 2899 * Check to see if the player has any unpaid items. If so, remove them
3207 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3208 * in the map. 2901 */
3209 */
3210
3211 if (is_in_shop (op))
3212 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3213 2903
3214 /****************************************/ 2904 /****************************************/
3215 /* */ 2905 /* */
3216 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3217 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3218 /* */ 2908 /* */
3219 /****************************************/ 2909 /****************************************/
3220 2910
3221 enter_player_savebed (op); 2911 enter_player_savebed (op);
3222 2912
3223 /* Save the player before inserting the force to reduce
3224 * chance of abuse.
3225 */
3226 op->contr->braced = 0; 2913 op->contr->braced = 0;
3227 save_player (op, 1);
3228 2914
3229 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3230 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3231 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3232 * on the space that might harm the player. 2918 * on the space that might harm the player.
3233 */ 2919 */
3234 will_kill_again = 0; 2920 will_kill_again = 0;
3235 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2921 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3236 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3237 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3238 2924
3239 if (will_kill_again) 2925 if (will_kill_again)
3240 { 2926 {
3241 object *force; 2927 object *force;
3242 int at; 2928 int at;
3243 2929
3244 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3245 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3246 force->speed = 0.1; 2932 force->speed = 0.1f;
3247 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3248 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3249 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3250 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3251 force->resist[at] = 100; 2937 force->resist[at] = 100;
3252 2938
3253 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3254 fix_player (op); 2940 op->update_stats ();
3255 2941
3256 } 2942 }
3257 2943
3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3259 return;
3260 } /* NOT_PERMADETH */
3261 else
3262 {
3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3264 * should probably be embedded in an else statement.
3265 */
3266
3267 op->contr->party = NULL;
3268 if (settings.set_title == TRUE)
3269 op->contr->own_title[0] = '\0';
3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3271 check_score (op);
3272
3273 if (op->contr->ranges[range_golem])
3274 {
3275 remove_friendly_object (op->contr->ranges[range_golem]);
3276 op->contr->ranges[range_golem]->destroy ();
3277 op->contr->ranges[range_golem] = 0;
3278 }
3279
3280 loot_object (op); /* Remove some of the items for good */
3281 op->remove ();
3282 op->direction = 0;
3283
3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
3286 delete_character (op->name, 0);
3287 if (settings.resurrection == TRUE)
3288 {
3289 /* save playerfile sans equipment when player dies
3290 ** then save it as player.pl.dead so that future resurrection
3291 ** type spells will work on them nicely
3292 */
3293 delete_character (op->name, 0);
3294 op->stats.hp = op->stats.maxhp;
3295 op->stats.food = 999;
3296
3297 /* set the location of where the person will reappear when */
3298 /* maybe resurrection code should fix map also */
3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
3300 if (op->map != NULL)
3301 op->map = NULL;
3302 op->x = settings.emergency_x;
3303 op->y = settings.emergency_y;
3304 save_player (op, 0);
3305 op->map = map;
3306 /* please see resurrection.c: peterm */
3307 dead_player (op);
3308 }
3309 else
3310 delete_character (op->name, 1);
3311 }
3312
3313 play_again (op);
3314
3315 /* peterm: added to create a corpse at deathsite. */
3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
3317 sprintf (buf, "%s", &op->name);
3318 tmp->name = tmp->name_pl = buf;
3319 tmp->level = op->level;
3320 tmp->x = x;
3321 tmp->y = y;
3322 tmp->msg = gravestone_text (op);
3323 SET_FLAG (tmp, FLAG_UNIQUE);
3324 insert_ob_in_map (tmp, map, NULL, 0);
3325 }
3326} 2945}
3327
3328 2946
3329void 2947void
3330loot_object (object *op) 2948loot_object (object *op)
3331{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3332 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3333 2951
3334 if (op->container) 2952 op->close_container (); /* close open sack first */
3335 { /* close open sack first */
3336 esrv_apply_container (op, op->container);
3337 }
3338 2953
3339 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3340 { 2955 {
3341 next = tmp->below; 2956 next = tmp->below;
3342 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3343 continue; 2959 continue;
2960
3344 tmp->remove (); 2961 tmp->remove ();
3345 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3346 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3347 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3348 loot_object (tmp); 2966
3349 }
3350 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3351 { 2968 {
3352 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3353 { 2970 {
3354 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3355 tmp2->destroy (); 2972 tmp2->destroy ();
3366/* 2983/*
3367 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3368 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3369 * was changed. 2986 * was changed.
3370 */ 2987 */
3371
3372void 2988void
3373fix_weight (void) 2989fix_weight (void)
3374{ 2990{
3375 player *pl; 2991 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 { 2992 {
3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3380 2994
3381 if (old == sum) 2995 if (old == sum)
3382 continue; 2996 continue;
3383 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3384 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3385 } 2999 }
3386} 3000}
3387 3001
3388void 3002void
3389fix_luck (void) 3003fix_luck (void)
3390{ 3004{
3391 player *pl; 3005 for_all_players (pl)
3392
3393 for (pl = first_player; pl != NULL; pl = pl->next)
3394 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3395 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3396} 3008}
3397
3398 3009
3399/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3400 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3401 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3402 */ 3013 */
3403
3404void 3014void
3405cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3406{ 3016{
3407 object *skop, *spob; 3017 object *skop, *spob;
3408 3018
3442 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3443 { 3053 {
3444 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3445 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3446 } 3056 }
3057
3447 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3448} 3059}
3449 3060
3450int 3061int
3451is_true_undead (object *op) 3062is_true_undead (object *op)
3452{ 3063{
3453 object *tmp = NULL;
3454
3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3456 return 1; 3065 return 1;
3457 3066
3458 if (op->type == PLAYER)
3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3463 return 0; 3067 return 0;
3464} 3068}
3465 3069
3466/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3467 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3523 3127
3524 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3525 3129
3526 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3527 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3528 {
3529 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3530 { 3133 {
3531 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3532 make_visible (op); 3135 make_visible (op);
3533 return; 3136 return;
3534 } 3137 }
3535 else 3138 else
3536 num += 20; 3139 num += 20;
3537 } 3140
3538 num += op->map->difficulty; 3141 num += op->map->difficulty;
3539 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3540 num -= hide; 3143 num -= hide;
3144
3541 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542 { 3146 {
3543 make_visible (op); 3147 make_visible (op);
3544 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3545 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3546 } 3150 }
3547 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3548 {
3549 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3550 }
3551} 3153}
3552 3154
3553/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3554 3156
3555int 3157int
3582 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3583 continue; 3185 continue;
3584 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3186 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3585 continue; 3187 continue;
3586 3188
3587 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3189 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3588 { 3190 {
3589 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3191 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3590 return 1; 3192 return 1;
3591 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3592 { 3194 {
3622 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3623 { 3225 {
3624 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3625 return -1; 3227 return -1;
3626 } 3228 }
3229
3627 if (!pl || !op) 3230 if (!pl || !op)
3628 return 0; 3231 return 0;
3629 3232
3630 if (op->head)
3631 {
3632 op = op->head; 3233 op = op->head_ ();
3633 } 3234
3634 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3635 3236
3636 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3637 * through the object and find if it has any 3238 * through the object and find if it has any
3638 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3646 3247
3647 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3648 * code, so we need to restrict ourselves to that range of values 3249 * code, so we need to restrict ourselves to that range of values
3649 * for any meaningful values. 3250 * for any meaningful values.
3650 */ 3251 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3653 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3654 return 1; 3255 return 1;
3655 op = op->more; 3256 op = op->more;
3656 } 3257 }
3657 return 0; 3258 return 0;
3658} 3259}
3755 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3756 int i = 0, j = 0; 3357 int i = 0, j = 0;
3757 3358
3758 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3759 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3760 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3761 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3762 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3763 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3764 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3765 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3766 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3767 3368
3768 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3769 return; 3370 return;
3770 3371
3771 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3772 3373
3773 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3774 { 3375 {
3775 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3776 return; 3377 return;
3777 } 3378 }
3778 3379
3844 { 3445 {
3845 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3846 object *skin; 3447 object *skin;
3847 3448
3848 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3849 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 ;
3453
3850 if (skin == NULL) 3454 if (!skin)
3851 return; 3455 return;
3852 3456
3853 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 { 3459 {
3900 * not readied. 3504 * not readied.
3901 */ 3505 */
3902void 3506void
3903player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3904{ 3508{
3905 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3906 3511
3907 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3908 { 3513 pl->combat_ob = 0;
3514
3909 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3910 { 3516 pl->ranged_ob = 0;
3911 pl->ranges[i] = NULL;
3912 if (pl->shoottype == i)
3913 {
3914 pl->shoottype = range_none;
3915 }
3916 }
3917 }
3918} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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