ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.35 by root, Thu Dec 14 00:01:35 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 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 398 set_first_map (pl->ob);
344 399
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 400 return pl;
353} 401}
354 402
355/* 403/*
356 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
366 { 414 {
367 if (at == NULL || at->next == NULL) 415 if (at == NULL || at->next == NULL)
368 at = first_archetype; 416 at = first_archetype;
369 else 417 else
370 at = at->next; 418 at = at->next;
419
371 if (at->clone.type == PLAYER) 420 if (at->clone.type == PLAYER)
372 return at; 421 return at;
422
373 if (at == start) 423 if (at == start)
374 { 424 {
375 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 426 exit (-1);
377 } 427 }
378 } 428 }
379} 429}
380 430
381
382object * 431object *
383get_nearest_player (object *mon) 432get_nearest_player (object *mon)
384{ 433{
385 object *op = NULL; 434 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 435 objectlink *ol;
388 unsigned lastdist; 436 unsigned lastdist;
389 rv_vector rv; 437 rv_vector rv;
390 438
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 440 {
393 /* 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
394 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 448 object *tmp = ol->ob;
401 449
402 /* 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
403 * itself will have been cleared. 451 * itself will have been cleared.
404 */ 452 */
405 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 ());
406 ol = ol->next; 455 ol = ol->next;
407 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
408 if (!ol) 457 if (!ol)
409 return op; 458 return op;
410 } 459 }
423 { 472 {
424 op = ol->ob; 473 op = ol->ob;
425 lastdist = rv.distance; 474 lastdist = rv.distance;
426 } 475 }
427 } 476 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 477
429 { 478 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 479 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 480 if (lastdist > rv.distance)
434 { 481 {
435 op = pl->ob; 482 op = pl->ob;
436 lastdist = rv.distance; 483 lastdist = rv.distance;
437 } 484 }
438 } 485
439 }
440#if 0 486#if 0
441 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)");
442#endif 488#endif
443 return op; 489 return op;
444} 490}
462 * circling behaviour. Unfortunately, this function is also used to determined 508 * circling behaviour. Unfortunately, this function is also used to determined
463 * if the creature should cast a spell, so returning a direction in that case 509 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 510 * is probably not a good thing.
465 */ 511 */
466#define MAX_SPACES 50 512#define MAX_SPACES 50
467
468 513
469/* 514/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * modified to verify there is a path to the player. Does this by stepping towards 516 * modified to verify there is a path to the player. Does this by stepping towards
472 * player and if path is blocked then see if blockage is close enough to player that 517 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 548 x = mon->x;
504 y = mon->y; 549 y = mon->y;
505 m = mon->map; 550 m = mon->map;
506 dir = rv.direction; 551 dir = rv.direction;
507 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 */
508 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
509 /* 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. */
510 if (diff > max) 556 if (diff > max)
511 return 0; 557 return 0;
558
512 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
513 { 560 {
514 lastx = x; 561 lastx = x;
515 lasty = y; 562 lasty = y;
516 lastmap = m; 563 lastmap = m;
598 max--; 645 max--;
599 lastdir = dir; 646 lastdir = dir;
600 if (!firstdir) 647 if (!firstdir)
601 firstdir = dir; 648 firstdir = dir;
602 } 649 }
650
603 if (diff <= 1) 651 if (diff <= 1)
604 { 652 {
605 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 654 * headed toward player for entire distance.
607 */ 655 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 658 }
659
611 if (diff > max) 660 if (diff > max)
612 return 0; 661 return 0;
613 } 662 }
663
614 /* 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 */
615 if (!max) 665 if (!max)
616 return 0; 666 return 0;
617 667
618 return firstdir; 668 return firstdir;
711 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
712 link_player_skills (pl); 762 link_player_skills (pl);
713} 763}
714 764
715void 765void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 766get_party_password (object *op, partylist *party)
800{ 767{
801 if (party == NULL) 768 if (party == NULL)
802 { 769 {
803 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);
804 return; 771 return;
805 } 772 }
773
806 op->contr->write_buf[0] = '\0'; 774 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
809 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:");
810} 778}
811
812 779
813/* 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. */
814int 781static int
815roll_stat (void) 782roll_stat (void)
816{ 783{
817 int a[4], i, j, k; 784 int a[4], i, j, k;
818 785
819 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
821 788
822 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 790 if (a[i] < k)
824 k = a[i], j = i; 791 k = a[i], j = i;
825 792
826 for (i = 0, k = 0; i < 4; i++) 793 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 794 if (i != j)
829 k += a[i]; 795 k += a[i];
830 } 796
831 return k; 797 return k;
832} 798}
833 799
834void 800void
835roll_stats (object *op) 801object::roll_stats ()
836{ 802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
837 int sum = 0; 807 int sum = 0;
838 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
840 810
841 do 811 if (sum >= 82 && sum <= 116)
812 break;
842 { 813 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 814
854 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 817
863 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
864 do 819 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 820
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 821 stats.exp = 0;
899 op->stats.ac = 0; 822 stats.ac = 0;
900 823
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
835 }
910} 836}
911 837
912void 838void
913Roll_Again (object *op) 839object::swap_stats (int a, int b)
914{ 840{
915 esrv_new_player (op->contr, 0); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 842
920void 843 for (int i = 0; i < NUM_STATS; ++i)
921Swap_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)
922{ 870{
923 signed char tmp;
924 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
925 872
926 if (op->contr->Swap_First == -1) 873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 877}
1041 878
1042/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
1046 * not the class. 883 * not the class.
1047 */ 884 */
1048 885void
1049int 886player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 887{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 890
891 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl)
893 create_treasure (tl, ob, 0, 0, 0);
894
1068 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
1070 897
1071 op->contr->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
1072 899
1073 if (op->msg) 900 if (ob->msg)
1074 op->msg = NULL; 901 ob->msg = 0;
1075 902
1076 /* 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
1077 * to save here. 904 * to save here.
1078 */ 905 */
906 {
907 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
1081 911
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 912 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 915 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
1090 fix_player (op); 917 ob->update_stats ();
1091 918
1092 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
1093 * is one for this race 920 * is one for this race
1094 */ 921 */
1095 if (*first_map_ext_path) 922 if (*first_map_ext_path)
1096 { 923 {
1097 object *tmp; 924 object *tmp;
1098 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
1099 926
1100 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);
1101 tmp = object::create (); 928 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
1105 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;
1106 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
1107 * default initial map */ 934 * default initial map */
1108 tmp->destroy (); 935 tmp->destroy ();
1109 } 936 }
1110 else 937 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 939}
1114 return 0;
1115 }
1116 940
941void
942player::chargen_race_next ()
943{
1117 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
1119 */ 946 */
1120 947
1121 tmp_loop = 0; 948 do
1122 while (!tmp_loop)
1123 { 949 {
1124 shstr name = op->name; 950 shstr name = ob->name;
1125 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
1126 952
1127 remove_statbonus (op); 953 ob->remove_statbonus ();
1128 op->remove (); 954 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
1130 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 957 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
1134 op->x = x; 960 ob->x = x;
1135 op->y = y; 961 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 965 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 966 }
967 while (!allowed_class (ob));
1142 968
1143 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 971 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 974 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 975}
1205 976
1206void 977void
1207flee_player (object *op) 978flee_player (object *op)
1208{ 979{
1238 { 1009 {
1239 op->enemy = NULL; 1010 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1012 return;
1242 } 1013 }
1014
1243 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1244 1016
1245 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1247 { 1019 {
1248 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1249 1021
1250 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)))
1251 {
1252 return; 1023 return;
1253 }
1254 } 1024 }
1025
1255 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1028 op->enemy = NULL;
1258} 1029}
1259 1030
1260
1261/* 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.
1262 * 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
1263 * stop. 1033 * stop.
1264 */ 1034 */
1265int 1035int
1266check_pick (object *op) 1036check_pick (object *op)
1267{ 1037{
1268 object *tmp, *next; 1038 object *tmp, *next;
1269 int stop = 0; 1039 int stop = 0;
1270 int j, k, wvratio; 1040 int wvratio;
1271 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1272 1042
1273 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1275 return 1; 1045 return 1;
1276 1046
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1117 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1122 }
1123
1381 /* philosophy: 1124 /* philosophy:
1382 * 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
1383 * generic. This takes no game-time. For more detailed pickups 1126 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1385 * 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
1386 * example. 1129 * example.
1387 * 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
1388 * 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
1389 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1640 * found object is returned. 1383 * found object is returned.
1641 */ 1384 */
1642object * 1385object *
1643find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1644{ 1387{
1645 object *tmp = NULL; 1388 object *tmp = 0;
1646 1389
1647 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1648 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))
1649 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1650 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1651 return op; 1394 return op;
1395
1652 return tmp; 1396 return tmp;
1653} 1397}
1654 1398
1655/* 1399/*
1656 * 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
1657 * 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
1658 * 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
1659 * 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.
1660 */ 1404 */
1661
1662object * 1405object *
1663find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1664{ 1407{
1665 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1666 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1732 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1733 * op = the shooter 1476 * op = the shooter
1734 * type = bow->race 1477 * type = bow->race
1735 * dir = fire direction 1478 * dir = fire direction
1736 */ 1479 */
1737
1738object * 1480object *
1739pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1740{ 1482{
1741 object *tmp = NULL; 1483 object *tmp = NULL;
1742 maptile *m; 1484 maptile *m;
1807 */ 1549 */
1808int 1550int
1809fire_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)
1810{ 1552{
1811 object *left, *bow; 1553 object *left, *bow;
1812 int bowspeed, mflags; 1554 int mflags;
1813 maptile *m; 1555 maptile *m;
1814 1556
1815 if (!dir) 1557 if (!dir)
1816 { 1558 {
1817 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!");
1818 return 0; 1560 return 0;
1819 } 1561 }
1820 if (op->type == PLAYER) 1562
1821 bow = op->contr->ranges[range_bow]; 1563 if (op->contr)
1564 bow = op->current_weapon;
1822 else 1565 else
1823 { 1566 {
1824 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1825 /* 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
1826 * 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.
1831 if (!bow) 1574 if (!bow)
1832 { 1575 {
1833 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1834 return 0; 1577 return 0;
1835 } 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
1836 } 1587 }
1588
1837 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1838 { 1590 {
1839 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);
1840 return 0; 1592 return 0;
1841 } 1593 }
1842
1843 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1844
1845 /* penalize ROF for bestarrow */
1846 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1847 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1848 if (bowspeed < 1)
1849 bowspeed = 1;
1850 1594
1851 if (arrow == NULL) 1595 if (arrow == NULL)
1852 { 1596 {
1853 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1854 { 1598 {
1855 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1856 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);
1857 /* 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 */
1858 else 1602 else
1859 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1860 return 0; 1605 return 0;
1861 } 1606 }
1862 } 1607 }
1608
1863 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1864 if (mflags & P_OUT_OF_MAP) 1610 if (mflags & P_OUT_OF_MAP)
1865 {
1866 return 0; 1611 return 0;
1867 } 1612
1868 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1869 { 1614 {
1870 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.");
1871 return 0; 1616 return 0;
1872 } 1617 }
1878 return 0; 1623 return 0;
1879 } 1624 }
1880 1625
1881 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1882 arrow = get_split_ob (arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1883 if (arrow == NULL) 1628 if (!arrow)
1884 { 1629 {
1885 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);
1886 return 0; 1631 return 0;
1887 } 1632 }
1633
1888 arrow->set_owner (op); 1634 arrow->set_owner (op);
1889 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1890
1891 arrow->direction = dir; 1636 arrow->direction = dir;
1892 arrow->x = sx; 1637
1893 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;
1894 1675
1895 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1896 { 1677 {
1897 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1898 fix_player (op);
1899 }
1900
1901 SET_ANIMATION (arrow, arrow->direction);
1902 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1903 arrow->stats.hp = arrow->stats.dam;
1904 arrow->stats.grace = arrow->attacktype;
1905 if (arrow->slaying != NULL)
1906 arrow->spellarg = strdup_local (arrow->slaying);
1907
1908 /* Note that this was different for monsters - they got their level
1909 * added to the damage. I think the strength bonus is more proper.
1910 */
1911
1912 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1913
1914 /* update the speed */
1915 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1916 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1917
1918 if (arrow->speed < 1.0)
1919 arrow->speed = 1.0;
1920 update_ob_speed (arrow);
1921 arrow->speed_left = 0;
1922
1923 if (op->type == PLAYER)
1924 {
1925 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1926 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1927 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1928
1929 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1930 } 1685 }
1931 else 1686 else
1932 { 1687 {
1933 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1934 arrow->level = op->level; 1688 arrow->level = op->level;
1935 } 1689 arrow->stats.wc -= bow->magic;
1936 1690
1937 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1938 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1939 1696
1940 if (bow->slaying != NULL) 1697 wc -= arrow->level;
1941 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1942 1699
1943 arrow->map = m; 1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1944 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1945 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1946 1703
1947 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);
1948 insert_ob_in_map (arrow, m, op, 0); 1705 m->insert (arrow, sx, sy, op);
1949 1706
1950 if (!arrow->destroyed ()) 1707 if (!arrow->destroyed ())
1951 move_arrow (arrow); 1708 move_arrow (arrow);
1952 1709
1953 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1973{ 1730{
1974 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1975 1732
1976 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1977 { 1734 {
1978 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);
1979 } 1736 }
1980 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)
1981 { 1738 {
1982 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1983 wcmod = -1; 1740 wcmod = -1;
1741
1984 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);
1985 } 1743 }
1986 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
1987 { 1745 {
1988 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);
1992 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1993 { 1751 {
1994 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);
1995 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);
1996 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);
1997
1998 } 1755 }
1999 else 1756 else
2000 { 1757 {
2001 /* Simple case */ 1758 /* Simple case */
2002 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);
2003 } 1760 }
1761
2004 return ret; 1762 return ret;
2005} 1763}
2006
2007 1764
2008/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
2009 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
2010 */ 1767 */
2011void 1768void
2012fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
2013{ 1770{
2014 object *item; 1771 object *item = op->contr->ranged_ob;
2015 1772
2016 if (!op->contr->ranges[range_misc]) 1773 if (!item)
2017 { 1774 {
2018 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.");
2019 return; 1776 return;
2020 } 1777 }
2021 1778
2022 item = op->contr->ranges[range_misc];
2023 if (!item->inv) 1779 if (!item->inv)
2024 { 1780 {
2025 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2026 return; 1782 return;
2027 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
2028 if (item->type == WAND) 1788 if (item->type == WAND)
2029 { 1789 {
2030 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
2031 { 1791 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2033 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
2034 return; 1795 return;
2035 } 1796 }
2036 } 1797 }
2037 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2038 { 1799 {
2039 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))
2040 { 1801 {
2041 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
2042 if (item->type == ROD) 1804 if (item->type == ROD)
2043 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2044 else 1806 else
2045 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
2046 return; 1809 return;
2047 } 1810 }
2048 } 1811 }
2049 1812
2050 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
2058 1821
2059 if (item->arch) 1822 if (item->arch)
2060 { 1823 {
2061 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
2062 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
2063 item->speed = 0; 1826 item->set_speed (0);
2064 update_ob_speed (item);
2065 } 1827 }
1828
2066 if ((tmp = is_player_inv (item))) 1829 if ((tmp = item->in_player ()))
2067 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
2068 } 1831 }
2069 } 1832 }
2070 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
2071 {
2072 drain_rod_charge (item); 1834 drain_rod_charge (item);
2073 }
2074 } 1835 }
2075} 1836}
2076 1837
2077/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
2078 */ 1839 */
2083 1844
2084 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
2085 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
2086 make_visible (op); 1847 make_visible (op);
2087 1848
2088 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
2089 { 1852 {
2090 case range_none: 1853 control_golem (op->contr->golem, dir);
2091 return; 1854 return;
1855 }
2092 1856
2093 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:
2094 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
2095 return; 1869 break;
2096 1870
2097 case range_magic: /* Casting spells */ 1871 case SPELL:
2098 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);
2099 return; 1873 break;
2100 1874
2101 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:
2102 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2103 return; 1885 break;
2104
2105 case range_golem: /* Control summoned monsters from scrolls */
2106 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2107 {
2108 op->contr->ranges[range_golem] = 0;
2109 op->contr->shoottype = range_none;
2110 }
2111 else
2112 control_golem (op->contr->ranges[range_golem], dir);
2113 return;
2114
2115 case range_skill:
2116 if (!op->chosen_skill)
2117 {
2118 if (op->type == PLAYER)
2119 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2120 return;
2121 }
2122 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2123 return;
2124 case range_builder:
2125 apply_map_builder (op, dir);
2126 return;
2127 default:
2128 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2129 return;
2130 } 1886 }
2131} 1887}
2132
2133
2134 1888
2135/* find_key 1889/* find_key
2136 * 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
2137 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
2138 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
2140 * pl is the player, 1894 * pl is the player,
2141 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
2142 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
2143 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
2144 */ 1898 */
2145
2146object * 1899object *
2147find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
2148{ 1901{
2149 object *tmp, *key; 1902 object *tmp, *key;
2150 1903
2151 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
2152 if (container->inv == NULL) 1905 if (!container->inv)
2153 return NULL; 1906 return 0;
2154 1907
2155 /* 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 */
2156 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
2157 { 1910 {
2158 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
2159 break; 1912 break;
2160 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
2161 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
2162 */ 1915 */
2163 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2164 break; 1917 break;
2165 } 1918 }
1919
2166 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
2167 /* 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.
2168 * 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
2169 * a key, return 1923 * a key, return
2170 */ 1924 */
2171 if (!tmp) 1925 if (!tmp)
2172 { 1926 {
2173 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
2174 { 1928 {
2175 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
2176 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
2177 { 1931 {
2178 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
2179 return key; 1933 return key;
2180 } 1934 }
2181 } 1935 }
1936
2182 if (!tmp) 1937 if (!tmp)
2183 return NULL; 1938 return NULL;
2184 } 1939 }
1940
2185 /* 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,
2186 * see if we actually want to use it 1942 * see if we actually want to use it
2187 */ 1943 */
2188 if (pl != container) 1944 if (pl != container)
2189 { 1945 {
2210 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2211 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2212 return NULL; 1968 return NULL;
2213 } 1969 }
2214 } 1970 }
1971
2215 return tmp; 1972 return tmp;
2216} 1973}
2217 1974
2218/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2219 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2221 * 0 otherwise 1978 * 0 otherwise
2222 */ 1979 */
2223static int 1980static int
2224player_attack_door (object *op, object *door) 1981player_attack_door (object *op, object *door)
2225{ 1982{
2226
2227 /* 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,
2228 * 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 -
2229 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
2230 */ 1986 */
2231 object *key = find_key (op, op, door); 1987 object *key = find_key (op, op, door);
2234 if (key) 1990 if (key)
2235 { 1991 {
2236 object *container = key->env; 1992 object *container = key->env;
2237 1993
2238 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
2239 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2240 make_visible (op); 1997 make_visible (op);
1998
2241 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2242 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2243 if (door->type == DOOR) 2002 if (door->type == DOOR)
2244 {
2245 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 */
2246 }
2247 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2248 { 2005 {
2249 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));
2250 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2251 } 2008 }
2009
2252 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2253 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2254 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2255 if (container != op) 2013 if (container != op)
2256 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2257 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2258 } 2017 }
2259 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2260 { 2019 {
2261 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2262 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2263 return 1; 2022 return 1;
2264 } 2023 }
2024
2265 return 0; 2025 return 0;
2266} 2026}
2267 2027
2268/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2269 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2270 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2271 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2272 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2273 */ 2033 */
2274
2275void 2034void
2276move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2277{ 2036{
2278 object *tmp, *mon; 2037 object *tmp, *mon;
2279 sint16 nx, ny;
2280 int on_battleground; 2038 int on_battleground;
2281 maptile *m; 2039 maptile *m;
2282 2040
2283 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2284 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2285 2043
2286 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2287 2045
2288 /* 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
2289 * 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
2290 * 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
2291 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2296 */ 2054 */
2297 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))
2298 { 2056 {
2299 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2300 { 2058 {
2301 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2302 if (!m) 2060 if (!m)
2303 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2304 } 2062 }
2305 else 2063 else
2306 m = op->map; 2064 m = op->map;
2307 2065
2308 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2309 {
2310 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2311 return; 2067 return;
2312 }
2313 2068
2314 mon = NULL; 2069 mon = 0;
2315 /* 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
2316 * 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.
2317 * 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
2318 * on the space 2073 * on the space
2319 */ 2074 */
2320 while (tmp != NULL) 2075 while (tmp)
2321 { 2076 {
2322 if (tmp == op) 2077 if (tmp == op)
2323 { 2078 {
2324 tmp = tmp->above; 2079 tmp = tmp->above;
2325 continue; 2080 continue;
2335 mon = tmp; 2090 mon = tmp;
2336 2091
2337 tmp = tmp->above; 2092 tmp = tmp->above;
2338 } 2093 }
2339 2094
2340 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2341 return; /* into a wall */ 2096 return; /* into a wall */
2342 2097
2343 if (mon->head != NULL) 2098 if (mon->head)
2344 mon = mon->head; 2099 mon = mon->head;
2345 2100
2346 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))
2347 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2348 return; 2103 return;
2357 2112
2358 /* 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
2359 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2360 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2361 */ 2116 */
2362 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2363#if COZY_SERVER
2364 &&
2365 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2366 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2367#else
2368 && mon->owner == op 2120 || mon->owner == op)
2369#endif
2370 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2371 { 2122 {
2372 /* 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 */
2373 if (op->contr->braced) 2124 if (op->contr->braced)
2374 return; 2125 return;
2126
2375 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);
2376 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2377 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2378 make_visible (op); 2130 make_visible (op);
2131
2379 return; 2132 return;
2380 } 2133 }
2381 2134
2382 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2383 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2384 * 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
2385 * attack them either. 2138 * attack them either.
2386 */ 2139 */
2387 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2388 (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))
2389#ifdef PROHIBIT_PLAYERKILL 2142 && ((op->contr->peaceful
2390 (op->contr->peaceful 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2391 || (mon->type == PLAYER 2144 && !on_battleground))
2392 && mon->contr->
2393 peaceful)) &&
2394#else
2395 op->contr->peaceful &&
2396#endif
2397 !on_battleground))
2398 { 2145 {
2399 if (!op->contr->braced) 2146 if (!op->contr->braced)
2400 { 2147 {
2401 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);
2402 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2403 } 2150 }
2404 else 2151 else
2405 {
2406 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2407 } 2153
2408 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2409 make_visible (op); 2155 make_visible (op);
2410 } 2156 }
2411 2157
2412 /* If the object is a boulder or other rollable object, then 2158 /* If the object is a boulder or other rollable object, then
2423 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2424 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2425 * 1) Not a player, 2) A player, but of a different party. Note 2171 * 1) Not a player, 2) A player, but of a different party. Note
2426 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2427 */ 2173 */
2428
2429 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2430 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2431 { 2176 {
2432
2433 /* If the player hasn't hit something this tick, and does
2434 * so, give them speed boost based on weapon speed. Doing
2435 * it here is better than process_players2, which basically
2436 * incurred a 1 tick offset.
2437 */
2438 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2439 { 2178 {
2179 op->contr->has_hit = 1;
2440 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2441
2442 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2443 } 2181 }
2444 2182
2445 skill_attack (mon, op, 0, NULL, NULL); 2183 skill_attack (mon, op, 0, 0, 0);
2446 2184
2447 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2448 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2449 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2450 * the wiz. 2188 * the wiz.
2452 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))
2453 { 2191 {
2454 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2455 2193
2456 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2457 skill_attack (op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2458 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2459 } 2197 }
2198
2460 if (action_makes_visible (op)) 2199 if (action_makes_visible (op))
2461 make_visible (op); 2200 make_visible (op);
2462 } 2201 }
2463 } /* if player should attack something */ 2202 } /* if player should attack something */
2464} 2203}
2466int 2205int
2467move_player (object *op, int dir) 2206move_player (object *op, int dir)
2468{ 2207{
2469 int pick; 2208 int pick;
2470 2209
2471 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2472 return 0; 2211 return 0;
2473 2212
2474 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2475 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2476 { 2215 {
2477 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2478 return 0; 2217 return 0;
2479 } 2218 }
2480 2219
2481 /* peterm: added following line */ 2220 /* peterm: added following line */
2482 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2483 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2484 2223
2485 op->facing = dir; 2224 op->facing = dir;
2486 2225
2487 if (op->hide) 2226 if (op->hide)
2488 do_hidden_move (op); 2227 do_hidden_move (op);
2499 2238
2500 /* 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
2501 * server can handle repeat firing. 2240 * server can handle repeat firing.
2502 */ 2241 */
2503 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2504 {
2505 op->direction = dir; 2243 op->direction = dir;
2506 }
2507 else 2244 else
2508 {
2509 op->direction = 0; 2245 op->direction = 0;
2510 } 2246
2511 /* Update how the player looks. Use the facing, so direction may 2247 /* Update how the player looks. Use the facing, so direction may
2512 * get reset to zero. This allows for full animation capabilities 2248 * get reset to zero. This allows for full animation capabilities
2513 * for players. 2249 * for players.
2514 */ 2250 */
2515 animate_object (op, op->facing); 2251 animate_object (op, op->facing);
2524 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2525 */ 2261 */
2526int 2262int
2527handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2528{ 2264{
2529 if (op->contr->hidden)
2530 {
2531 op->invisible = 1000;
2532 /* the socket code flashes the player visible/invisible
2533 * depending on the value of invisible, so we need to
2534 * alternate it here for it to work correctly.
2535 */
2536 if (pticks & 2)
2537 op->invisible--;
2538 }
2539 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2540 {
2541 op->invisible--;
2542 if (!op->invisible)
2543 {
2544 make_visible (op);
2545 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2546 }
2547 }
2548
2549 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2550 { 2266 {
2551 flee_player (op); 2267 flee_player (op);
2268
2552 /* 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 */
2553 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2554 { 2271 {
2555 op->speed_left--; 2272 --op->speed_left;
2556 return 0; 2273 return 0;
2557 } 2274 }
2558 } 2275 }
2559
2560 /* I've been seeing crashes where the golem has been destroyed, but
2561 * the player object still points to the defunct golem. The code that
2562 * destroys the golem looks correct, and it doesn't always happen, so
2563 * put this in a a workaround to clean up the golem pointer.
2564 */
2565 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2566 op->contr->ranges[range_golem] = 0;
2567 2276
2568 /* 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
2569 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2570 * called, so we recheck it here. 2279 * called, so we recheck it here.
2571 */ 2280 */
2572 HandleClient (&op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2573 if (op->speed_left < 0)
2574 return 0; 2282 return 1;
2575 2283
2284 if (op->speed_left > 0.f)
2285 {
2576 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2577 { 2287 {
2578 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2579 op->speed_left--; 2289 --op->speed_left;
2580 2290
2581 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2582 * 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
2583 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2584 */ 2294 */
2585 move_player (op, op->direction); 2295 move_player (op, op->direction);
2586 if (op->speed_left > 0) 2296
2587 return 1; 2297 return op->speed_left > 0.f;
2588 else 2298 }
2589 return 0;
2590 } 2299 }
2300
2591 return 0; 2301 return 0;
2592} 2302}
2593 2303
2594int 2304int
2595save_life (object *op) 2305save_life (object *op)
2596{ 2306{
2597 object *tmp;
2598
2599 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2600 return 0; 2308 return 0;
2601 2309
2602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2603 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2604 { 2312 {
2605 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);
2606 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));
2607 2315
2615 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2616 2324
2617 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2618 op->stats.food = 999; 2326 op->stats.food = 999;
2619 2327
2620 fix_player (op); 2328 op->update_stats ();
2621 return 1; 2329 return 1;
2622 } 2330 }
2331
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2335 return 0;
2627} 2336}
2632 * from. 2341 * from.
2633 */ 2342 */
2634void 2343void
2635remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2636{ 2345{
2637 object *next;
2638
2639 while (op) 2346 while (op)
2640 { 2347 {
2641 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' */
2642 * we remove object 'op' 2349
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2351 {
2646 op->remove ();
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2652 } 2356 }
2653 else if (op->inv) 2357 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2359
2655 op = next; 2360 op = next;
2656 } 2361 }
2657} 2362}
2658
2659 2363
2660/* 2364/*
2661 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2381 else
2678 sprintf (buf, "%s\n", &op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2385 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2682 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);
2683 else 2388 else
2684 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
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2392 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2393 if (op->type == PLAYER)
2688 { 2394 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2397 strcat (buf2, buf);
2692 } 2398 }
2399
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2696 return buf2; 2404 return buf2;
2697} 2405}
2698
2699
2700 2406
2701void 2407void
2702do_some_living (object *op) 2408do_some_living (object *op)
2703{ 2409{
2704 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2710 int rate_grace = 2000; 2416 int rate_grace = 2000;
2711 const int max_hp = 1; 2417 const int max_hp = 1;
2712 const int max_sp = 1; 2418 const int max_sp = 1;
2713 const int max_grace = 1; 2419 const int max_grace = 1;
2714 2420
2715 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2716 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]);
2720 } 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 }
2721 2439
2722 if (op->contr->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2723 { 2441 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2446 else
2730 { 2447 {
2731 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2450 }
2451
2734 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2454 else
2737 { 2455 {
2738 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2458 }
2459
2741 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2462 else
2744 { 2463 {
2745 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747 } 2466 }
2748 2467
2749 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2751 { 2470 {
2752 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);
2753 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2754 { 2473 {
2755 op->stats.sp++; 2474 op->stats.sp++;
2761 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2762 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))
2763 op->stats.food = last_food; 2482 op->stats.food = last_food;
2764 } 2483 }
2765 } 2484 }
2485
2766 if (max_sp > 1) 2486 if (max_sp > 1)
2767 { 2487 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2489 if (over_sp > 0)
2770 { 2490 {
2771 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2772 { 2492 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2774 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))
2775 op->stats.sp--; 2496 op->stats.sp--;
2497
2776 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2778 } 2500 }
2779 op->last_sp = 0; 2501 op->last_sp = 0;
2780 } 2502 }
2781 else 2503 else
2782 {
2783 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);
2784 }
2785 } 2505 }
2786 else 2506 else
2787 {
2788 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);
2789 }
2790 } 2508 }
2791 2509
2792 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2793 /* 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. */
2794 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2795 { 2513 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2798 if (max_grace > 1) 2517 if (max_grace > 1)
2799 { 2518 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2520 if (over_grace > 0)
2802 { 2521 {
2830 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2831 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))
2832 op->stats.food = last_food; 2551 op->stats.food = last_food;
2833 } 2552 }
2834 } 2553 }
2554
2835 if (max_hp > 1) 2555 if (max_hp > 1)
2836 { 2556 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2558 if (over_hp > 0)
2839 { 2559 {
2852 } 2572 }
2853 2573
2854 /* Digestion */ 2574 /* Digestion */
2855 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2856 { 2576 {
2857#ifdef COZY_SERVER
2858 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2859 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2860#else
2861 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2862#endif
2863 2578
2864 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2865 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);
2866 else 2581 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2868 /* dms do not consume food */ 2584 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2586 op->stats.food--;
2871 } 2587 }
2872 }
2873 2588
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2590 {
2876 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2877 2592
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2594 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2884 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.");
2885 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2602 break;
2888 } 2603 }
2889 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2890 flesh = tmp; 2605 flesh = tmp;
2891 } /* End if paid for object */ 2606 } /* End if paid for object */
2892 } /* end of for loop */ 2607 } /* end of for loop */
2608
2893 /* 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
2894 * eat flesh instead. 2610 * eat flesh instead.
2895 */ 2611 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2613 {
2898 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.");
2899 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2900 } 2616 }
2901 } /* end if player is starving */ 2617 }
2902 2618
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2905 2621
2906 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))
2907 kill_player (op); 2623 kill_player (op);
2624 }
2908} 2625}
2909
2910
2911 2626
2912/* 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.
2913 * 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
2914 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2630 * file.
2945 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!");
2946 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...");
2947 2662
2948 /* restore player */ 2663 /* restore player */
2949 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2666 {
2953 tmp->destroy (); 2667 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2955 } 2669 }
2956 2670
2957 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2958 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2959 if (tmp)
2960 { 2673 {
2961 tmp->destroy (); 2674 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2676 }
2964 2677
2966 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2681 op->stats.food = 999;
2969 2682
2970 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2685 {
2974 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2687 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2977 " 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",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2691 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2695 }
2985 2696
2986 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2699 op->contr->braced = 0;
2993 2704
2994 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2995 2706
2996 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
2997 { 2708 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
3007 } 2711 }
3008 else 2712 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
3018 } 2714
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2716
3021 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3022 x = op->x; 2718 x = op->x;
3023 y = op->y; 2719 y = op->y;
3024 map = op->map; 2720 map = op->map;
3025 2721
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * 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.
3031 * 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.
3032 */ 2725 */
3033 2726
3034 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2729 * of death.
3037 */ 2730 */
3038#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3040 { 2733 {
3041 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3042 /* 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
3043 more if they do. */ 2736 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2739 little bit harder. */
3047 /* GD */ 2740 /* GD */
3048 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2742 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2743 else
3054 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3055 num_stats_lose = 1; 2747 num_stats_lose = 1;
3056 } 2748
3057 lost_a_stat = 0; 2749 lost_a_stat = 0;
3058 2750
3059 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3060 { 2752 {
3061 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3062 2754
3063 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3064 { 2756 {
3065 /* 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
3066 * what he lost. 2758 * what he lost.
3067 */ 2759 */
3068 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 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);
3074 } 2778 }
3075 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3076 { 2781 {
3077 /* deplete a stat */ 2782 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3079 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3080 2785 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2786 {
3084 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3086 } 2789
3087 lose_this_stat = 1; 2790 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 if (this_stat < 0) 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)
3094 { 2796 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2797 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2799 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2800 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2801 else
3129 if (this_stat >= -50)
3130 { 2802 {
3131 change_attr_value (&(dep->stats), i, -1); 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 lost_a_stat = 1; 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"); */
3136 } 2808 }
3137 } 2809 }
3138 } 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 }
3139 } 2829 }
2830 }
2831 }
3140 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2833 if (!lost_a_stat)
3142 { 2834 {
3143 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3146 2838
3147 if (god && (strcmp (god, "none"))) 2839 if (god && (strcmp (god, "none")))
3148 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2841 else
3150 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.");
3151 } 2843 }
3152#else 2844#else
3153 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.");
3154#endif 2846#endif
3155 2847
3156 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2849 * exp loss on the stone.
3158 */ 2850 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2853 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2855 tmp->name_pl = buf;
3164 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3165 tmp->msg = buf; 2857 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2860
3169 /**************************************/ 2861 /**************************************/
3170 /* */ 2862 /* */
3171 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3174 /* */ 2866 /* */
3175 /**************************************/ 2867 /**************************************/
3176 2868
3177 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2870 /* restore player */
3179 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3181 2873
3182 if (tmp) 2874 if (tmp)
3183 { 2875 {
3184 tmp->destroy (); 2876 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2878 }
3187 2879
3188 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2882 if (tmp)
3191 { 2883 {
3192 tmp->destroy (); 2884 tmp->destroy ();
3193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3194 } 2886 }
3195 2887
3196 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3197 2889
3198 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3199 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3200 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3201 op->stats.food = 900; 2893 op->stats.food = 900;
3202 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3203 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3204 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3205 2897
3206 /* 2898 /*
3207 * 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
3208 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3209 * in the map. 2901 */
3210 */
3211
3212 if (is_in_shop (op))
3213 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3214 2903
3215 /****************************************/ 2904 /****************************************/
3216 /* */ 2905 /* */
3217 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3218 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3219 /* */ 2908 /* */
3220 /****************************************/ 2909 /****************************************/
3221 2910
3222 enter_player_savebed (op); 2911 enter_player_savebed (op);
3223 2912
3224 /* Save the player before inserting the force to reduce
3225 * chance of abuse.
3226 */
3227 op->contr->braced = 0; 2913 op->contr->braced = 0;
3228 save_player (op, 1);
3229 2914
3230 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3231 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3232 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3233 * on the space that might harm the player. 2918 * on the space that might harm the player.
3234 */ 2919 */
3235 will_kill_again = 0; 2920 will_kill_again = 0;
3236 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)
3237 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3238 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3239 2924
3240 if (will_kill_again) 2925 if (will_kill_again)
3241 { 2926 {
3242 object *force; 2927 object *force;
3243 int at; 2928 int at;
3244 2929
3245 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3246 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3247 force->speed = 0.1; 2932 force->speed = 0.1f;
3248 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3249 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3250 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3251 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3252 force->resist[at] = 100; 2937 force->resist[at] = 100;
3253 2938
3254 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3255 fix_player (op); 2940 op->update_stats ();
3256 2941
3257 } 2942 }
3258 2943
3259 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3260 return;
3261 } /* NOT_PERMADETH */
3262 else
3263 {
3264 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3265 * should probably be embedded in an else statement.
3266 */
3267
3268 op->contr->party = NULL;
3269 if (settings.set_title == TRUE)
3270 op->contr->own_title[0] = '\0';
3271 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3272 check_score (op);
3273
3274 if (op->contr->ranges[range_golem])
3275 {
3276 remove_friendly_object (op->contr->ranges[range_golem]);
3277 op->contr->ranges[range_golem]->destroy ();
3278 op->contr->ranges[range_golem] = 0;
3279 }
3280
3281 loot_object (op); /* Remove some of the items for good */
3282 op->remove ();
3283 op->direction = 0;
3284
3285 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3286 {
3287 delete_character (op->name, 0);
3288 if (settings.resurrection == TRUE)
3289 {
3290 /* save playerfile sans equipment when player dies
3291 ** then save it as player.pl.dead so that future resurrection
3292 ** type spells will work on them nicely
3293 */
3294 delete_character (op->name, 0);
3295 op->stats.hp = op->stats.maxhp;
3296 op->stats.food = 999;
3297
3298 /* set the location of where the person will reappear when */
3299 /* maybe resurrection code should fix map also */
3300 strcpy (op->contr->maplevel, settings.emergency_mapname);
3301 if (op->map != NULL)
3302 op->map = NULL;
3303 op->x = settings.emergency_x;
3304 op->y = settings.emergency_y;
3305 save_player (op, 0);
3306 op->map = map;
3307 /* please see resurrection.c: peterm */
3308 dead_player (op);
3309 }
3310 else
3311 delete_character (op->name, 1);
3312 }
3313
3314 play_again (op);
3315
3316 /* peterm: added to create a corpse at deathsite. */
3317 tmp = arch_to_object (archetype::find ("corpse_pl"));
3318 sprintf (buf, "%s", &op->name);
3319 tmp->name = tmp->name_pl = buf;
3320 tmp->level = op->level;
3321 tmp->x = x;
3322 tmp->y = y;
3323 tmp->msg = gravestone_text (op);
3324 SET_FLAG (tmp, FLAG_UNIQUE);
3325 insert_ob_in_map (tmp, map, NULL, 0);
3326 }
3327} 2945}
3328
3329 2946
3330void 2947void
3331loot_object (object *op) 2948loot_object (object *op)
3332{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3333 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3334 2951
3335 if (op->container) 2952 op->close_container (); /* close open sack first */
3336 { /* close open sack first */
3337 esrv_apply_container (op, op->container);
3338 }
3339 2953
3340 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3341 { 2955 {
3342 next = tmp->below; 2956 next = tmp->below;
3343 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3344 continue; 2959 continue;
2960
3345 tmp->remove (); 2961 tmp->remove ();
3346 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3347 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3348 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3349 loot_object (tmp); 2966
3350 }
3351 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))))
3352 { 2968 {
3353 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3354 { 2970 {
3355 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3356 tmp2->destroy (); 2972 tmp2->destroy ();
3367/* 2983/*
3368 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3369 * 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
3370 * was changed. 2986 * was changed.
3371 */ 2987 */
3372
3373void 2988void
3374fix_weight (void) 2989fix_weight (void)
3375{ 2990{
3376 player *pl; 2991 for_all_players (pl)
3377
3378 for (pl = first_player; pl != NULL; pl = pl->next)
3379 { 2992 {
3380 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3381 2994
3382 if (old == sum) 2995 if (old == sum)
3383 continue; 2996 continue;
3384 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3385 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);
3386 } 2999 }
3387} 3000}
3388 3001
3389void 3002void
3390fix_luck (void) 3003fix_luck (void)
3391{ 3004{
3392 player *pl; 3005 for_all_players (pl)
3393
3394 for (pl = first_player; pl != NULL; pl = pl->next)
3395 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3396 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3397} 3008}
3398
3399 3009
3400/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3401 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3402 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3403 */ 3013 */
3404
3405void 3014void
3406cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3407{ 3016{
3408 object *skop, *spob; 3017 object *skop, *spob;
3409 3018
3443 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3444 { 3053 {
3445 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3446 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3447 } 3056 }
3057
3448 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3449} 3059}
3450 3060
3451int 3061int
3452is_true_undead (object *op) 3062is_true_undead (object *op)
3453{ 3063{
3454 object *tmp = NULL;
3455
3456 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3457 return 1; 3065 return 1;
3458 3066
3459 if (op->type == PLAYER)
3460 for (tmp = op->inv; tmp; tmp = tmp->below)
3461 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3462 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3463 return 1;
3464 return 0; 3067 return 0;
3465} 3068}
3466 3069
3467/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3468 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3524 3127
3525 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3526 3129
3527 /* 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! */
3528 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3529 {
3530 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3531 { 3133 {
3532 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!");
3533 make_visible (op); 3135 make_visible (op);
3534 return; 3136 return;
3535 } 3137 }
3536 else 3138 else
3537 num += 20; 3139 num += 20;
3538 } 3140
3539 num += op->map->difficulty; 3141 num += op->map->difficulty;
3540 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3541 num -= hide; 3143 num -= hide;
3144
3542 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3543 { 3146 {
3544 make_visible (op); 3147 make_visible (op);
3545 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3546 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!");
3547 } 3150 }
3548 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3549 {
3550 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);
3551 }
3552} 3153}
3553 3154
3554/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3555 3156
3556int 3157int
3583 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3584 continue; 3185 continue;
3585 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)))
3586 continue; 3187 continue;
3587 3188
3588 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)
3589 { 3190 {
3590 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))
3591 return 1; 3192 return 1;
3592 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3593 { 3194 {
3623 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3624 { 3225 {
3625 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3626 return -1; 3227 return -1;
3627 } 3228 }
3229
3628 if (!pl || !op) 3230 if (!pl || !op)
3629 return 0; 3231 return 0;
3630 3232
3631 if (op->head)
3632 {
3633 op = op->head; 3233 op = op->head_ ();
3634 } 3234
3635 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3636 3236
3637 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3638 * through the object and find if it has any 3238 * through the object and find if it has any
3639 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3647 3247
3648 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3649 * 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
3650 * for any meaningful values. 3250 * for any meaningful values.
3651 */ 3251 */
3652 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3653 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3654 !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)])
3655 return 1; 3255 return 1;
3656 op = op->more; 3256 op = op->more;
3657 } 3257 }
3658 return 0; 3258 return 0;
3659} 3259}
3756 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3757 int i = 0, j = 0; 3357 int i = 0, j = 0;
3758 3358
3759 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3760 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3761 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3762 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3763 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3764 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3765 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3766 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3767 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3768 3368
3769 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3770 return; 3370 return;
3771 3371
3772 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++);
3773 3373
3774 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3775 { 3375 {
3776 /* 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]); */
3777 return; 3377 return;
3778 } 3378 }
3779 3379
3845 { 3445 {
3846 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3847 object *skin; 3447 object *skin;
3848 3448
3849 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3850 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 ;
3453
3851 if (skin == NULL) 3454 if (!skin)
3852 return; 3455 return;
3853 3456
3854 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3855 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3856 { 3459 {
3901 * not readied. 3504 * not readied.
3902 */ 3505 */
3903void 3506void
3904player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3905{ 3508{
3906 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3907 3511
3908 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3909 { 3513 pl->combat_ob = 0;
3514
3910 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3911 { 3516 pl->ranged_ob = 0;
3912 pl->ranges[i] = NULL;
3913 if (pl->shoottype == i)
3914 {
3915 pl->shoottype = range_none;
3916 }
3917 }
3918 }
3919} 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}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines