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 1.37 by root, Thu Dec 14 02:37:37 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 (client_socket * 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 890
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 891 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 892 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 893 create_treasure (tl, ob, 0, 0, 0);
1070 894
1071 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
1073 897
1074 op->contr->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
1075 899
1076 if (op->msg) 900 if (ob->msg)
1077 op->msg = NULL; 901 ob->msg = 0;
1078 902
1079 /* 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
1080 * to save here. 904 * to save here.
1081 */ 905 */
906 {
907 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
1084 911
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 912 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 915 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
1093 fix_player (op); 917 ob->update_stats ();
1094 918
1095 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
1096 * is one for this race 920 * is one for this race
1097 */ 921 */
1098 if (*first_map_ext_path) 922 if (*first_map_ext_path)
1099 { 923 {
1100 object *tmp; 924 object *tmp;
1101 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
1102 926
1103 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);
1104 tmp = object::create (); 928 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
1108 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;
1109 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
1110 * default initial map */ 934 * default initial map */
1111 tmp->destroy (); 935 tmp->destroy ();
1112 } 936 }
1113 else 937 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 939}
1117 return 0;
1118 }
1119 940
941void
942player::chargen_race_next ()
943{
1120 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
1122 */ 946 */
1123 947
1124 tmp_loop = 0; 948 do
1125 while (!tmp_loop)
1126 { 949 {
1127 shstr name = op->name; 950 shstr name = ob->name;
1128 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
1129 952
1130 remove_statbonus (op); 953 ob->remove_statbonus ();
1131 op->remove (); 954 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
1133 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 957 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
1137 op->x = x; 960 ob->x = x;
1138 op->y = y; 961 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 965 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 966 }
967 while (!allowed_class (ob));
1145 968
1146 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 971 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 974 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 975}
1208 976
1209void 977void
1210flee_player (object *op) 978flee_player (object *op)
1211{ 979{
1241 { 1009 {
1242 op->enemy = NULL; 1010 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1012 return;
1245 } 1013 }
1014
1246 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1247 1016
1248 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1250 { 1019 {
1251 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1252 1021
1253 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)))
1254 {
1255 return; 1023 return;
1256 }
1257 } 1024 }
1025
1258 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1028 op->enemy = NULL;
1261} 1029}
1262 1030
1263
1264/* 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.
1265 * 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
1266 * stop. 1033 * stop.
1267 */ 1034 */
1268int 1035int
1269check_pick (object *op) 1036check_pick (object *op)
1270{ 1037{
1271 object *tmp, *next; 1038 object *tmp, *next;
1272 int stop = 0; 1039 int stop = 0;
1273 int j, k, wvratio; 1040 int wvratio;
1274 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1275 1042
1276 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1278 return 1; 1045 return 1;
1279 1046
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &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))));
1350 else 1117 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &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
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1122 }
1123
1384 /* philosophy: 1124 /* philosophy:
1385 * 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
1386 * generic. This takes no game-time. For more detailed pickups 1126 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1388 * 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
1389 * example. 1129 * example.
1390 * 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
1391 * 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
1392 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1383 * found object is returned.
1644 */ 1384 */
1645object * 1385object *
1646find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1647{ 1387{
1648 object *tmp = NULL; 1388 object *tmp = 0;
1649 1389
1650 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1651 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))
1652 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1654 return op; 1394 return op;
1395
1655 return tmp; 1396 return tmp;
1656} 1397}
1657 1398
1658/* 1399/*
1659 * 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
1660 * 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
1661 * 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
1662 * 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.
1663 */ 1404 */
1664
1665object * 1405object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1407{
1668 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1735 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1476 * op = the shooter
1737 * type = bow->race 1477 * type = bow->race
1738 * dir = fire direction 1478 * dir = fire direction
1739 */ 1479 */
1740
1741object * 1480object *
1742pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1743{ 1482{
1744 object *tmp = NULL; 1483 object *tmp = NULL;
1745 maptile *m; 1484 maptile *m;
1810 */ 1549 */
1811int 1550int
1812fire_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)
1813{ 1552{
1814 object *left, *bow; 1553 object *left, *bow;
1815 int bowspeed, mflags; 1554 int mflags;
1816 maptile *m; 1555 maptile *m;
1817 1556
1818 if (!dir) 1557 if (!dir)
1819 { 1558 {
1820 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!");
1821 return 0; 1560 return 0;
1822 } 1561 }
1823 if (op->type == PLAYER) 1562
1824 bow = op->contr->ranges[range_bow]; 1563 if (op->contr)
1564 bow = op->current_weapon;
1825 else 1565 else
1826 { 1566 {
1827 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1828 /* 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
1829 * 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.
1834 if (!bow) 1574 if (!bow)
1835 { 1575 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1577 return 0;
1838 } 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
1839 } 1587 }
1588
1840 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1841 { 1590 {
1842 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);
1843 return 0; 1592 return 0;
1844 } 1593 }
1845
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847
1848 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851 if (bowspeed < 1)
1852 bowspeed = 1;
1853 1594
1854 if (arrow == NULL) 1595 if (arrow == NULL)
1855 { 1596 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1598 {
1858 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1859 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);
1860 /* 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 */
1861 else 1602 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1863 return 0; 1605 return 0;
1864 } 1606 }
1865 } 1607 }
1608
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1610 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1611 return 0;
1870 } 1612
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1614 {
1873 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.");
1874 return 0; 1616 return 0;
1875 } 1617 }
1881 return 0; 1623 return 0;
1882 } 1624 }
1883 1625
1884 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1628 if (!arrow)
1887 { 1629 {
1888 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);
1889 return 0; 1631 return 0;
1890 } 1632 }
1633
1891 arrow->set_owner (op); 1634 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1636 arrow->direction = dir;
1895 arrow->x = sx; 1637
1896 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;
1897 1675
1898 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1899 { 1677 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op);
1902 }
1903
1904 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying);
1910
1911 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper.
1913 */
1914
1915 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1916
1917 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1919 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920
1921 if (arrow->speed < 1.0)
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0;
1925
1926 if (op->type == PLAYER)
1927 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1930 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1931
1932 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;
1933 } 1685 }
1934 else 1686 else
1935 { 1687 {
1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937 arrow->level = op->level; 1688 arrow->level = op->level;
1938 } 1689 arrow->stats.wc -= bow->magic;
1939 1690
1940 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1941 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1942 1696
1943 if (bow->slaying != NULL) 1697 wc -= arrow->level;
1944 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1945 1699
1946 arrow->map = m; 1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1947 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1703
1950 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);
1951 insert_ob_in_map (arrow, m, op, 0); 1705 m->insert (arrow, sx, sy, op);
1952 1706
1953 if (!arrow->destroyed ()) 1707 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1708 move_arrow (arrow);
1955 1709
1956 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1976{ 1730{
1977 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1978 1732
1979 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1980 { 1734 {
1981 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);
1982 } 1736 }
1983 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)
1984 { 1738 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1740 wcmod = -1;
1741
1987 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);
1988 } 1743 }
1989 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
1990 { 1745 {
1991 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);
1995 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1996 { 1751 {
1997 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);
1998 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);
1999 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);
2000
2001 } 1755 }
2002 else 1756 else
2003 { 1757 {
2004 /* Simple case */ 1758 /* Simple case */
2005 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);
2006 } 1760 }
1761
2007 return ret; 1762 return ret;
2008} 1763}
2009
2010 1764
2011/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
2012 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
2013 */ 1767 */
2014void 1768void
2015fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
2016{ 1770{
2017 object *item; 1771 object *item = op->contr->ranged_ob;
2018 1772
2019 if (!op->contr->ranges[range_misc]) 1773 if (!item)
2020 { 1774 {
2021 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.");
2022 return; 1776 return;
2023 } 1777 }
2024 1778
2025 item = op->contr->ranges[range_misc];
2026 if (!item->inv) 1779 if (!item->inv)
2027 { 1780 {
2028 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029 return; 1782 return;
2030 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
2031 if (item->type == WAND) 1788 if (item->type == WAND)
2032 { 1789 {
2033 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
2034 { 1791 {
2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2036 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
2037 return; 1795 return;
2038 } 1796 }
2039 } 1797 }
2040 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2041 { 1799 {
2042 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))
2043 { 1801 {
2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
2045 if (item->type == ROD) 1804 if (item->type == ROD)
2046 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));
2047 else 1806 else
2048 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
2049 return; 1809 return;
2050 } 1810 }
2051 } 1811 }
2052 1812
2053 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
2061 1821
2062 if (item->arch) 1822 if (item->arch)
2063 { 1823 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
2066 item->speed = 0; 1826 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1827 }
1828
2069 if ((tmp = is_player_inv (item))) 1829 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1831 }
2072 } 1832 }
2073 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1834 drain_rod_charge (item);
2076 }
2077 } 1835 }
2078} 1836}
2079 1837
2080/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
2081 */ 1839 */
2086 1844
2087 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
2088 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
2089 make_visible (op); 1847 make_visible (op);
2090 1848
2091 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
2092 { 1852 {
2093 case range_none: 1853 control_golem (op->contr->golem, dir);
2094 return; 1854 return;
1855 }
2095 1856
2096 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:
2097 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
2098 return; 1869 break;
2099 1870
2100 case range_magic: /* Casting spells */ 1871 case SPELL:
2101 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);
2102 return; 1873 break;
2103 1874
2104 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:
2105 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2106 return; 1885 break;
2107
2108 case range_golem: /* Control summoned monsters from scrolls */
2109 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2110 {
2111 op->contr->ranges[range_golem] = 0;
2112 op->contr->shoottype = range_none;
2113 }
2114 else
2115 control_golem (op->contr->ranges[range_golem], dir);
2116 return;
2117
2118 case range_skill:
2119 if (!op->chosen_skill)
2120 {
2121 if (op->type == PLAYER)
2122 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2123 return;
2124 }
2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2126 return;
2127 case range_builder:
2128 apply_map_builder (op, dir);
2129 return;
2130 default:
2131 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2132 return;
2133 } 1886 }
2134} 1887}
2135
2136
2137 1888
2138/* find_key 1889/* find_key
2139 * 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
2140 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1894 * pl is the player,
2144 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
2147 */ 1898 */
2148
2149object * 1899object *
2150find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
2151{ 1901{
2152 object *tmp, *key; 1902 object *tmp, *key;
2153 1903
2154 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1905 if (!container->inv)
2156 return NULL; 1906 return 0;
2157 1907
2158 /* 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 */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1910 {
2161 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1912 break;
2163 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
2165 */ 1915 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1917 break;
2168 } 1918 }
1919
2169 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
2170 /* 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.
2171 * 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
2172 * a key, return 1923 * a key, return
2173 */ 1924 */
2174 if (!tmp) 1925 if (!tmp)
2175 { 1926 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1928 {
2178 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1931 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
2182 return key; 1933 return key;
2183 } 1934 }
2184 } 1935 }
1936
2185 if (!tmp) 1937 if (!tmp)
2186 return NULL; 1938 return NULL;
2187 } 1939 }
1940
2188 /* 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,
2189 * see if we actually want to use it 1942 * see if we actually want to use it
2190 */ 1943 */
2191 if (pl != container) 1944 if (pl != container)
2192 { 1945 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2214 "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));
2215 return NULL; 1968 return NULL;
2216 } 1969 }
2217 } 1970 }
1971
2218 return tmp; 1972 return tmp;
2219} 1973}
2220 1974
2221/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1978 * 0 otherwise
2225 */ 1979 */
2226static int 1980static int
2227player_attack_door (object *op, object *door) 1981player_attack_door (object *op, object *door)
2228{ 1982{
2229
2230 /* 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,
2231 * 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 -
2232 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
2233 */ 1986 */
2234 object *key = find_key (op, op, door); 1987 object *key = find_key (op, op, door);
2237 if (key) 1990 if (key)
2238 { 1991 {
2239 object *container = key->env; 1992 object *container = key->env;
2240 1993
2241 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
2242 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2243 make_visible (op); 1997 make_visible (op);
1998
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2246 if (door->type == DOOR) 2002 if (door->type == DOOR)
2247 {
2248 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 */
2249 }
2250 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2251 { 2005 {
2252 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));
2253 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2254 } 2008 }
2009
2255 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2258 if (container != op) 2013 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2260 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2261 } 2017 }
2262 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2263 { 2019 {
2264 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 2022 return 1;
2267 } 2023 }
2024
2268 return 0; 2025 return 0;
2269} 2026}
2270 2027
2271/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2276 */ 2033 */
2277
2278void 2034void
2279move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2280{ 2036{
2281 object *tmp, *mon; 2037 object *tmp, *mon;
2282 sint16 nx, ny;
2283 int on_battleground; 2038 int on_battleground;
2284 maptile *m; 2039 maptile *m;
2285 2040
2286 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2288 2043
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2290 2045
2291 /* 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
2292 * 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
2293 * 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
2294 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2299 */ 2054 */
2300 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))
2301 { 2056 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 { 2058 {
2304 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2305 if (!m) 2060 if (!m)
2306 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2307 } 2062 }
2308 else 2063 else
2309 m = op->map; 2064 m = op->map;
2310 2065
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2312 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2314 return; 2067 return;
2315 }
2316 2068
2317 mon = NULL; 2069 mon = 0;
2318 /* 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
2319 * 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.
2320 * 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
2321 * on the space 2073 * on the space
2322 */ 2074 */
2323 while (tmp != NULL) 2075 while (tmp)
2324 { 2076 {
2325 if (tmp == op) 2077 if (tmp == op)
2326 { 2078 {
2327 tmp = tmp->above; 2079 tmp = tmp->above;
2328 continue; 2080 continue;
2338 mon = tmp; 2090 mon = tmp;
2339 2091
2340 tmp = tmp->above; 2092 tmp = tmp->above;
2341 } 2093 }
2342 2094
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2096 return; /* into a wall */
2345 2097
2346 if (mon->head != NULL) 2098 if (mon->head)
2347 mon = mon->head; 2099 mon = mon->head;
2348 2100
2349 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))
2350 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2351 return; 2103 return;
2360 2112
2361 /* 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
2362 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2363 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2364 */ 2116 */
2365 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2366#if COZY_SERVER
2367 &&
2368 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2369 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2370#else
2371 && mon->owner == op 2120 || mon->owner == op)
2372#endif
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2122 {
2375 /* 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 */
2376 if (op->contr->braced) 2124 if (op->contr->braced)
2377 return; 2125 return;
2126
2378 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);
2379 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2130 make_visible (op);
2131
2382 return; 2132 return;
2383 } 2133 }
2384 2134
2385 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2387 * 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
2388 * attack them either. 2138 * attack them either.
2389 */ 2139 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2391 (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))
2392#ifdef PROHIBIT_PLAYERKILL 2142 && ((op->contr->peaceful
2393 (op->contr->peaceful 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2394 || (mon->type == PLAYER 2144 && !on_battleground))
2395 && mon->contr->
2396 peaceful)) &&
2397#else
2398 op->contr->peaceful &&
2399#endif
2400 !on_battleground))
2401 { 2145 {
2402 if (!op->contr->braced) 2146 if (!op->contr->braced)
2403 { 2147 {
2404 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);
2405 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2406 } 2150 }
2407 else 2151 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2153
2411 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2155 make_visible (op);
2413 } 2156 }
2414 2157
2415 /* If the object is a boulder or other rollable object, then 2158 /* If the object is a boulder or other rollable object, then
2426 * 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
2427 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2428 * 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
2429 * 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.
2430 */ 2173 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2433 ((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)))
2434 { 2176 {
2435
2436 /* If the player hasn't hit something this tick, and does
2437 * so, give them speed boost based on weapon speed. Doing
2438 * it here is better than process_players2, which basically
2439 * incurred a 1 tick offset.
2440 */
2441 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2442 { 2178 {
2179 op->contr->has_hit = 1;
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2444
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2181 }
2447 2182
2448 skill_attack (mon, op, 0, NULL, NULL); 2183 skill_attack (mon, op, 0, 0, 0);
2449 2184
2450 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2188 * the wiz.
2455 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))
2456 { 2191 {
2457 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2458 2193
2459 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2462 } 2197 }
2198
2463 if (action_makes_visible (op)) 2199 if (action_makes_visible (op))
2464 make_visible (op); 2200 make_visible (op);
2465 } 2201 }
2466 } /* if player should attack something */ 2202 } /* if player should attack something */
2467} 2203}
2469int 2205int
2470move_player (object *op, int dir) 2206move_player (object *op, int dir)
2471{ 2207{
2472 int pick; 2208 int pick;
2473 2209
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2211 return 0;
2476 2212
2477 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2479 { 2215 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2217 return 0;
2482 } 2218 }
2483 2219
2484 /* peterm: added following line */ 2220 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2223
2488 op->facing = dir; 2224 op->facing = dir;
2489 2225
2490 if (op->hide) 2226 if (op->hide)
2491 do_hidden_move (op); 2227 do_hidden_move (op);
2502 2238
2503 /* 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
2504 * server can handle repeat firing. 2240 * server can handle repeat firing.
2505 */ 2241 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2243 op->direction = dir;
2509 }
2510 else 2244 else
2511 {
2512 op->direction = 0; 2245 op->direction = 0;
2513 } 2246
2514 /* Update how the player looks. Use the facing, so direction may 2247 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2248 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2249 * for players.
2517 */ 2250 */
2518 animate_object (op, op->facing); 2251 animate_object (op, op->facing);
2527 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2528 */ 2261 */
2529int 2262int
2530handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2531{ 2264{
2532 if (op->contr->hidden)
2533 {
2534 op->invisible = 1000;
2535 /* the socket code flashes the player visible/invisible
2536 * depending on the value of invisible, so we need to
2537 * alternate it here for it to work correctly.
2538 */
2539 if (pticks & 2)
2540 op->invisible--;
2541 }
2542 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2543 {
2544 op->invisible--;
2545 if (!op->invisible)
2546 {
2547 make_visible (op);
2548 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2549 }
2550 }
2551
2552 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2266 {
2554 flee_player (op); 2267 flee_player (op);
2268
2555 /* 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 */
2556 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2557 { 2271 {
2558 op->speed_left--; 2272 --op->speed_left;
2559 return 0; 2273 return 0;
2560 } 2274 }
2561 } 2275 }
2562
2563 /* I've been seeing crashes where the golem has been destroyed, but
2564 * the player object still points to the defunct golem. The code that
2565 * destroys the golem looks correct, and it doesn't always happen, so
2566 * put this in a a workaround to clean up the golem pointer.
2567 */
2568 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2569 op->contr->ranges[range_golem] = 0;
2570 2276
2571 /* 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
2572 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2279 * called, so we recheck it here.
2574 */ 2280 */
2575 HandleClient (&op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2576 if (op->speed_left < 0)
2577 return 0; 2282 return 1;
2578 2283
2284 if (op->speed_left > 0.f)
2285 {
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2287 {
2581 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--; 2289 --op->speed_left;
2583 2290
2584 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2585 * 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
2586 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2587 */ 2294 */
2588 move_player (op, op->direction); 2295 move_player (op, op->direction);
2589 if (op->speed_left > 0) 2296
2590 return 1; 2297 return op->speed_left > 0.f;
2591 else 2298 }
2592 return 0;
2593 } 2299 }
2300
2594 return 0; 2301 return 0;
2595} 2302}
2596 2303
2597int 2304int
2598save_life (object *op) 2305save_life (object *op)
2599{ 2306{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2308 return 0;
2604 2309
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2312 {
2608 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);
2609 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));
2610 2315
2618 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2619 2324
2620 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2621 op->stats.food = 999; 2326 op->stats.food = 999;
2622 2327
2623 fix_player (op); 2328 op->update_stats ();
2624 return 1; 2329 return 1;
2625 } 2330 }
2331
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2335 return 0;
2630} 2336}
2635 * from. 2341 * from.
2636 */ 2342 */
2637void 2343void
2638remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2639{ 2345{
2640 object *next;
2641
2642 while (op) 2346 while (op)
2643 { 2347 {
2644 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' */
2645 * we remove object 'op' 2349
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2351 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2655 } 2356 }
2656 else if (op->inv) 2357 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2359
2658 op = next; 2360 op = next;
2659 } 2361 }
2660} 2362}
2661
2662 2363
2663/* 2364/*
2664 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2381 else
2681 sprintf (buf, "%s\n", &op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2385 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2685 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);
2686 else 2388 else
2687 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
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2392 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2393 if (op->type == PLAYER)
2691 { 2394 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2397 strcat (buf2, buf);
2695 } 2398 }
2399
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2699 return buf2; 2404 return buf2;
2700} 2405}
2701
2702
2703 2406
2704void 2407void
2705do_some_living (object *op) 2408do_some_living (object *op)
2706{ 2409{
2707 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2416 int rate_grace = 2000;
2714 const int max_hp = 1; 2417 const int max_hp = 1;
2715 const int max_sp = 1; 2418 const int max_sp = 1;
2716 const int max_grace = 1; 2419 const int max_grace = 1;
2717 2420
2718 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2719 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2721 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2722 flush_output_element (op, &op->contr->outputs[i]);
2723 } 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 }
2724 2439
2725 if (op->contr->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2726 { 2441 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2446 else
2733 { 2447 {
2734 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2450 }
2451
2737 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2454 else
2740 { 2455 {
2741 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2458 }
2459
2744 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2462 else
2747 { 2463 {
2748 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2466 }
2751 2467
2752 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2754 { 2470 {
2755 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);
2756 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2757 { 2473 {
2758 op->stats.sp++; 2474 op->stats.sp++;
2764 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2765 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))
2766 op->stats.food = last_food; 2482 op->stats.food = last_food;
2767 } 2483 }
2768 } 2484 }
2485
2769 if (max_sp > 1) 2486 if (max_sp > 1)
2770 { 2487 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2489 if (over_sp > 0)
2773 { 2490 {
2774 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2775 { 2492 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2777 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))
2778 op->stats.sp--; 2496 op->stats.sp--;
2497
2779 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2781 } 2500 }
2782 op->last_sp = 0; 2501 op->last_sp = 0;
2783 } 2502 }
2784 else 2503 else
2785 {
2786 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);
2787 }
2788 } 2505 }
2789 else 2506 else
2790 {
2791 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);
2792 }
2793 } 2508 }
2794 2509
2795 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2796 /* 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. */
2797 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2798 { 2513 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2801 if (max_grace > 1) 2517 if (max_grace > 1)
2802 { 2518 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2520 if (over_grace > 0)
2805 { 2521 {
2833 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2834 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))
2835 op->stats.food = last_food; 2551 op->stats.food = last_food;
2836 } 2552 }
2837 } 2553 }
2554
2838 if (max_hp > 1) 2555 if (max_hp > 1)
2839 { 2556 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2558 if (over_hp > 0)
2842 { 2559 {
2855 } 2572 }
2856 2573
2857 /* Digestion */ 2574 /* Digestion */
2858 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2859 { 2576 {
2860#ifdef COZY_SERVER
2861 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2862 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2863#else
2864 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;
2865#endif
2866 2578
2867 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2868 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);
2869 else 2581 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2871 /* dms do not consume food */ 2584 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2586 op->stats.food--;
2874 } 2587 }
2875 }
2876 2588
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2590 {
2879 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2880 2592
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2594 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2887 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.");
2888 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2602 break;
2891 } 2603 }
2892 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2893 flesh = tmp; 2605 flesh = tmp;
2894 } /* End if paid for object */ 2606 } /* End if paid for object */
2895 } /* end of for loop */ 2607 } /* end of for loop */
2608
2896 /* 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
2897 * eat flesh instead. 2610 * eat flesh instead.
2898 */ 2611 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2613 {
2901 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.");
2902 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2903 } 2616 }
2904 } /* end if player is starving */ 2617 }
2905 2618
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2908 2621
2909 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))
2910 kill_player (op); 2623 kill_player (op);
2624 }
2911} 2625}
2912
2913
2914 2626
2915/* 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.
2916 * 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
2917 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2630 * file.
2948 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!");
2949 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...");
2950 2662
2951 /* restore player */ 2663 /* restore player */
2952 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2666 {
2956 tmp->destroy (); 2667 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2669 }
2959 2670
2960 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2673 {
2964 tmp->destroy (); 2674 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2676 }
2967 2677
2969 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2681 op->stats.food = 999;
2972 2682
2973 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2685 {
2977 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2687 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2980 " 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",
2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2691 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2695 }
2988 2696
2989 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2699 op->contr->braced = 0;
2996 2704
2997 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2998 2706
2999 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
3000 { 2708 {
3001 if (op->contr->explore)
3002 {
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005 op->stats.food = 999;
3006 return;
3007 }
3008 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
3010 } 2711 }
3011 else 2712 else
3012 {
3013 if (op->contr->explore)
3014 {
3015 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3016 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3017 op->stats.hp = op->stats.maxhp;
3018 return;
3019 }
3020 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
3021 } 2714
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2716
3024 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3025 x = op->x; 2718 x = op->x;
3026 y = op->y; 2719 y = op->y;
3027 map = op->map; 2720 map = op->map;
3028 2721
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * 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.
3034 * 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.
3035 */ 2725 */
3036 2726
3037 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2729 * of death.
3040 */ 2730 */
3041#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3043 { 2733 {
3044 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3045 /* 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
3046 more if they do. */ 2736 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2739 little bit harder. */
3050 /* GD */ 2740 /* GD */
3051 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2742 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2743 else
3057 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3058 num_stats_lose = 1; 2747 num_stats_lose = 1;
3059 } 2748
3060 lost_a_stat = 0; 2749 lost_a_stat = 0;
3061 2750
3062 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3063 { 2752 {
3064 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3065 2754
3066 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3067 { 2756 {
3068 /* 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
3069 * what he lost. 2758 * what he lost.
3070 */ 2759 */
3071 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 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);
3077 } 2778 }
3078 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3079 { 2781 {
3080 /* deplete a stat */ 2782 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3082 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3083 2785 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2786 {
3087 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3089 } 2789
3090 lose_this_stat = 1; 2790 /* Yes, I am paranoid. Sue me. */
3091 if (settings.balanced_stat_loss)
3092 {
3093 /* GD */
3094 /* Get the stat that we're about to deplete. */
3095 this_stat = get_attr_value (&(dep->stats), i);
3096 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)
3097 { 2796 {
3098 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3099 int keep_chance = this_stat * this_stat;
3100
3101 /* Yes, I am paranoid. Sue me. */
3102 if (keep_chance < 1)
3103 keep_chance = 1;
3104
3105 /* There is a maximum depletion total per level. */
3106 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3107 {
3108 lose_this_stat = 0; 2797 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2799 retain the stat. */
3111 }
3112 else
3113 {
3114 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 lose_this_stat = 0;
3116 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3117 this_stat, keep_chance, loss_chance,
3118 lose_this_stat?"LOSE":"KEEP"); */
3119 }
3120 } 2800 }
3121 }
3122
3123 if (lose_this_stat)
3124 {
3125 this_stat = get_attr_value (&(dep->stats), i);
3126 /* We could try to do something clever like find another
3127 * stat to reduce if this fails. But chances are, if
3128 * stats have been depleted to -50, all are pretty low
3129 * and should be roughly the same, so it shouldn't make a
3130 * difference.
3131 */ 2801 else
3132 if (this_stat >= -50)
3133 { 2802 {
3134 change_attr_value (&(dep->stats), i, -1); 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3135 SET_FLAG (dep, FLAG_APPLIED);
3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3137 fix_player (op);
3138 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"); */
3139 } 2808 }
3140 } 2809 }
3141 } 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 }
3142 } 2829 }
2830 }
2831 }
3143 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2833 if (!lost_a_stat)
3145 { 2834 {
3146 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3149 2838
3150 if (god && (strcmp (god, "none"))) 2839 if (god && (strcmp (god, "none")))
3151 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);
3152 else 2841 else
3153 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.");
3154 } 2843 }
3155#else 2844#else
3156 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.");
3157#endif 2846#endif
3158 2847
3159 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2849 * exp loss on the stone.
3161 */ 2850 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2853 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2855 tmp->name_pl = buf;
3167 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);
3168 tmp->msg = buf; 2857 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2860
3172 /**************************************/ 2861 /**************************************/
3173 /* */ 2862 /* */
3174 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3177 /* */ 2866 /* */
3178 /**************************************/ 2867 /**************************************/
3179 2868
3180 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2870 /* restore player */
3182 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3184 2873
3185 if (tmp) 2874 if (tmp)
3186 { 2875 {
3187 tmp->destroy (); 2876 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2878 }
3190 2879
3191 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2882 if (tmp)
3194 { 2883 {
3195 tmp->destroy (); 2884 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2886 }
3198 2887
3199 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3200 2889
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3204 op->stats.food = 900; 2893 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2897
3209 /* 2898 /*
3210 * 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
3211 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3212 * in the map. 2901 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3217 2903
3218 /****************************************/ 2904 /****************************************/
3219 /* */ 2905 /* */
3220 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3222 /* */ 2908 /* */
3223 /****************************************/ 2909 /****************************************/
3224 2910
3225 enter_player_savebed (op); 2911 enter_player_savebed (op);
3226 2912
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2913 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2914
3233 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2918 * on the space that might harm the player.
3237 */ 2919 */
3238 will_kill_again = 0; 2920 will_kill_again = 0;
3239 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)
3240 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3242 2924
3243 if (will_kill_again) 2925 if (will_kill_again)
3244 { 2926 {
3245 object *force; 2927 object *force;
3246 int at; 2928 int at;
3247 2929
3248 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2932 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2937 force->resist[at] = 100;
3256 2938
3257 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3258 fix_player (op); 2940 op->update_stats ();
3259 2941
3260 } 2942 }
3261 2943
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem]->destroy ();
3281 op->contr->ranges[range_golem] = 0;
3282 }
3283
3284 loot_object (op); /* Remove some of the items for good */
3285 op->remove ();
3286 op->direction = 0;
3287
3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289 {
3290 delete_character (op->name, 0);
3291 if (settings.resurrection == TRUE)
3292 {
3293 /* save playerfile sans equipment when player dies
3294 ** then save it as player.pl.dead so that future resurrection
3295 ** type spells will work on them nicely
3296 */
3297 delete_character (op->name, 0);
3298 op->stats.hp = op->stats.maxhp;
3299 op->stats.food = 999;
3300
3301 /* set the location of where the person will reappear when */
3302 /* maybe resurrection code should fix map also */
3303 strcpy (op->contr->maplevel, settings.emergency_mapname);
3304 if (op->map != NULL)
3305 op->map = NULL;
3306 op->x = settings.emergency_x;
3307 op->y = settings.emergency_y;
3308 save_player (op, 0);
3309 op->map = map;
3310 /* please see resurrection.c: peterm */
3311 dead_player (op);
3312 }
3313 else
3314 delete_character (op->name, 1);
3315 }
3316
3317 play_again (op);
3318
3319 /* peterm: added to create a corpse at deathsite. */
3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
3321 sprintf (buf, "%s", &op->name);
3322 tmp->name = tmp->name_pl = buf;
3323 tmp->level = op->level;
3324 tmp->x = x;
3325 tmp->y = y;
3326 tmp->msg = gravestone_text (op);
3327 SET_FLAG (tmp, FLAG_UNIQUE);
3328 insert_ob_in_map (tmp, map, NULL, 0);
3329 }
3330} 2945}
3331
3332 2946
3333void 2947void
3334loot_object (object *op) 2948loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3337 2951
3338 if (op->container) 2952 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2953
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3344 { 2955 {
3345 next = tmp->below; 2956 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3347 continue; 2959 continue;
2960
3348 tmp->remove (); 2961 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3350 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2966
3353 }
3354 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))))
3355 { 2968 {
3356 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3357 { 2970 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2972 tmp2->destroy ();
3370/* 2983/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3372 * 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
3373 * was changed. 2986 * was changed.
3374 */ 2987 */
3375
3376void 2988void
3377fix_weight (void) 2989fix_weight (void)
3378{ 2990{
3379 player *pl; 2991 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 2992 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 2994
3385 if (old == sum) 2995 if (old == sum)
3386 continue; 2996 continue;
3387 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3388 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);
3389 } 2999 }
3390} 3000}
3391 3001
3392void 3002void
3393fix_luck (void) 3003fix_luck (void)
3394{ 3004{
3395 player *pl; 3005 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3400} 3008}
3401
3402 3009
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3406 */ 3013 */
3407
3408void 3014void
3409cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3410{ 3016{
3411 object *skop, *spob; 3017 object *skop, *spob;
3412 3018
3446 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3447 { 3053 {
3448 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3450 } 3056 }
3057
3451 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3452} 3059}
3453 3060
3454int 3061int
3455is_true_undead (object *op) 3062is_true_undead (object *op)
3456{ 3063{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3065 return 1;
3461 3066
3462 if (op->type == PLAYER)
3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3467 return 0; 3067 return 0;
3468} 3068}
3469 3069
3470/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3527 3127
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3129
3530 /* 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! */
3531 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3534 { 3133 {
3535 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!");
3536 make_visible (op); 3135 make_visible (op);
3537 return; 3136 return;
3538 } 3137 }
3539 else 3138 else
3540 num += 20; 3139 num += 20;
3541 } 3140
3542 num += op->map->difficulty; 3141 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3143 num -= hide;
3144
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3146 {
3547 make_visible (op); 3147 make_visible (op);
3548 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3549 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!");
3550 } 3150 }
3551 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3552 {
3553 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);
3554 }
3555} 3153}
3556 3154
3557/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3558 3156
3559int 3157int
3586 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3587 continue; 3185 continue;
3588 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)))
3589 continue; 3187 continue;
3590 3188
3591 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)
3592 { 3190 {
3593 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))
3594 return 1; 3192 return 1;
3595 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3596 { 3194 {
3626 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3627 { 3225 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3227 return -1;
3630 } 3228 }
3229
3631 if (!pl || !op) 3230 if (!pl || !op)
3632 return 0; 3231 return 0;
3633 3232
3634 if (op->head)
3635 {
3636 op = op->head; 3233 op = op->head_ ();
3637 } 3234
3638 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3639 3236
3640 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3238 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3650 3247
3651 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3652 * 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
3653 * for any meaningful values. 3250 * for any meaningful values.
3654 */ 3251 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !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)])
3658 return 1; 3255 return 1;
3659 op = op->more; 3256 op = op->more;
3660 } 3257 }
3661 return 0; 3258 return 0;
3662} 3259}
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3357 int i = 0, j = 0;
3761 3358
3762 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3765 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3767 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3769 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3771 3368
3772 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3773 return; 3370 return;
3774 3371
3775 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++);
3776 3373
3777 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3778 { 3375 {
3779 /* 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]); */
3780 return; 3377 return;
3781 } 3378 }
3782 3379
3848 { 3445 {
3849 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3447 object *skin;
3851 3448
3852 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3853 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
3854 if (skin == NULL) 3454 if (!skin)
3855 return; 3455 return;
3856 3456
3857 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3459 {
3904 * not readied. 3504 * not readied.
3905 */ 3505 */
3906void 3506void
3907player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3908{ 3508{
3909 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3910 3511
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3912 { 3513 pl->combat_ob = 0;
3514
3913 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3914 { 3516 pl->ranged_ob = 0;
3915 pl->ranges[i] = NULL;
3916 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none;
3919 }
3920 }
3921 }
3922} 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