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 1.33 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.144 by root, Sat May 26 15:44:08 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}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
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} 150}
308 151
309/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
310static void 153static void
311set_first_map (object *op) 154set_first_map (object *op)
312{ 155{
313 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
314 op->x = -1; 157 op->x = -1;
315 op->y = -1; 158 op->y = -1;
316 enter_exit (op, NULL);
317} 159}
318 160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (ob);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325player::player ()
326{
327 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point.
329 */
330 outputs_sync = 4;
331 outputs_count = 4;
332 unapply = unapply_nochoice;
333
334 savebed_map = first_map_path; /* Init. respawn position */
335
336 gen_sp_armour = 10;
337 bowtype = bow_normal;
338 petmode = pet_normal;
339 listening = 10;
340 usekeys = containers;
341 peaceful = 1; /* default peaceful */
342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
346}
347
348void
349player::do_destroy ()
350{
351 disconnect ();
352
353 attachable::do_destroy ();
354
355 if (ob)
356 {
357 ob->destroy_inv (false);
358 ob->destroy ();
359 }
360}
361
362player::~player ()
363{
364 /* Clear item stack */
365 free (stack_items);
366}
367
319/* Tries to add player on the connection passwd in ns. 368/* 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 369 * All we can really get in this is some settings like host and display
321 * mode. 370 * mode.
322 */ 371 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 372player *
373player::create ()
374{
375 player *pl = new player;
328 376
329 p = get_player (NULL); 377 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));
332 378
333 if (p->socket.faces_sent == NULL) 379 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 380 pl->ob->stats.wc = 2;
381 pl->ob->run_away = 25; /* Then we panick... */
335 382
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 383 set_first_map (pl->ob);
343 384
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 385 return pl;
352} 386}
353 387
354/* 388/*
355 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
365 { 399 {
366 if (at == NULL || at->next == NULL) 400 if (at == NULL || at->next == NULL)
367 at = first_archetype; 401 at = first_archetype;
368 else 402 else
369 at = at->next; 403 at = at->next;
404
370 if (at->clone.type == PLAYER) 405 if (at->clone.type == PLAYER)
371 return at; 406 return at;
407
372 if (at == start) 408 if (at == start)
373 { 409 {
374 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 411 exit (-1);
376 } 412 }
377 } 413 }
378} 414}
379 415
380
381object * 416object *
382get_nearest_player (object *mon) 417get_nearest_player (object *mon)
383{ 418{
384 object *op = NULL; 419 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 420 objectlink *ol;
387 unsigned lastdist; 421 unsigned lastdist;
388 rv_vector rv; 422 rv_vector rv;
389 423
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 425 {
392 /* We should not find free objects on this friendly list, but it 426 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 433 object *tmp = ol->ob;
400 434
401 /* Can't do much more other than log the fact, because the object 435 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared. 436 * itself will have been cleared.
403 */ 437 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
405 ol = ol->next; 440 ol = ol->next;
406 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
407 if (!ol) 442 if (!ol)
408 return op; 443 return op;
409 } 444 }
422 { 457 {
423 op = ol->ob; 458 op = ol->ob;
424 lastdist = rv.distance; 459 lastdist = rv.distance;
425 } 460 }
426 } 461 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 462
428 { 463 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 464 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 465 if (lastdist > rv.distance)
433 { 466 {
434 op = pl->ob; 467 op = pl->ob;
435 lastdist = rv.distance; 468 lastdist = rv.distance;
436 } 469 }
437 } 470
438 }
439#if 0 471#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 472 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 473#endif
442 return op; 474 return op;
443} 475}
461 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 494 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 495 * is probably not a good thing.
464 */ 496 */
465#define MAX_SPACES 50 497#define MAX_SPACES 50
466
467 498
468/* 499/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 501 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 502 * player and if path is blocked then see if blockage is close enough to player that
502 x = mon->x; 533 x = mon->x;
503 y = mon->y; 534 y = mon->y;
504 m = mon->map; 535 m = mon->map;
505 dir = rv.direction; 536 dir = rv.direction;
506 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 537 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
507 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 538 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
539
508 /* If we can't solve it within the search distance, return now. */ 540 /* If we can't solve it within the search distance, return now. */
509 if (diff > max) 541 if (diff > max)
510 return 0; 542 return 0;
543
511 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
512 { 545 {
513 lastx = x; 546 lastx = x;
514 lasty = y; 547 lasty = y;
515 lastmap = m; 548 lastmap = m;
597 max--; 630 max--;
598 lastdir = dir; 631 lastdir = dir;
599 if (!firstdir) 632 if (!firstdir)
600 firstdir = dir; 633 firstdir = dir;
601 } 634 }
635
602 if (diff <= 1) 636 if (diff <= 1)
603 { 637 {
604 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 639 * headed toward player for entire distance.
606 */ 640 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 643 }
644
610 if (diff > max) 645 if (diff > max)
611 return 0; 646 return 0;
612 } 647 }
648
613 /* If we reached the max, didn't find a direction in time */ 649 /* If we reached the max, didn't find a direction in time */
614 if (!max) 650 if (!max)
615 return 0; 651 return 0;
616 652
617 return firstdir; 653 return firstdir;
710 /* Need to set up the skill pointers */ 746 /* Need to set up the skill pointers */
711 link_player_skills (pl); 747 link_player_skills (pl);
712} 748}
713 749
714void 750void
715get_name (object *op)
716{
717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
793 op->contr->state = ST_CONFIRM_PASSWORD;
794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
795}
796
797void
798get_party_password (object *op, partylist *party) 751get_party_password (object *op, partylist *party)
799{ 752{
800 if (party == NULL) 753 if (party == NULL)
801 { 754 {
802 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 755 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
803 return; 756 return;
804 } 757 }
758
805 op->contr->write_buf[0] = '\0'; 759 op->contr->write_buf[0] = '\0';
806 op->contr->state = ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
807 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
808 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 762 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
809} 763}
810
811 764
812/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 765/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
813int 766static int
814roll_stat (void) 767roll_stat (void)
815{ 768{
816 int a[4], i, j, k; 769 int a[4], i, j, k;
817 770
818 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
819 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
820 773
821 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
822 if (a[i] < k) 775 if (a[i] < k)
823 k = a[i], j = i; 776 k = a[i], j = i;
824 777
825 for (i = 0, k = 0; i < 4; i++) 778 for (i = 0, k = 0; i < 4; i++)
826 {
827 if (i != j) 779 if (i != j)
828 k += a[i]; 780 k += a[i];
829 } 781
830 return k; 782 return k;
831} 783}
832 784
833void 785void
834roll_stats (object *op) 786object::roll_stats ()
835{ 787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
836 int sum = 0; 792 int sum = 0;
837 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
838 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
839 795
840 do 796 if (sum >= 82 && sum <= 116)
797 break;
841 { 798 }
842 op->stats.Str = roll_stat ();
843 op->stats.Dex = roll_stat ();
844 op->stats.Int = roll_stat ();
845 op->stats.Con = roll_stat ();
846 op->stats.Wis = roll_stat ();
847 op->stats.Pow = roll_stat ();
848 op->stats.Cha = roll_stat ();
849 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
850 }
851 while (sum < 82 || sum > 116);
852 799
853 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
854 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
855 statsort[1] = op->stats.Dex;
856 statsort[2] = op->stats.Int;
857 statsort[3] = op->stats.Con;
858 statsort[4] = op->stats.Wis;
859 statsort[5] = op->stats.Pow;
860 statsort[6] = op->stats.Cha;
861 802
862 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
863 do 804 stats.stat (i) = statsort [i];
864 {
865 if (statsort[i] < statsort[i + 1])
866 {
867 j = statsort[i];
868 statsort[i] = statsort[i + 1];
869 statsort[i + 1] = j;
870 i = 0;
871 }
872 else
873 {
874 i++;
875 }
876 }
877 while (i < 6);
878 805
879 op->stats.Str = statsort[0];
880 op->stats.Dex = statsort[1];
881 op->stats.Con = statsort[2];
882 op->stats.Int = statsort[3];
883 op->stats.Wis = statsort[4];
884 op->stats.Pow = statsort[5];
885 op->stats.Cha = statsort[6];
886
887
888 op->contr->orig_stats.Str = op->stats.Str;
889 op->contr->orig_stats.Dex = op->stats.Dex;
890 op->contr->orig_stats.Int = op->stats.Int;
891 op->contr->orig_stats.Con = op->stats.Con;
892 op->contr->orig_stats.Wis = op->stats.Wis;
893 op->contr->orig_stats.Pow = op->stats.Pow;
894 op->contr->orig_stats.Cha = op->stats.Cha;
895
896 op->level = 1;
897 op->stats.exp = 0; 806 stats.exp = 0;
898 op->stats.ac = 0; 807 stats.ac = 0;
899 808
900 op->contr->levhp[1] = 9;
901 op->contr->levsp[1] = 6;
902 op->contr->levgrace[1] = 3;
903
904 fix_player (op);
905 op->stats.hp = op->stats.maxhp; 809 stats.hp = stats.maxhp;
906 op->stats.sp = op->stats.maxsp; 810 stats.sp = stats.maxsp;
907 op->stats.grace = op->stats.maxgrace; 811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
815 contr->levhp[1] = 9;
816 contr->levsp[1] = 6;
817 contr->levgrace[1] = 3;
818
908 op->contr->orig_stats = op->stats; 819 contr->orig_stats = stats;
820 }
909} 821}
910 822
911void 823void
912Roll_Again (object *op) 824object::swap_stats (int a, int b)
913{ 825{
914 esrv_new_player (op->contr, 0); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
915 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
916 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
917}
918 827
919void 828 for (int i = 0; i < NUM_STATS; ++i)
920Swap_Stat (object *op, int Swap_Second) 829 stats.stat (i) = contr->orig_stats.stat (i);
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851}
852
853static void
854start_info (object *op)
921{ 855{
922 signed char tmp;
923 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
924 857
925 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
928 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
930 return;
931 }
932
933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
934
935 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
936
937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
938
939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
940 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
941 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
942 op->stats.Dex = op->contr->orig_stats.Dex;
943 op->stats.Con = op->contr->orig_stats.Con;
944 op->stats.Int = op->contr->orig_stats.Int;
945 op->stats.Wis = op->contr->orig_stats.Wis;
946 op->stats.Pow = op->contr->orig_stats.Pow;
947 op->stats.Cha = op->contr->orig_stats.Cha;
948 op->stats.ac = 0;
949
950 op->level = 1;
951 op->stats.exp = 0;
952 op->stats.ac = 0;
953
954 op->contr->levhp[1] = 9;
955 op->contr->levsp[1] = 6;
956 op->contr->levgrace[1] = 3;
957
958 fix_player (op);
959 op->stats.hp = op->stats.maxhp;
960 op->stats.sp = op->stats.maxsp;
961 op->stats.grace = op->stats.maxgrace;
962 op->contr->orig_stats = op->stats;
963 op->contr->Swap_First = -1;
964}
965
966
967/* This code has been greatly reduced, because with set_attr_value
968 * and get_attr_value, the stats can be accessed just numeric
969 * ids. stat_trans is a table that translate the number entered
970 * into the actual stat. It is needed because the order the stats
971 * are displayed in the stat window is not the same as how
972 * the number's access that stat. The table does that translation.
973 */
974int
975key_roll_stat (object *op, char key)
976{
977 int keynum = key - '0';
978 char buf[MAX_BUF];
979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
980
981 if (keynum > 0 && keynum <= 7)
982 {
983 if (op->contr->Swap_First == -1)
984 {
985 op->contr->Swap_First = stat_trans[keynum];
986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
987 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
988 }
989 else
990 Swap_Stat (op, stat_trans[keynum]);
991
992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
993 return 1;
994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
1006
1007#if 0
1008 /* So that enter_exit will put us at startx/starty */
1009 op->x = -1;
1010
1011 enter_exit (op, NULL);
1012#endif
1013 SET_ANIMATION (op, 2); /* So player faces south */
1014 /* Enter exit adds a player otherwise */
1015 add_statbonus (op);
1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1018 op->contr->state = ST_CHANGE_CLASS;
1019 if (op->msg)
1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
1021 return 0;
1022 }
1023 case 'y':
1024 case 'Y':
1025 roll_stats (op);
1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1027 return 1;
1028
1029 case 'q':
1030 case 'Q':
1031 play_again (op);
1032 return 1;
1033
1034 default:
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1036 return 0;
1037 }
1038 return 0;
1039} 862}
1040 863
1041/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1042 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1043 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1044 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1045 * not the class. 868 * not the class.
1046 */ 869 */
1047 870void
1048int 871player::chargen_race_done ()
1049key_change_class (object *op, char key)
1050{ 872{
1051 int tmp_loop;
1052
1053 if (key == 'q' || key == 'Q')
1054 {
1055 op->remove ();
1056 play_again (op);
1057 return 0;
1058 }
1059 if (key == 'd' || key == 'D')
1060 {
1061 char buf[MAX_BUF];
1062
1063 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
1064 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1066 875
876 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl)
878 create_treasure (tl, ob, 0, 0, 0);
879
1067 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
1068 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
1069 882
1070 op->contr->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
1071 884
1072 if (op->msg) 885 if (ob->msg)
1073 op->msg = NULL; 886 ob->msg = 0;
1074 887
1075 /* We create this now because some of the unique maps will need it 888 /* We create this now because some of the unique maps will need it
1076 * to save here. 889 * to save here.
1077 */ 890 */
891 {
892 char buf[MAX_BUF];
1078 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1079 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
1080 896
1081#ifdef AUTOSAVE
1082 op->contr->last_save_tick = pticks;
1083#endif
1084 start_info (op); 897 start_info (ob);
1085 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
1086 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
1087 link_player_skills (op); 900 link_player_skills (ob);
1088 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
1089 fix_player (op); 902 ob->update_stats ();
1090 903
1091 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1092 * is one for this race 905 * is one for this race
1093 */ 906 */
1094 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1095 { 908 {
1096 object *tmp; 909 object *tmp;
1097 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1098 911
1099 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1100 tmp = object::create (); 913 tmp = object::create ();
1101 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1102 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
1103 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
1104 enter_exit (op, tmp); /* we don't really care if it succeeded; 917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1105 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1106 * default initial map */ 919 * default initial map */
1107 tmp->destroy (); 920 tmp->destroy ();
1108 } 921 }
1109 else 922 else
1110 {
1111 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1112 } 924}
1113 return 0;
1114 }
1115 925
926void
927player::chargen_race_next ()
928{
1116 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
1117 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
1118 */ 931 */
1119 932
1120 tmp_loop = 0; 933 do
1121 while (!tmp_loop)
1122 { 934 {
1123 shstr name = op->name; 935 shstr name = ob->name;
1124 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
1125 937
1126 remove_statbonus (op); 938 ob->remove_statbonus ();
1127 op->remove (); 939 ob->remove ();
1128 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
1129 op->arch->clone.copy_to (op); 941 ob->arch->clone.copy_to (ob);
1130 op->instantiate (); 942 ob->instantiate ();
1131 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
1132 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
1133 op->x = x; 945 ob->x = x;
1134 op->y = y; 946 ob->y = y;
1135 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
1136 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
1137 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
1138 add_statbonus (op); 950 ob->add_statbonus ();
1139 tmp_loop = allowed_class (op);
1140 } 951 }
952 while (!allowed_class (ob));
1141 953
1142 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
1143 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
1144 fix_player (op); 956 ob->update_stats ();
1145 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
1146 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
1147 op->stats.grace = 0; 959 ob->stats.grace = 0;
1148
1149 if (op->msg)
1150 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151
1152 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1153 return 0;
1154}
1155
1156int
1157key_confirm_quit (object *op, char key)
1158{
1159 char buf[MAX_BUF];
1160
1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 {
1163 op->contr->state = ST_PLAYING;
1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1165 return 1;
1166 }
1167
1168 INVOKE_PLAYER (LOGOUT, op->contr);
1169 INVOKE_PLAYER (QUIT, op->contr);
1170
1171 terminate_all_pets (op);
1172 leave_map (op);
1173 op->direction = 0;
1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1175
1176 strcpy (op->contr->killer, "quit");
1177 check_score (op);
1178 op->contr->party = NULL;
1179 if (settings.set_title == TRUE)
1180 op->contr->own_title[0] = '\0';
1181
1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1183 {
1184 maptile *mp, *next;
1185
1186 /* We need to hunt for any per player unique maps in memory and
1187 * get rid of them. The trailing slash in the path is intentional,
1188 * so that players named 'Ab' won't match against players 'Abe' pathname
1189 */
1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1191 for (mp = first_map; mp != NULL; mp = next)
1192 {
1193 next = mp->next;
1194 if (!strncmp (mp->path, buf, strlen (buf)))
1195 delete_map (mp);
1196 }
1197
1198 delete_character (op->name, 1);
1199 }
1200
1201 play_again (op);
1202 return 1;
1203} 960}
1204 961
1205void 962void
1206flee_player (object *op) 963flee_player (object *op)
1207{ 964{
1237 { 994 {
1238 op->enemy = NULL; 995 op->enemy = NULL;
1239 CLEAR_FLAG (op, FLAG_SCARED); 996 CLEAR_FLAG (op, FLAG_SCARED);
1240 return; 997 return;
1241 } 998 }
999
1242 get_rangevector (op, op->enemy, &rv, 0); 1000 get_rangevector (op, op->enemy, &rv, 0);
1243 1001
1244 dir = absdir (4 + rv.direction); 1002 dir = absdir (4 + rv.direction);
1245 for (diff = 0; diff < 3; diff++) 1003 for (diff = 0; diff < 3; diff++)
1246 { 1004 {
1247 int m = 1 - (RANDOM () & 2); 1005 int m = 1 - (RANDOM () & 2);
1248 1006
1249 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1007 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1250 {
1251 return; 1008 return;
1252 }
1253 } 1009 }
1010
1254 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1255 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1256 op->enemy = NULL; 1013 op->enemy = NULL;
1257} 1014}
1258 1015
1259
1260/* check_pick sees if there is stuff to be picked up/picks up stuff. 1016/* check_pick sees if there is stuff to be picked up/picks up stuff.
1261 * IT returns 1 if the player should keep on moving, 0 if he should 1017 * It returns 1 if the player should keep on moving, 0 if he should
1262 * stop. 1018 * stop.
1263 */ 1019 */
1264int 1020int
1265check_pick (object *op) 1021check_pick (object *op)
1266{ 1022{
1267 object *tmp, *next; 1023 object *tmp, *next;
1268 int stop = 0; 1024 int stop = 0;
1269 int j, k, wvratio; 1025 int wvratio;
1270 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1271 1027
1272 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1273 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1274 return 1; 1030 return 1;
1275 1031
1344 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1345 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1346 else 1102 else
1347 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1348 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351 sprintf (putstring, "...flags: ");
1352 for (k = 0; k < 4; k++)
1353 {
1354 for (j = 0; j < 32; j++)
1355 {
1356 if ((tmp->flags[k] >> j) & 0x01)
1357 {
1358 sprintf (tmpstr, "%d ", k * 32 + j);
1359 strcat (putstring, tmpstr);
1360 }
1361 }
1362 }
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365#if 0
1366 /* print the flags too */
1367 for (k = 0; k < 4; k++)
1368 {
1369 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1370 for (j = 0; j < 32; j++)
1371 {
1372 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1373 if (!((j + 1) % 4))
1374 fprintf (stderr, " ");
1375 }
1376 fprintf (stderr, " [%d]\n", k * 32);
1377 }
1378#endif
1379 } 1107 }
1108
1380 /* philosophy: 1109 /* philosophy:
1381 * It's easy to grab an item type from a pile, as long as it's 1110 * It's easy to grab an item type from a pile, as long as it's
1382 * generic. This takes no game-time. For more detailed pickups 1111 * generic. This takes no game-time. For more detailed pickups
1383 * and selections, select-items shoul dbe used. This is a 1112 * and selections, select-items should be used. This is a
1384 * grab-as-you-run type mode that's really useful for arrows for 1113 * grab-as-you-run type mode that's really useful for arrows for
1385 * example. 1114 * example.
1386 * The drawback: right now it has no frontend, so you need to 1115 * The drawback: right now it has no frontend, so you need to
1387 * stick the bits you want into a calculator in hex mode and then 1116 * stick the bits you want into a calculator in hex mode and then
1388 * convert to decimal and then 'pickup <#> 1117 * convert to decimal and then 'pickup <#>
1639 * found object is returned. 1368 * found object is returned.
1640 */ 1369 */
1641object * 1370object *
1642find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1643{ 1372{
1644 object *tmp = NULL; 1373 object *tmp = 0;
1645 1374
1646 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1647 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1648 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1649 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1650 return op; 1379 return op;
1380
1651 return tmp; 1381 return tmp;
1652} 1382}
1653 1383
1654/* 1384/*
1655 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1656 * against the target. A full test is not performed, simply a basic test 1386 * against the target. A full test is not performed, simply a basic test
1657 * of resistances. The archer is making a quick guess at what he sees down 1387 * of resistances. The archer is making a quick guess at what he sees down
1658 * the hall. Failing that it does it's best to pick the highest plus arrow. 1388 * the hall. Failing that it does it's best to pick the highest plus arrow.
1659 */ 1389 */
1660
1661object * 1390object *
1662find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1663{ 1392{
1664 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1665 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1731 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1732 * op = the shooter 1461 * op = the shooter
1733 * type = bow->race 1462 * type = bow->race
1734 * dir = fire direction 1463 * dir = fire direction
1735 */ 1464 */
1736
1737object * 1465object *
1738pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1739{ 1467{
1740 object *tmp = NULL; 1468 object *tmp = NULL;
1741 maptile *m; 1469 maptile *m;
1806 */ 1534 */
1807int 1535int
1808fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1809{ 1537{
1810 object *left, *bow; 1538 object *left, *bow;
1811 int bowspeed, mflags; 1539 int mflags;
1812 maptile *m; 1540 maptile *m;
1813 1541
1814 if (!dir) 1542 if (!dir)
1815 { 1543 {
1816 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1817 return 0; 1545 return 0;
1818 } 1546 }
1819 if (op->type == PLAYER) 1547
1820 bow = op->contr->ranges[range_bow]; 1548 if (op->contr)
1549 bow = op->current_weapon;
1821 else 1550 else
1822 { 1551 {
1823 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1824 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1825 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1830 if (!bow) 1559 if (!bow)
1831 { 1560 {
1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1833 return 0; 1562 return 0;
1834 } 1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1835 } 1572 }
1573
1836 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1837 { 1575 {
1838 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1839 return 0; 1577 return 0;
1840 } 1578 }
1841
1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1843
1844 /* penalize ROF for bestarrow */
1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1846 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1847 if (bowspeed < 1)
1848 bowspeed = 1;
1849 1579
1850 if (arrow == NULL) 1580 if (arrow == NULL)
1851 { 1581 {
1852 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1853 { 1583 {
1854 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1856 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1857 else 1587 else
1858 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1859 return 0; 1590 return 0;
1860 } 1591 }
1861 } 1592 }
1593
1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1863 if (mflags & P_OUT_OF_MAP) 1595 if (mflags & P_OUT_OF_MAP)
1864 {
1865 return 0; 1596 return 0;
1866 } 1597
1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1598 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 { 1599 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1600 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1870 return 0; 1601 return 0;
1871 } 1602 }
1877 return 0; 1608 return 0;
1878 } 1609 }
1879 1610
1880 left = arrow; /* these are arrows left to the player */ 1611 left = arrow; /* these are arrows left to the player */
1881 arrow = get_split_ob (arrow, 1); 1612 arrow = get_split_ob (arrow, 1);
1882 if (arrow == NULL) 1613 if (!arrow)
1883 { 1614 {
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 return 0; 1616 return 0;
1886 } 1617 }
1887 set_owner (arrow, op); 1618
1619 arrow->set_owner (op);
1888 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1889
1890 arrow->direction = dir; 1621 arrow->direction = dir;
1891 arrow->x = sx; 1622
1892 arrow->y = sy; 1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype;
1626
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629
1630#if 0
1631 if (player *pl = op->contr)
1632 {
1633 float speed = pl->weapon_sp;
1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643#endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1646
1647 /* update the speed */
1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1649 + bow->stats.dam / 7.f;
1650
1651 arrow->set_speed (max (arrow->speed, 2.f));
1652 arrow->speed_left = 0;
1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1893 1655
1894 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1895 { 1657 {
1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1897 fix_player (op);
1898 }
1899
1900 SET_ANIMATION (arrow, arrow->direction);
1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1902 arrow->stats.hp = arrow->stats.dam;
1903 arrow->stats.grace = arrow->attacktype;
1904 if (arrow->slaying != NULL)
1905 arrow->spellarg = strdup_local (arrow->slaying);
1906
1907 /* Note that this was different for monsters - they got their level
1908 * added to the damage. I think the strength bonus is more proper.
1909 */
1910
1911 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1912
1913 /* update the speed */
1914 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1915 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1916
1917 if (arrow->speed < 1.0)
1918 arrow->speed = 1.0;
1919 update_ob_speed (arrow);
1920 arrow->speed_left = 0;
1921
1922 if (op->type == PLAYER)
1923 {
1924 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1925 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1926 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1927
1928 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1659 wc -= dex_bonus[op->stats.Dex];
1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1929 } 1665 }
1930 else 1666 else
1931 { 1667 {
1932 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1933 arrow->level = op->level; 1668 arrow->level = op->level;
1934 } 1669 arrow->stats.wc -= bow->magic;
1935 1670
1936 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1937 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1938 1676
1939 if (bow->slaying != NULL) 1677 wc -= arrow->level;
1940 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1941 1679
1942 arrow->map = m; 1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1943 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1945 1683
1946 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1947 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1948 1686
1949 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1950 move_arrow (arrow); 1688 move_arrow (arrow);
1951 1689
1952 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1972{ 1710{
1973 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1974 1712
1975 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1976 { 1714 {
1977 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1978 } 1716 }
1979 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1980 { 1718 {
1981 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1982 wcmod = -1; 1720 wcmod = -1;
1721
1983 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1984 } 1723 }
1985 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1986 { 1725 {
1987 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1991 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1992 { 1731 {
1993 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1995 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1996
1997 } 1735 }
1998 else 1736 else
1999 { 1737 {
2000 /* Simple case */ 1738 /* Simple case */
2001 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2002 } 1740 }
1741
2003 return ret; 1742 return ret;
2004} 1743}
2005
2006 1744
2007/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
2008 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
2009 */ 1747 */
2010void 1748void
2011fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
2012{ 1750{
2013 object *item; 1751 object *item = op->contr->ranged_ob;
2014 1752
2015 if (!op->contr->ranges[range_misc]) 1753 if (!item)
2016 { 1754 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2018 return; 1756 return;
2019 } 1757 }
2020 1758
2021 item = op->contr->ranges[range_misc];
2022 if (!item->inv) 1759 if (!item->inv)
2023 { 1760 {
2024 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2025 return; 1762 return;
2026 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
2027 if (item->type == WAND) 1768 if (item->type == WAND)
2028 { 1769 {
2029 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
2030 { 1771 {
2031 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
2033 return; 1775 return;
2034 } 1776 }
2035 } 1777 }
2036 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
2037 { 1779 {
2038 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2039 { 1781 {
2040 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
2041 if (item->type == ROD) 1784 if (item->type == ROD)
2042 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2043 else 1786 else
2044 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1788
2045 return; 1789 return;
2046 } 1790 }
2047 } 1791 }
2048 1792
2049 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
2057 1801
2058 if (item->arch) 1802 if (item->arch)
2059 { 1803 {
2060 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2061 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2062 item->speed = 0; 1806 item->set_speed (0);
2063 update_ob_speed (item);
2064 } 1807 }
1808
2065 if ((tmp = is_player_inv (item))) 1809 if ((tmp = item->in_player ()))
2066 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2067 } 1811 }
2068 } 1812 }
2069 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2070 {
2071 drain_rod_charge (item); 1814 drain_rod_charge (item);
2072 }
2073 } 1815 }
2074} 1816}
2075 1817
2076/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2077 */ 1819 */
2078void 1820bool
2079fire (object *op, int dir) 1821fire (object *op, int dir)
2080{ 1822{
2081 int spellcost = 0; 1823 int spellcost = 0;
2082 1824
2083 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
2084 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
2085 make_visible (op); 1827 make_visible (op);
2086 1828
2087 switch (op->contr->shoottype) 1829 player *pl = op->contr;
1830
1831 if (pl->golem)
1832 {
1833 control_golem (op->contr->golem, dir);
1834 return false;
2088 { 1835 }
2089 case range_none:
2090 return;
2091 1836
2092 case range_bow: 1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
2093 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
2094 return; 1854 break;
2095 1855
2096 case range_magic: /* Casting spells */ 1856 case SPELL:
2097 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2098 return; 1858 break;
2099 1859
2100 case range_misc: 1860 case BUILDER:
1861 apply_map_builder (op, dir);
1862 break;
1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
2101 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2102 return; 1870 break;
2103
2104 case range_golem: /* Control summoned monsters from scrolls */
2105 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2106 {
2107 op->contr->ranges[range_golem] = 0;
2108 op->contr->shoottype = range_none;
2109 }
2110 else
2111 control_golem (op->contr->ranges[range_golem], dir);
2112 return;
2113
2114 case range_skill:
2115 if (!op->chosen_skill)
2116 {
2117 if (op->type == PLAYER)
2118 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2119 return;
2120 }
2121 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2122 return;
2123 case range_builder:
2124 apply_map_builder (op, dir);
2125 return;
2126 default:
2127 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2128 return;
2129 } 1871 }
2130}
2131 1872
2132 1873 return true;
1874}
2133 1875
2134/* find_key 1876/* find_key
2135 * We try to find a key for the door as passed. If we find a key 1877 * We try to find a key for the door as passed. If we find a key
2136 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
2137 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
2139 * pl is the player, 1881 * pl is the player,
2140 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
2141 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
2142 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
2143 */ 1885 */
2144
2145object * 1886object *
2146find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
2147{ 1888{
2148 object *tmp, *key; 1889 object *tmp, *key;
2149 1890
2150 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
2151 if (container->inv == NULL) 1892 if (!container->inv)
2152 return NULL; 1893 return 0;
2153 1894
2154 /* First, lets try to find a key in the top level inventory */ 1895 /* First, lets try to find a key in the top level inventory */
2155 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2156 { 1897 {
2157 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
2158 break; 1899 break;
2159 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
2160 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
2161 */ 1902 */
2162 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2163 break; 1904 break;
2164 } 1905 }
1906
2165 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
2166 /* If we find and use a key in an inventory, return at that time. 1908 /* If we find and use a key in an inventory, return at that time.
2167 * otherwise, if we search all the inventories and still don't find 1909 * otherwise, if we search all the inventories and still don't find
2168 * a key, return 1910 * a key, return
2169 */ 1911 */
2170 if (!tmp) 1912 if (!tmp)
2171 { 1913 {
2172 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
2173 { 1915 {
2174 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
2175 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
2176 { 1918 {
2177 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
2178 return key; 1920 return key;
2179 } 1921 }
2180 } 1922 }
1923
2181 if (!tmp) 1924 if (!tmp)
2182 return NULL; 1925 return NULL;
2183 } 1926 }
1927
2184 /* We get down here if we have found a key. Now if its in a container, 1928 /* We get down here if we have found a key. Now if its in a container,
2185 * see if we actually want to use it 1929 * see if we actually want to use it
2186 */ 1930 */
2187 if (pl != container) 1931 if (pl != container)
2188 { 1932 {
2209 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2210 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2211 return NULL; 1955 return NULL;
2212 } 1956 }
2213 } 1957 }
1958
2214 return tmp; 1959 return tmp;
2215} 1960}
2216 1961
2217/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
2218 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2220 * 0 otherwise 1965 * 0 otherwise
2221 */ 1966 */
2222static int 1967static int
2223player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2224{ 1969{
2225
2226 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
2227 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
2228 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2229 */ 1973 */
2230 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2231 1975
2232 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2233 if (key) 1977 if (key)
2234 { 1978 {
2235 object *container = key->env; 1979 object *container = key->env;
2236 1980
2237 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
2238 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2239 make_visible (op); 1984 make_visible (op);
1985
2240 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2241 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2242 if (door->type == DOOR) 1989 if (door->type == DOOR)
2243 {
2244 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2245 }
2246 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2247 { 1992 {
2248 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2249 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2250 } 1995 }
1996
2251 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2252 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2253 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2254 if (container != op) 2000 if (container != op)
2255 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2256 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2257 } 2004 }
2258 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2259 { 2006 {
2260 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2261 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2262 return 1; 2009 return 1;
2263 } 2010 }
2011
2264 return 0; 2012 return 0;
2265} 2013}
2266 2014
2267/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2268 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2269 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2270 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2271 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2272 */ 2020 */
2273 2021bool
2274void
2275move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2276{ 2023{
2277 object *tmp, *mon;
2278 sint16 nx, ny;
2279 int on_battleground; 2024 int on_battleground;
2280 maptile *m;
2281 2025
2282 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2283 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2284 2028
2285 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2286 2039
2287 /* If braced, or can't move to the square, and it is not out of the 2040 /* If braced, or can't move to the square, and it is not out of the
2288 * map, attack it. Note order of if statement is important - don't 2041 * map, attack it. Note order of if statement is important - don't
2289 * want to be calling move_ob if braced, because move_ob will move the 2042 * want to be calling move_ob if braced, because move_ob will move the
2290 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2291 * move to some space, it then means that if we are braced, we should 2044 * move to some space, it then means that if we are braced, we should
2292 * do nothing at all. As it is, if we are braced, we go through 2045 * do nothing at all. As it is, if we are braced, we go through
2293 * quite a bit of processing. However, it probably is less than what 2046 * quite a bit of processing. However, it probably is less than what
2294 * move_ob uses. 2047 * move_ob uses.
2295 */ 2048 */
2296 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2049 maptile *m = op->map->xy_find (nx, ny);
2297 {
2298 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2299 {
2300 m = get_map_from_coord (op->map, &nx, &ny);
2301 if (!m)
2302 return; /* Don't think this should happen */
2303 }
2304 else
2305 m = op->map;
2306 2050
2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2308 {
2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2310 return;
2311 }
2312
2313 mon = NULL;
2314 /* Go through all the objects, and find ones of interest. Only stop if 2051 /* Go through all the objects, and find ones of interest. Only stop if
2315 * we find a monster - that is something we know we want to attack. 2052 * we find a monster - that is something we know we want to attack.
2316 * if its a door or barrel (can roll) see if there may be monsters 2053 * if its a door or barrel (can roll) see if there may be monsters
2317 * on the space 2054 * on the space
2318 */ 2055 */
2319 while (tmp != NULL) 2056 object *mon;
2320 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2321 if (tmp == op) 2058 {
2322 { 2059 if ((mon->flag [FLAG_ALIVE]
2323 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2324 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2325 }
2326
2327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2328 {
2329 mon = tmp; 2062 && mon != op)
2330 break; 2063 break;
2331 } 2064 }
2332 2065
2333 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2334 mon = tmp;
2335
2336 tmp = tmp->above;
2337 }
2338
2339 if (mon == NULL) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2340 return; /* into a wall */ 2067 return false; /* into a wall */
2341 2068
2342 if (mon->head != NULL)
2343 mon = mon->head; 2069 mon = mon->head_ ();
2344 2070
2345 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2346 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2347 return; 2076 return true;
2077 }
2348 2078
2349 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2350 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2351 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2352 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2353 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2354 * and thus will not push them. 2084 * and thus will not push them.
2355 */ 2085 */
2356 2086
2357 /* If the creature is a pet, push it even if the player is not 2087 /* If the creature is a pet, push it even if the player is not
2358 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2359 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2360 */ 2090 */
2361 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2362#if COZY_SERVER 2092 && ((mon->owner && mon->owner->contr
2363 &&
2364 ((get_owner (mon) && get_owner (mon)->contr
2365 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2366#else 2094 || mon->owner == op)
2367 && get_owner (mon) == op
2368#endif
2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2370 { 2096 {
2371 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2372 if (op->contr->braced) 2098 if (op->contr->braced)
2373 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2374 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2375 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2376 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2377 make_visible (op); 2109 make_visible (op);
2110
2378 return; 2111 return true;
2379 } 2112 }
2113 else
2114 return false;
2115 }
2380 2116
2381 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2382 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2383 * someone, but put it inside this loop so that you won't 2119 * someone, but put it inside this loop so that you won't
2384 * attack them either. 2120 * attack them either.
2385 */ 2121 */
2386 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2387 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2388#ifdef PROHIBIT_PLAYERKILL 2124 && ((op->contr->peaceful
2389 (op->contr->peaceful 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2390 || (mon->type == PLAYER 2126 && !on_battleground))
2391 && mon->contr-> 2127 {
2392 peaceful)) && 2128 if (op->speed_left > 0.f)
2393#else
2394 op->contr->peaceful &&
2395#endif
2396 !on_battleground))
2397 { 2129 {
2130 --op->speed_left;
2131
2398 if (!op->contr->braced) 2132 if (!op->contr->braced)
2399 { 2133 {
2400 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2401 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2402 } 2136 }
2403 else 2137 else
2404 {
2405 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2406 } 2139
2407 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2141 make_visible (op);
2409 }
2410 2142
2143 return true;
2144 }
2145 }
2411 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2412 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2413 */ 2148 */
2414 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2415 { 2152 {
2153 --op->speed_left;
2154
2416 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2417 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2418 make_visible (op); 2157 make_visible (op);
2419 }
2420 2158
2159 return true;
2160 }
2161 }
2421 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2422 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2423 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2424 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2425 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2426 */ 2167 */
2427
2428 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2429 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2430 { 2170 {
2431 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2432 /* If the player hasn't hit something this tick, and does
2433 * so, give them speed boost based on weapon speed. Doing
2434 * it here is better than process_players2, which basically
2435 * incurred a 1 tick offset.
2436 */
2437 if (!op->contr->has_hit)
2438 { 2172 {
2439 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2440 2174
2441 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2442 }
2443
2444 skill_attack (mon, op, 0, NULL, NULL); 2175 skill_attack (mon, op, 0, 0, 0);
2445 2176
2446 /* If attacking another player, that player gets automatic
2447 * hitback, and doesn't loose luck either.
2448 * Disable hitback on the battleground or if the target is
2449 * the wiz.
2450 */
2451 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2452 {
2453 short luck = mon->stats.luck;
2454
2455 mon->contr->has_hit = 1;
2456 skill_attack (op, mon, 0, NULL, NULL);
2457 mon->stats.luck = luck;
2458 }
2459 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2460 make_visible (op); 2178 make_visible (op);
2461 }
2462 } /* if player should attack something */
2463}
2464 2179
2465int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2466move_player (object *op, int dir) 2188move_player (object *op, int dir)
2467{ 2189{
2468 int pick; 2190 int pick;
2469 2191
2470 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2471 return 0; 2193 return 0;
2472 2194
2473 /* Sanity check: make sure dir is valid */ 2195 /* Sanity check: make sure dir is valid */
2474 if ((dir < 0) || (dir >= 9)) 2196 if ((dir < 0) || (dir >= 9))
2475 { 2197 {
2476 LOG (llevError, "move_player: invalid direction %d\n", dir); 2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2477 return 0; 2199 return 0;
2478 } 2200 }
2479 2201
2480 /* peterm: added following line */ 2202 /* peterm: added following line */
2481 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2482 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2483 2205
2484 op->facing = dir; 2206 op->facing = dir;
2485 2207
2486 if (op->hide) 2208 if (op->hide)
2487 do_hidden_move (op); 2209 do_hidden_move (op);
2488 2210
2211 bool retval;
2212
2489 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2490 /*nop */ ; 2214 retval = RESULT_INT (0);
2491 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2492 fire (op, dir); 2216 retval = fire (op, dir);
2493 else 2217 else
2494 { 2218 {
2495 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2496 pick = check_pick (op); 2220 pick = check_pick (op);
2497 } 2221 }
2498 2222
2499 /* Add special check for newcs players and fire on - this way, the 2223 /* Add special check for newcs players and fire on - this way, the
2500 * server can handle repeat firing. 2224 * server can handle repeat firing.
2501 */ 2225 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2226 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir; 2227 op->direction = dir;
2505 }
2506 else 2228 else
2507 {
2508 op->direction = 0; 2229 op->direction = 0;
2509 } 2230
2510 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2512 * for players. 2233 * for players.
2513 */ 2234 */
2514 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2515 return 0; 2236
2237 return retval;
2516} 2238}
2517 2239
2518/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2519 * new client/server stuff. 2241 * new client/server stuff.
2520 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2521 * the new speed values for commands. 2243 * the new speed values for commands.
2522 * 2244 *
2523 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2524 */ 2248 */
2525int 2249bool
2526handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2527{ 2251{
2528 if (op->contr->hidden)
2529 {
2530 op->invisible = 1000;
2531 /* the socket code flashes the player visible/invisible
2532 * depending on the value of invisible, so we need to
2533 * alternate it here for it to work correctly.
2534 */
2535 if (pticks & 2)
2536 op->invisible--;
2537 }
2538 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2539 {
2540 op->invisible--;
2541 if (!op->invisible)
2542 {
2543 make_visible (op);
2544 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2545 }
2546 }
2547
2548 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2549 { 2253 {
2550 flee_player (op); 2254 if (op->speed_left > 0.f)
2551 /* If player is still scared, that is his action for this tick */
2552 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2255 {
2554 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2555 return 0; 2259 return true;
2556 } 2260 }
2261 else
2262 return false;
2557 } 2263 }
2558
2559 /* I've been seeing crashes where the golem has been destroyed, but
2560 * the player object still points to the defunct golem. The code that
2561 * destroys the golem looks correct, and it doesn't always happen, so
2562 * put this in a a workaround to clean up the golem pointer.
2563 */
2564 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2565 op->contr->ranges[range_golem] = 0;
2566 2264
2567 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2568 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2569 * called, so we recheck it here. 2267 * called, so we recheck it here.
2570 */ 2268 */
2571 HandleClient (&op->contr->socket, op->contr); 2269 if (op->contr->ns->handle_command ())
2572 if (op->speed_left < 0)
2573 return 0; 2270 return true;
2574 2271
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 {
2577 /* All move commands take 1 tick, at least for now */
2578 op->speed_left--;
2579
2580 /* Instead of all the stuff below, let move_player take care
2581 * of it. Also, some of the skill stuff is only put in
2582 * there, as well as the confusion stuff.
2583 */
2584 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2585 if (op->speed_left > 0) 2274
2586 return 1;
2587 else
2588 return 0;
2589 }
2590 return 0; 2275 return false;
2591} 2276}
2592 2277
2593int 2278int
2594save_life (object *op) 2279save_life (object *op)
2595{ 2280{
2596 object *tmp;
2597
2598 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2599 return 0; 2282 return 0;
2600 2283
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2284 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603 { 2286 {
2604 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2605 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2288 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2606 2289
2614 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2615 2298
2616 if (op->stats.food < 0) 2299 if (op->stats.food < 0)
2617 op->stats.food = 999; 2300 op->stats.food = 999;
2618 2301
2619 fix_player (op); 2302 op->update_stats ();
2620 return 1; 2303 return 1;
2621 } 2304 }
2305
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */ 2308 enter_player_savebed (op); /* bring him home. */
2625 return 0; 2309 return 0;
2626} 2310}
2631 * from. 2315 * from.
2632 */ 2316 */
2633void 2317void
2634remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2635{ 2319{
2636 object *next;
2637
2638 while (op) 2320 while (op)
2639 { 2321 {
2640 next = op->below; /* Make sure we have a good value, in case 2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2641 * we remove object 'op' 2323
2642 */
2643 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2644 { 2325 {
2645 op->remove ();
2646 op->x = env->x;
2647 op->y = env->y;
2648 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2649 esrv_del_item (env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2650 insert_ob_in_map (op, env->map, NULL, 0); 2328
2329 op->insert_at (env);
2651 } 2330 }
2652 else if (op->inv) 2331 else if (op->inv)
2653 remove_unpaid_objects (op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2333
2654 op = next; 2334 op = next;
2655 } 2335 }
2656} 2336}
2657
2658 2337
2659/* 2338/*
2660 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2661 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2662 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2673 strcpy (buf2, " R.I.P.\n\n"); 2352 strcpy (buf2, " R.I.P.\n\n");
2674 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2676 else 2355 else
2677 sprintf (buf, "%s\n", &op->name); 2356 sprintf (buf, "%s\n", &op->name);
2357
2678 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2679 strcat (buf2, buf); 2359 strcat (buf2, buf);
2680 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2681 sprintf (buf, "who was in level %d when killed\n", op->level); 2361 sprintf (buf, "who was in level %d when killed\n", op->level);
2682 else 2362 else
2683 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2363 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2366 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2687 { 2368 {
2688 sprintf (buf, "by %s.\n\n", op->contr->killer); 2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2689 strncat (buf2, " ", 21 - strlen (buf) / 2); 2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2371 strcat (buf2, buf);
2691 } 2372 }
2373
2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2693 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2376 strcat (buf2, buf);
2377
2695 return buf2; 2378 return buf2;
2696} 2379}
2697
2698
2699 2380
2700void 2381void
2701do_some_living (object *op) 2382do_some_living (object *op)
2702{ 2383{
2703 int last_food = op->stats.food; 2384 int last_food = op->stats.food;
2709 int rate_grace = 2000; 2390 int rate_grace = 2000;
2710 const int max_hp = 1; 2391 const int max_hp = 1;
2711 const int max_sp = 1; 2392 const int max_sp = 1;
2712 const int max_grace = 1; 2393 const int max_grace = 1;
2713 2394
2714 if (op->contr->outputs_sync) 2395 if (op->contr->hidden)
2715 {
2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2717 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2718 flush_output_element (op, &op->contr->outputs[i]);
2719 } 2396 {
2397 op->invisible = 1000;
2398 /* the socket code flashes the player visible/invisible
2399 * depending on the value of invisible, so we need to
2400 * alternate it here for it to work correctly.
2401 */
2402 if (pticks & 2)
2403 op->invisible--;
2404 }
2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2406 {
2407 if (!op->invisible--)
2408 {
2409 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2411 }
2412 }
2720 2413
2721 if (op->contr->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2722 { 2415 {
2723
2724 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2725 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2726 if (op->contr->gen_hp >= 0) 2418 if (op->contr->gen_hp >= 0)
2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2728 else 2420 else
2729 { 2421 {
2730 gen_hp = op->stats.maxhp; 2422 gen_hp = op->stats.maxhp;
2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2732 } 2424 }
2425
2733 if (op->contr->gen_sp >= 0) 2426 if (op->contr->gen_sp >= 0)
2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2735 else 2428 else
2736 { 2429 {
2737 gen_sp = op->stats.maxsp; 2430 gen_sp = op->stats.maxsp;
2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2739 } 2432 }
2433
2740 if (op->contr->gen_grace >= 0) 2434 if (op->contr->gen_grace >= 0)
2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2742 else 2436 else
2743 { 2437 {
2744 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2745 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2746 } 2440 }
2747 2441
2748 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2749 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2750 { 2444 {
2751 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2752 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2753 { 2447 {
2754 op->stats.sp++; 2448 op->stats.sp++;
2760 op->stats.food += op->contr->digestion; 2454 op->stats.food += op->contr->digestion;
2761 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2762 op->stats.food = last_food; 2456 op->stats.food = last_food;
2763 } 2457 }
2764 } 2458 }
2459
2765 if (max_sp > 1) 2460 if (max_sp > 1)
2766 { 2461 {
2767 over_sp = (gen_sp + 10) / rate_sp; 2462 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0) 2463 if (over_sp > 0)
2769 { 2464 {
2770 if (op->stats.sp < op->stats.maxsp) 2465 if (op->stats.sp < op->stats.maxsp)
2771 { 2466 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2773 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2774 op->stats.sp--; 2470 op->stats.sp--;
2471
2775 if (op->stats.sp > op->stats.maxsp) 2472 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp; 2473 op->stats.sp = op->stats.maxsp;
2777 } 2474 }
2778 op->last_sp = 0; 2475 op->last_sp = 0;
2779 } 2476 }
2780 else 2477 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2479 }
2785 else 2480 else
2786 {
2787 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2788 }
2789 } 2482 }
2790 2483
2791 /* Regenerate Grace */ 2484 /* Regenerate Grace */
2792 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2793 if (--op->last_grace < 0) 2486 if (--op->last_grace < 0)
2794 { 2487 {
2795 if (op->stats.grace < op->stats.maxgrace / 2) 2488 if (op->stats.grace < op->stats.maxgrace / 2)
2796 op->stats.grace++; /* no penalty in food for regaining grace */ 2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2797 if (max_grace > 1) 2491 if (max_grace > 1)
2798 { 2492 {
2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2800 if (over_grace > 0) 2494 if (over_grace > 0)
2801 { 2495 {
2829 op->stats.food += op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2830 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2831 op->stats.food = last_food; 2525 op->stats.food = last_food;
2832 } 2526 }
2833 } 2527 }
2528
2834 if (max_hp > 1) 2529 if (max_hp > 1)
2835 { 2530 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0) 2532 if (over_hp > 0)
2838 { 2533 {
2851 } 2546 }
2852 2547
2853 /* Digestion */ 2548 /* Digestion */
2854 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2855 { 2550 {
2856#ifdef COZY_SERVER
2857 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2858 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2859#else
2860 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2861#endif
2862 2552
2863 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2864 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2865 else 2555 else
2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2867 /* dms do not consume food */ 2558 /* dms do not consume food */
2868 if (!QUERY_FLAG (op, FLAG_WIZ)) 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2869 op->stats.food--; 2560 op->stats.food--;
2870 } 2561 }
2871 }
2872 2562
2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2874 { 2564 {
2875 object *tmp, *flesh = NULL; 2565 object *tmp, *flesh = 0;
2876 2566
2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2878 {
2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 { 2568 {
2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2882 { 2570 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2883 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2884 manual_apply (op, tmp, 0); 2574 manual_apply (op, tmp, 0);
2885 if (op->stats.food >= 0 || op->stats.hp < 0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2886 break; 2576 break;
2887 } 2577 }
2888 else if (tmp->type == FLESH) 2578 else if (tmp->type == FLESH)
2889 flesh = tmp; 2579 flesh = tmp;
2890 } /* End if paid for object */ 2580 } /* End if paid for object */
2891 } /* end of for loop */ 2581 } /* end of for loop */
2582
2892 /* If player is still starving, it means they don't have any food, so 2583 /* If player is still starving, it means they don't have any food, so
2893 * eat flesh instead. 2584 * eat flesh instead.
2894 */ 2585 */
2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896 { 2587 {
2897 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2898 manual_apply (op, flesh, 0); 2589 manual_apply (op, flesh, 0);
2899 } 2590 }
2900 } /* end if player is starving */ 2591 }
2901 2592
2902 while (op->stats.food < 0 && op->stats.hp > 0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2903 op->stats.food++, op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2904 2595
2905 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2906 kill_player (op); 2597 kill_player (op);
2598 }
2907} 2599}
2908
2909
2910 2600
2911/* If the player should die (lack of hp, food, etc), we call this. 2601/* If the player should die (lack of hp, food, etc), we call this.
2912 * op is the player in jeopardy. If the player can not be saved (not 2602 * op is the player in jeopardy. If the player can not be saved (not
2913 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2914 * file. 2604 * file.
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2946 2636
2947 /* restore player */ 2637 /* restore player */
2948 at = archetype::find ("poisoning"); 2638 at = archetype::find ("poisoning");
2949 tmp = present_arch_in_ob (at, op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2640 {
2952 tmp->destroy (); 2641 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2643 }
2955 2644
2956 at = archetype::find ("confusion"); 2645 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2647 {
2960 tmp->destroy (); 2648 tmp->destroy ();
2961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2962 } 2650 }
2963 2651
2965 op->stats.hp = op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2966 if (op->stats.food <= 0) 2654 if (op->stats.food <= 0)
2967 op->stats.food = 999; 2655 op->stats.food = 999;
2968 2656
2969 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2970 tmp = arch_to_object (archetype::find ("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2971 if (tmp != NULL)
2972 { 2659 {
2973 sprintf (buf, "%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2974 tmp->name = buf; 2661 tmp->name = buf;
2975 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2976 " the %s, when he was defeated at\n level %d by %s.\n", 2663 " the %s, when he was defeated at\n level %d by %s.\n",
2977 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2978 tmp->msg = buf; 2665 tmp->msg = buf;
2979 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
2980 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2981 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
2982 insert_ob_in_map (tmp, op->map, op, 0);
2983 } 2669 }
2984 2670
2985 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
2986 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2987 op->contr->braced = 0; 2673 op->contr->braced = 0;
2992 2678
2993 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2994 2680
2995 if (op->stats.food < 0) 2681 if (op->stats.food < 0)
2996 { 2682 {
2997 if (op->contr->explore)
2998 {
2999 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3000 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3001 op->stats.food = 999;
3002 return;
3003 }
3004 sprintf (buf, "%s starved to death.", &op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
3005 strcpy (op->contr->killer, "starvation"); 2684 strcpy (op->contr->killer, "starvation");
3006 } 2685 }
3007 else 2686 else
3008 {
3009 if (op->contr->explore)
3010 {
3011 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3012 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3013 op->stats.hp = op->stats.maxhp;
3014 return;
3015 }
3016 sprintf (buf, "%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
3017 } 2688
3018 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3019 2690
3020 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
3021 x = op->x; 2692 x = op->x;
3022 y = op->y; 2693 y = op->y;
3023 map = op->map; 2694 map = op->map;
3024 2695
3025
3026 if (settings.not_permadeth == TRUE)
3027 {
3028 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
3029 * life if they are dead - it takes some exp and a random stat. 2697 * life if they are dead - it takes some exp and a random stat.
3030 * See the config.h file for a little more in depth detail about this. 2698 * See the config.h file for a little more in depth detail about this.
3031 */ 2699 */
3032 2700
3033 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
3034 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
3035 * of death. 2703 * of death.
3036 */ 2704 */
3037#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
3038 if (settings.balanced_stat_loss) 2706 if (settings.balanced_stat_loss)
3039 { 2707 {
3040 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
3041 /* Lower level chars don't lose as many stats because they suffer 2709 /* Lower level chars don't lose as many stats because they suffer
3042 more if they do. */ 2710 more if they do. */
3043 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
3044 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
3045 little bit harder. */ 2713 little bit harder. */
3046 /* GD */ 2714 /* GD */
3047 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
3048 num_stats_lose = 1; 2716 num_stats_lose = 1;
3049 else
3050 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3051 }
3052 else 2717 else
3053 { 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719 }
2720 else
3054 num_stats_lose = 1; 2721 num_stats_lose = 1;
3055 } 2722
3056 lost_a_stat = 0; 2723 lost_a_stat = 0;
3057 2724
3058 for (z = 0; z < num_stats_lose; z++) 2725 for (z = 0; z < num_stats_lose; z++)
3059 { 2726 {
3060 i = RANDOM () % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
3061 2728
3062 if (settings.stat_loss_on_death) 2729 if (settings.stat_loss_on_death)
2730 {
2731 /* Pick a random stat and take a point off it. Tell the player
2732 * what he lost.
2733 */
2734 change_attr_value (&(op->stats), i, -1);
2735 check_stat_bounds (&(op->stats));
2736 change_attr_value (&(op->contr->orig_stats), i, -1);
2737 check_stat_bounds (&(op->contr->orig_stats));
2738 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2739 lost_a_stat = 1;
2740 }
2741 else
2742 {
2743 /* deplete a stat */
2744 archetype *deparch = archetype::find ("depletion");
2745 object *dep;
2746
2747 dep = present_arch_in_ob (deparch, op);
2748 if (!dep)
3063 { 2749 {
3064 /* Pick a random stat and take a point off it. Tell the player 2750 dep = arch_to_object (deparch);
3065 * what he lost. 2751 insert_ob_in_ob (dep, op);
3066 */
3067 change_attr_value (&(op->stats), i, -1);
3068 check_stat_bounds (&(op->stats));
3069 change_attr_value (&(op->contr->orig_stats), i, -1);
3070 check_stat_bounds (&(op->contr->orig_stats));
3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3072 lost_a_stat = 1;
3073 } 2752 }
3074 else 2753 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss)
3075 { 2755 {
3076 /* deplete a stat */ 2756 /* GD */
3077 archetype *deparch = archetype::find ("depletion"); 2757 /* Get the stat that we're about to deplete. */
3078 object *dep; 2758 this_stat = get_attr_value (&(dep->stats), i);
3079 2759 if (this_stat < 0)
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 { 2760 {
3083 dep = arch_to_object (deparch); 2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3084 insert_ob_in_ob (dep, op); 2762 int keep_chance = this_stat * this_stat;
3085 } 2763
3086 lose_this_stat = 1; 2764 /* Yes, I am paranoid. Sue me. */
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
3091 this_stat = get_attr_value (&(dep->stats), i);
3092 if (this_stat < 0) 2765 if (keep_chance < 1)
2766 keep_chance = 1;
2767
2768 /* There is a maximum depletion total per level. */
2769 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3093 { 2770 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0; 2771 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we 2772 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */ 2773 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 } 2774 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 /* We could try to do something clever like find another
3123 * stat to reduce if this fails. But chances are, if
3124 * stats have been depleted to -50, all are pretty low
3125 * and should be roughly the same, so it shouldn't make a
3126 * difference.
3127 */ 2775 else
3128 if (this_stat >= -50)
3129 { 2776 {
3130 change_attr_value (&(dep->stats), i, -1); 2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3131 SET_FLAG (dep, FLAG_APPLIED);
3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3133 fix_player (op);
3134 lost_a_stat = 1; 2778 lose_this_stat = 0;
2779 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2780 this_stat, keep_chance, loss_chance,
2781 lose_this_stat?"LOSE":"KEEP"); */
3135 } 2782 }
3136 } 2783 }
3137 } 2784 }
2785
2786 if (lose_this_stat)
2787 {
2788 this_stat = get_attr_value (&(dep->stats), i);
2789 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a
2793 * difference.
2794 */
2795 if (this_stat >= -50)
2796 {
2797 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 op->update_stats ();
2801 lost_a_stat = 1;
2802 }
3138 } 2803 }
2804 }
2805 }
3139 /* If no stat lost, tell the player. */ 2806 /* If no stat lost, tell the player. */
3140 if (!lost_a_stat) 2807 if (!lost_a_stat)
3141 { 2808 {
3142 /* determine_god() seems to not work sometimes... why is this? 2809 /* determine_god() seems to not work sometimes... why is this?
3143 Should I be using something else? GD */ 2810 Should I be using something else? GD */
3144 const char *god = determine_god (op); 2811 const char *god = determine_god (op);
3145 2812
3146 if (god && (strcmp (god, "none"))) 2813 if (god && (strcmp (god, "none")))
3147 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2814 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3148 else 2815 else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2816 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3150 } 2817 }
3151#else 2818#else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3153#endif 2820#endif
3154 2821
3155 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
3156 * exp loss on the stone. 2823 * exp loss on the stone.
3157 */ 2824 */
3158 tmp = arch_to_object (archetype::find ("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
3159 sprintf (buf, "%s's gravestone", &op->name); 2826 sprintf (buf, "%s's gravestone", &op->name);
3160 tmp->name = buf; 2827 tmp->name = buf;
3161 sprintf (buf, "%s's gravestones", &op->name); 2828 sprintf (buf, "%s's gravestones", &op->name);
3162 tmp->name_pl = buf; 2829 tmp->name_pl = buf;
3163 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2830 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3164 tmp->msg = buf; 2831 tmp->msg = buf;
3165 tmp->x = op->x, tmp->y = op->y; 2832 tmp->x = op->x, tmp->y = op->y;
3166 insert_ob_in_map (tmp, op->map, NULL, 0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
3167 2834
3168 /**************************************/ 2835 /**************************************/
3169 /* */ 2836 /* */
3170 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
3171 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
3172 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
3173 /* */ 2840 /* */
3174 /**************************************/ 2841 /**************************************/
3175 2842
3176 /* remove any poisoning and confusion the character may be suffering. */ 2843 /* remove any poisoning and confusion the character may be suffering. */
3177 /* restore player */ 2844 /* restore player */
3178 at = archetype::find ("poisoning"); 2845 at = archetype::find ("poisoning");
3179 tmp = present_arch_in_ob (at, op); 2846 tmp = present_arch_in_ob (at, op);
3180 2847
3181 if (tmp) 2848 if (tmp)
3182 { 2849 {
3183 tmp->destroy (); 2850 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3185 } 2852 }
3186 2853
3187 at = archetype::find ("confusion"); 2854 at = archetype::find ("confusion");
3188 tmp = present_arch_in_ob (at, op); 2855 tmp = present_arch_in_ob (at, op);
3189 if (tmp) 2856 if (tmp)
3190 { 2857 {
3191 tmp->destroy (); 2858 tmp->destroy ();
3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3193 } 2860 }
3194 2861
3195 cure_disease (op, 0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
3196 2863
3197 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
3198 apply_death_exp_penalty (op); 2865 apply_death_exp_penalty (op);
3199 if (op->stats.food < 100) 2866 if (op->stats.food < 100)
3200 op->stats.food = 900; 2867 op->stats.food = 900;
3201 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3204 2871
3205 /* 2872 /*
3206 * Check to see if the player is in a shop. IF so, then check to see if 2873 * Check to see if the player has any unpaid items. If so, remove them
3207 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
3208 * in the map. 2875 */
3209 */
3210
3211 if (is_in_shop (op))
3212 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
3213 2877
3214 /****************************************/ 2878 /****************************************/
3215 /* */ 2879 /* */
3216 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
3217 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
3218 /* */ 2882 /* */
3219 /****************************************/ 2883 /****************************************/
3220 2884
3221 enter_player_savebed (op); 2885 enter_player_savebed (op);
3222 2886
3223 /* Save the player before inserting the force to reduce
3224 * chance of abuse.
3225 */
3226 op->contr->braced = 0; 2887 op->contr->braced = 0;
3227 save_player (op, 1);
3228 2888
3229 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
3230 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
3231 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
3232 * on the space that might harm the player. 2892 * on the space that might harm the player.
3233 */ 2893 */
3234 will_kill_again = 0; 2894 will_kill_again = 0;
3235 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2895 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3236 if (tmp->type == SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
3237 will_kill_again |= tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
3238 2898
3239 if (will_kill_again) 2899 if (will_kill_again)
3240 { 2900 {
3241 object *force; 2901 object *force;
3242 int at; 2902 int at;
3243 2903
3244 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
3245 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
3246 force->speed = 0.1; 2906 force->speed = 0.1f;
3247 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
3248 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
3249 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
3250 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
3251 force->resist[at] = 100; 2911 force->resist[at] = 100;
3252 2912
3253 insert_ob_in_ob (force, op); 2913 insert_ob_in_ob (force, op);
3254 fix_player (op); 2914 op->update_stats ();
3255 2915
3256 } 2916 }
3257 2917
3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3259 return;
3260 } /* NOT_PERMADETH */
3261 else
3262 {
3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3264 * should probably be embedded in an else statement.
3265 */
3266
3267 op->contr->party = NULL;
3268 if (settings.set_title == TRUE)
3269 op->contr->own_title[0] = '\0';
3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3271 check_score (op);
3272
3273 if (op->contr->ranges[range_golem])
3274 {
3275 remove_friendly_object (op->contr->ranges[range_golem]);
3276 op->contr->ranges[range_golem]->destroy ();
3277 op->contr->ranges[range_golem] = 0;
3278 }
3279
3280 loot_object (op); /* Remove some of the items for good */
3281 op->remove ();
3282 op->direction = 0;
3283
3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
3286 delete_character (op->name, 0);
3287 if (settings.resurrection == TRUE)
3288 {
3289 /* save playerfile sans equipment when player dies
3290 ** then save it as player.pl.dead so that future resurrection
3291 ** type spells will work on them nicely
3292 */
3293 delete_character (op->name, 0);
3294 op->stats.hp = op->stats.maxhp;
3295 op->stats.food = 999;
3296
3297 /* set the location of where the person will reappear when */
3298 /* maybe resurrection code should fix map also */
3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
3300 if (op->map != NULL)
3301 op->map = NULL;
3302 op->x = settings.emergency_x;
3303 op->y = settings.emergency_y;
3304 save_player (op, 0);
3305 op->map = map;
3306 /* please see resurrection.c: peterm */
3307 dead_player (op);
3308 }
3309 else
3310 delete_character (op->name, 1);
3311 }
3312
3313 play_again (op);
3314
3315 /* peterm: added to create a corpse at deathsite. */
3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
3317 sprintf (buf, "%s", &op->name);
3318 tmp->name = tmp->name_pl = buf;
3319 tmp->level = op->level;
3320 tmp->x = x;
3321 tmp->y = y;
3322 tmp->msg = gravestone_text (op);
3323 SET_FLAG (tmp, FLAG_UNIQUE);
3324 insert_ob_in_map (tmp, map, NULL, 0);
3325 }
3326} 2919}
3327
3328 2920
3329void 2921void
3330loot_object (object *op) 2922loot_object (object *op)
3331{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
3332 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
3333 2925
3334 if (op->container) 2926 op->close_container (); /* close open sack first */
3335 { /* close open sack first */
3336 esrv_apply_container (op, op->container);
3337 }
3338 2927
3339 for (tmp = op->inv; tmp != NULL; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
3340 { 2929 {
3341 next = tmp->below; 2930 next = tmp->below;
3342 if (tmp->type == EXPERIENCE || tmp->invisible) 2931
2932 if (tmp->invisible)
3343 continue; 2933 continue;
2934
3344 tmp->remove (); 2935 tmp->remove ();
3345 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
3346 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
3347 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
3348 loot_object (tmp); 2940
3349 }
3350 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3351 { 2942 {
3352 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
3353 { 2944 {
3354 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3355 tmp2->destroy (); 2946 tmp2->destroy ();
3366/* 2957/*
3367 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3368 * what needs to be fixed. Refresh windows and fix speed if anything 2959 * what needs to be fixed. Refresh windows and fix speed if anything
3369 * was changed. 2960 * was changed.
3370 */ 2961 */
3371
3372void 2962void
3373fix_weight (void) 2963fix_weight (void)
3374{ 2964{
3375 player *pl; 2965 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 { 2966 {
3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3380 2968
3381 if (old == sum) 2969 if (old == sum)
3382 continue; 2970 continue;
3383 fix_player (pl->ob); 2971 pl->ob->update_stats ();
3384 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3385 } 2973 }
3386} 2974}
3387 2975
3388void 2976void
3389fix_luck (void) 2977fix_luck (void)
3390{ 2978{
3391 player *pl; 2979 for_all_players (pl)
3392
3393 for (pl = first_player; pl != NULL; pl = pl->next)
3394 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3395 change_luck (pl->ob, 0); 2981 pl->ob->change_luck (0);
3396} 2982}
3397
3398 2983
3399/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3400 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3401 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3402 */ 2987 */
3403
3404void 2988void
3405cast_dust (object *op, object *throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3406{ 2990{
3407 object *skop, *spob; 2991 object *skop, *spob;
3408 2992
3442 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3443 { 3027 {
3444 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3445 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3446 } 3030 }
3031
3447 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3448} 3033}
3449 3034
3450int 3035int
3451is_true_undead (object *op) 3036is_true_undead (object *op)
3452{ 3037{
3453 object *tmp = NULL;
3454
3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3456 return 1; 3039 return 1;
3457 3040
3458 if (op->type == PLAYER)
3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3463 return 0; 3041 return 0;
3464} 3042}
3465 3043
3466/* look at the surrounding terrain to determine 3044/* look at the surrounding terrain to determine
3467 * the hideability of this object. Positive levels 3045 * the hideability of this object. Positive levels
3509/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3510 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3511 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3512 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3513 */ 3091 */
3514
3515void 3092void
3516do_hidden_move (object *op) 3093do_hidden_move (object *op)
3517{ 3094{
3518 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3519 object *skop; 3096 object *skop;
3523 3100
3524 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3525 3102
3526 /* its *extremely* hard to run and sneak/hide at the same time! */ 3103 /* its *extremely* hard to run and sneak/hide at the same time! */
3527 if (op->type == PLAYER && op->contr->run_on) 3104 if (op->type == PLAYER && op->contr->run_on)
3528 {
3529 if (!skop || num >= skop->level) 3105 if (!skop || num >= skop->level)
3530 { 3106 {
3531 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3532 make_visible (op); 3108 make_visible (op);
3533 return; 3109 return;
3534 } 3110 }
3535 else 3111 else
3536 num += 20; 3112 num += 20;
3537 } 3113
3538 num += op->map->difficulty; 3114 num += op->map->difficulty;
3539 hide = hideability (op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3540 num -= hide; 3116 num -= hide;
3117
3541 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542 { 3119 {
3543 make_visible (op); 3120 make_visible (op);
3544 if (op->type == PLAYER) 3121 if (op->type == PLAYER)
3545 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3546 } 3123 }
3547 else if (op->type == PLAYER && skop) 3124 else if (op->type == PLAYER && skop)
3548 {
3549 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3550 }
3551} 3126}
3552 3127
3553/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3554 3129
3555int 3130int
3582 if (mflags & P_OUT_OF_MAP) 3157 if (mflags & P_OUT_OF_MAP)
3583 continue; 3158 continue;
3584 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3159 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3585 continue; 3160 continue;
3586 3161
3587 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3162 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3588 { 3163 {
3589 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3164 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3590 return 1; 3165 return 1;
3591 else if (tmp->type == PLAYER) 3166 else if (tmp->type == PLAYER)
3592 { 3167 {
3622 if (pl->type != PLAYER) 3197 if (pl->type != PLAYER)
3623 { 3198 {
3624 LOG (llevError, "player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3625 return -1; 3200 return -1;
3626 } 3201 }
3202
3627 if (!pl || !op) 3203 if (!pl || !op)
3628 return 0; 3204 return 0;
3629 3205
3630 if (op->head)
3631 {
3632 op = op->head; 3206 op = op->head_ ();
3633 } 3207
3634 get_rangevector (pl, op, &rv, 0x1); 3208 get_rangevector (pl, op, &rv, 0x1);
3635 3209
3636 /* starting with the 'head' part, lets loop 3210 /* starting with the 'head' part, lets loop
3637 * through the object and find if it has any 3211 * through the object and find if it has any
3638 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3646 3220
3647 /* only the viewable area the player sees is updated by LOS 3221 /* only the viewable area the player sees is updated by LOS
3648 * code, so we need to restrict ourselves to that range of values 3222 * code, so we need to restrict ourselves to that range of values
3649 * for any meaningful values. 3223 * for any meaningful values.
3650 */ 3224 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3653 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3654 return 1; 3228 return 1;
3655 op = op->more; 3229 op = op->more;
3656 } 3230 }
3657 return 0; 3231 return 0;
3658} 3232}
3755 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3756 int i = 0, j = 0; 3330 int i = 0, j = 0;
3757 3331
3758 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3759 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3760 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3761 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3762 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3763 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3764 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3765 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3766 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3767 3341
3768 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3769 return; 3343 return;
3770 3344
3771 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3772 3346
3773 if (tr == NULL || tr->item == NULL) 3347 if (!tr || !tr->item)
3774 { 3348 {
3775 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3776 return; 3350 return;
3777 } 3351 }
3778 3352
3844 { 3418 {
3845 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3846 object *skin; 3420 object *skin;
3847 3421
3848 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3849 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3425 ;
3426
3850 if (skin == NULL) 3427 if (!skin)
3851 return; 3428 return;
3852 3429
3853 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 { 3432 {
3900 * not readied. 3477 * not readied.
3901 */ 3478 */
3902void 3479void
3903player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3904{ 3481{
3905 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3906 3484
3907 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3908 { 3486 pl->combat_ob = 0;
3487
3909 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3910 { 3489 pl->ranged_ob = 0;
3911 pl->ranges[i] = NULL;
3912 if (pl->shoottype == i)
3913 {
3914 pl->shoottype = range_none;
3915 }
3916 }
3917 }
3918} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines