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Comparing deliantra/server/server/player.C (file contents):
Revision 1.37 by root, Thu Dec 14 02:37:37 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 (client_socket * 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 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 383 set_first_map (pl->ob);
344 384
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 385 return pl;
353} 386}
354 387
355/* 388/*
356 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
366 { 399 {
367 if (at == NULL || at->next == NULL) 400 if (at == NULL || at->next == NULL)
368 at = first_archetype; 401 at = first_archetype;
369 else 402 else
370 at = at->next; 403 at = at->next;
404
371 if (at->clone.type == PLAYER) 405 if (at->clone.type == PLAYER)
372 return at; 406 return at;
407
373 if (at == start) 408 if (at == start)
374 { 409 {
375 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 411 exit (-1);
377 } 412 }
378 } 413 }
379} 414}
380 415
381
382object * 416object *
383get_nearest_player (object *mon) 417get_nearest_player (object *mon)
384{ 418{
385 object *op = NULL; 419 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 420 objectlink *ol;
388 unsigned lastdist; 421 unsigned lastdist;
389 rv_vector rv; 422 rv_vector rv;
390 423
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 425 {
393 /* 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
394 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 433 object *tmp = ol->ob;
401 434
402 /* 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
403 * itself will have been cleared. 436 * itself will have been cleared.
404 */ 437 */
405 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 ());
406 ol = ol->next; 440 ol = ol->next;
407 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
408 if (!ol) 442 if (!ol)
409 return op; 443 return op;
410 } 444 }
423 { 457 {
424 op = ol->ob; 458 op = ol->ob;
425 lastdist = rv.distance; 459 lastdist = rv.distance;
426 } 460 }
427 } 461 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 462
429 { 463 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 464 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 465 if (lastdist > rv.distance)
434 { 466 {
435 op = pl->ob; 467 op = pl->ob;
436 lastdist = rv.distance; 468 lastdist = rv.distance;
437 } 469 }
438 } 470
439 }
440#if 0 471#if 0
441 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)");
442#endif 473#endif
443 return op; 474 return op;
444} 475}
462 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
463 * if the creature should cast a spell, so returning a direction in that case 494 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 495 * is probably not a good thing.
465 */ 496 */
466#define MAX_SPACES 50 497#define MAX_SPACES 50
467
468 498
469/* 499/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * modified to verify there is a path to the player. Does this by stepping towards 501 * modified to verify there is a path to the player. Does this by stepping towards
472 * player and if path is blocked then see if blockage is close enough to player that 502 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 533 x = mon->x;
504 y = mon->y; 534 y = mon->y;
505 m = mon->map; 535 m = mon->map;
506 dir = rv.direction; 536 dir = rv.direction;
507 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 */
508 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
509 /* 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. */
510 if (diff > max) 541 if (diff > max)
511 return 0; 542 return 0;
543
512 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
513 { 545 {
514 lastx = x; 546 lastx = x;
515 lasty = y; 547 lasty = y;
516 lastmap = m; 548 lastmap = m;
598 max--; 630 max--;
599 lastdir = dir; 631 lastdir = dir;
600 if (!firstdir) 632 if (!firstdir)
601 firstdir = dir; 633 firstdir = dir;
602 } 634 }
635
603 if (diff <= 1) 636 if (diff <= 1)
604 { 637 {
605 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 639 * headed toward player for entire distance.
607 */ 640 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 643 }
644
611 if (diff > max) 645 if (diff > max)
612 return 0; 646 return 0;
613 } 647 }
648
614 /* 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 */
615 if (!max) 650 if (!max)
616 return 0; 651 return 0;
617 652
618 return firstdir; 653 return firstdir;
711 /* Need to set up the skill pointers */ 746 /* Need to set up the skill pointers */
712 link_player_skills (pl); 747 link_player_skills (pl);
713} 748}
714 749
715void 750void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 751get_party_password (object *op, partylist *party)
800{ 752{
801 if (party == NULL) 753 if (party == NULL)
802 { 754 {
803 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);
804 return; 756 return;
805 } 757 }
758
806 op->contr->write_buf[0] = '\0'; 759 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
809 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:");
810} 763}
811
812 764
813/* 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. */
814int 766static int
815roll_stat (void) 767roll_stat (void)
816{ 768{
817 int a[4], i, j, k; 769 int a[4], i, j, k;
818 770
819 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
821 773
822 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 775 if (a[i] < k)
824 k = a[i], j = i; 776 k = a[i], j = i;
825 777
826 for (i = 0, k = 0; i < 4; i++) 778 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 779 if (i != j)
829 k += a[i]; 780 k += a[i];
830 } 781
831 return k; 782 return k;
832} 783}
833 784
834void 785void
835roll_stats (object *op) 786object::roll_stats ()
836{ 787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
837 int sum = 0; 792 int sum = 0;
838 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
840 795
841 do 796 if (sum >= 82 && sum <= 116)
797 break;
842 { 798 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 799
854 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 802
863 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
864 do 804 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 805
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 806 stats.exp = 0;
899 op->stats.ac = 0; 807 stats.ac = 0;
900 808
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 809 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 810 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 819 contr->orig_stats = stats;
820 }
910} 821}
911 822
912void 823void
913Roll_Again (object *op) 824object::swap_stats (int a, int b)
914{ 825{
915 esrv_new_player (op->contr, 0); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 827
920void 828 for (int i = 0; i < NUM_STATS; ++i)
921Swap_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)
922{ 855{
923 signed char tmp;
924 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
925 857
926 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 862}
1041 863
1042/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1046 * not the class. 868 * not the class.
1047 */ 869 */
1048 870void
1049int 871player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 872{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 875
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 876 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 877 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 878 create_treasure (tl, ob, 0, 0, 0);
1070 879
1071 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
1073 882
1074 op->contr->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
1075 884
1076 if (op->msg) 885 if (ob->msg)
1077 op->msg = NULL; 886 ob->msg = 0;
1078 887
1079 /* 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
1080 * to save here. 889 * to save here.
1081 */ 890 */
891 {
892 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
1084 896
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 897 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 900 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
1093 fix_player (op); 902 ob->update_stats ();
1094 903
1095 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1096 * is one for this race 905 * is one for this race
1097 */ 906 */
1098 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1099 { 908 {
1100 object *tmp; 909 object *tmp;
1101 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1102 911
1103 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);
1104 tmp = object::create (); 913 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
1108 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;
1109 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1110 * default initial map */ 919 * default initial map */
1111 tmp->destroy (); 920 tmp->destroy ();
1112 } 921 }
1113 else 922 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 924}
1117 return 0;
1118 }
1119 925
926void
927player::chargen_race_next ()
928{
1120 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
1122 */ 931 */
1123 932
1124 tmp_loop = 0; 933 do
1125 while (!tmp_loop)
1126 { 934 {
1127 shstr name = op->name; 935 shstr name = ob->name;
1128 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
1129 937
1130 remove_statbonus (op); 938 ob->remove_statbonus ();
1131 op->remove (); 939 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
1133 op->arch->clone.copy_to (op); 941 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 942 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
1137 op->x = x; 945 ob->x = x;
1138 op->y = y; 946 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 950 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 951 }
952 while (!allowed_class (ob));
1145 953
1146 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 956 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 959 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 960}
1208 961
1209void 962void
1210flee_player (object *op) 963flee_player (object *op)
1211{ 964{
1241 { 994 {
1242 op->enemy = NULL; 995 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 996 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 997 return;
1245 } 998 }
999
1246 get_rangevector (op, op->enemy, &rv, 0); 1000 get_rangevector (op, op->enemy, &rv, 0);
1247 1001
1248 dir = absdir (4 + rv.direction); 1002 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1003 for (diff = 0; diff < 3; diff++)
1250 { 1004 {
1251 int m = 1 - (RANDOM () & 2); 1005 int m = 1 - (RANDOM () & 2);
1252 1006
1253 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)))
1254 {
1255 return; 1008 return;
1256 }
1257 } 1009 }
1010
1258 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1013 op->enemy = NULL;
1261} 1014}
1262 1015
1263
1264/* 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.
1265 * 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
1266 * stop. 1018 * stop.
1267 */ 1019 */
1268int 1020int
1269check_pick (object *op) 1021check_pick (object *op)
1270{ 1022{
1271 object *tmp, *next; 1023 object *tmp, *next;
1272 int stop = 0; 1024 int stop = 0;
1273 int j, k, wvratio; 1025 int wvratio;
1274 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1275 1027
1276 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1278 return 1; 1030 return 1;
1279 1031
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1102 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1107 }
1108
1384 /* philosophy: 1109 /* philosophy:
1385 * 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
1386 * generic. This takes no game-time. For more detailed pickups 1111 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1112 * and selections, select-items should be used. This is a
1388 * 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
1389 * example. 1114 * example.
1390 * 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
1391 * 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
1392 * convert to decimal and then 'pickup <#> 1117 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1368 * found object is returned.
1644 */ 1369 */
1645object * 1370object *
1646find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1647{ 1372{
1648 object *tmp = NULL; 1373 object *tmp = 0;
1649 1374
1650 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1651 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))
1652 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1654 return op; 1379 return op;
1380
1655 return tmp; 1381 return tmp;
1656} 1382}
1657 1383
1658/* 1384/*
1659 * 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
1660 * 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
1661 * 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
1662 * 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.
1663 */ 1389 */
1664
1665object * 1390object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1392{
1668 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1735 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1461 * op = the shooter
1737 * type = bow->race 1462 * type = bow->race
1738 * dir = fire direction 1463 * dir = fire direction
1739 */ 1464 */
1740
1741object * 1465object *
1742pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1743{ 1467{
1744 object *tmp = NULL; 1468 object *tmp = NULL;
1745 maptile *m; 1469 maptile *m;
1810 */ 1534 */
1811int 1535int
1812fire_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)
1813{ 1537{
1814 object *left, *bow; 1538 object *left, *bow;
1815 int bowspeed, mflags; 1539 int mflags;
1816 maptile *m; 1540 maptile *m;
1817 1541
1818 if (!dir) 1542 if (!dir)
1819 { 1543 {
1820 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!");
1821 return 0; 1545 return 0;
1822 } 1546 }
1823 if (op->type == PLAYER) 1547
1824 bow = op->contr->ranges[range_bow]; 1548 if (op->contr)
1549 bow = op->current_weapon;
1825 else 1550 else
1826 { 1551 {
1827 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1828 /* 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
1829 * 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.
1834 if (!bow) 1559 if (!bow)
1835 { 1560 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1562 return 0;
1838 } 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
1839 } 1572 }
1573
1840 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1841 { 1575 {
1842 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);
1843 return 0; 1577 return 0;
1844 } 1578 }
1845
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847
1848 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851 if (bowspeed < 1)
1852 bowspeed = 1;
1853 1579
1854 if (arrow == NULL) 1580 if (arrow == NULL)
1855 { 1581 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1583 {
1858 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1859 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);
1860 /* 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 */
1861 else 1587 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1863 return 0; 1590 return 0;
1864 } 1591 }
1865 } 1592 }
1593
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1595 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1596 return 0;
1870 } 1597
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1598 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1599 {
1873 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.");
1874 return 0; 1601 return 0;
1875 } 1602 }
1881 return 0; 1608 return 0;
1882 } 1609 }
1883 1610
1884 left = arrow; /* these are arrows left to the player */ 1611 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1612 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1613 if (!arrow)
1887 { 1614 {
1888 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);
1889 return 0; 1616 return 0;
1890 } 1617 }
1618
1891 arrow->set_owner (op); 1619 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1621 arrow->direction = dir;
1895 arrow->x = sx; 1622
1896 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;
1897 1655
1898 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1899 { 1657 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op);
1902 }
1903
1904 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying);
1910
1911 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper.
1913 */
1914
1915 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1916
1917 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1919 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920
1921 if (arrow->speed < 1.0)
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0;
1925
1926 if (op->type == PLAYER)
1927 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1930 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1931
1932 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1933 } 1665 }
1934 else 1666 else
1935 { 1667 {
1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937 arrow->level = op->level; 1668 arrow->level = op->level;
1938 } 1669 arrow->stats.wc -= bow->magic;
1939 1670
1940 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1941 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1942 1676
1943 if (bow->slaying != NULL) 1677 wc -= arrow->level;
1944 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1945 1679
1946 arrow->map = m; 1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1947 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1683
1950 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);
1951 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1952 1686
1953 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1688 move_arrow (arrow);
1955 1689
1956 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1976{ 1710{
1977 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1978 1712
1979 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1980 { 1714 {
1981 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);
1982 } 1716 }
1983 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)
1984 { 1718 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1720 wcmod = -1;
1721
1987 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);
1988 } 1723 }
1989 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1990 { 1725 {
1991 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);
1995 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1996 { 1731 {
1997 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);
1998 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);
1999 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);
2000
2001 } 1735 }
2002 else 1736 else
2003 { 1737 {
2004 /* Simple case */ 1738 /* Simple case */
2005 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);
2006 } 1740 }
1741
2007 return ret; 1742 return ret;
2008} 1743}
2009
2010 1744
2011/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
2012 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
2013 */ 1747 */
2014void 1748void
2015fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
2016{ 1750{
2017 object *item; 1751 object *item = op->contr->ranged_ob;
2018 1752
2019 if (!op->contr->ranges[range_misc]) 1753 if (!item)
2020 { 1754 {
2021 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.");
2022 return; 1756 return;
2023 } 1757 }
2024 1758
2025 item = op->contr->ranges[range_misc];
2026 if (!item->inv) 1759 if (!item->inv)
2027 { 1760 {
2028 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029 return; 1762 return;
2030 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
2031 if (item->type == WAND) 1768 if (item->type == WAND)
2032 { 1769 {
2033 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
2034 { 1771 {
2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
2037 return; 1775 return;
2038 } 1776 }
2039 } 1777 }
2040 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
2041 { 1779 {
2042 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))
2043 { 1781 {
2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
2045 if (item->type == ROD) 1784 if (item->type == ROD)
2046 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2047 else 1786 else
2048 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
2049 return; 1789 return;
2050 } 1790 }
2051 } 1791 }
2052 1792
2053 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
2061 1801
2062 if (item->arch) 1802 if (item->arch)
2063 { 1803 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2066 item->speed = 0; 1806 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1807 }
1808
2069 if ((tmp = is_player_inv (item))) 1809 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1811 }
2072 } 1812 }
2073 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1814 drain_rod_charge (item);
2076 }
2077 } 1815 }
2078} 1816}
2079 1817
2080/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2081 */ 1819 */
2082void 1820bool
2083fire (object *op, int dir) 1821fire (object *op, int dir)
2084{ 1822{
2085 int spellcost = 0; 1823 int spellcost = 0;
2086 1824
2087 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
2088 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
2089 make_visible (op); 1827 make_visible (op);
2090 1828
2091 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;
2092 { 1835 }
2093 case range_none:
2094 return;
2095 1836
2096 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:
2097 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
2098 return; 1854 break;
2099 1855
2100 case range_magic: /* Casting spells */ 1856 case SPELL:
2101 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);
2102 return; 1858 break;
2103 1859
2104 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:
2105 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2106 return; 1870 break;
2107
2108 case range_golem: /* Control summoned monsters from scrolls */
2109 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2110 {
2111 op->contr->ranges[range_golem] = 0;
2112 op->contr->shoottype = range_none;
2113 }
2114 else
2115 control_golem (op->contr->ranges[range_golem], dir);
2116 return;
2117
2118 case range_skill:
2119 if (!op->chosen_skill)
2120 {
2121 if (op->type == PLAYER)
2122 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2123 return;
2124 }
2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2126 return;
2127 case range_builder:
2128 apply_map_builder (op, dir);
2129 return;
2130 default:
2131 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2132 return;
2133 } 1871 }
2134}
2135 1872
2136 1873 return true;
1874}
2137 1875
2138/* find_key 1876/* find_key
2139 * 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
2140 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1881 * pl is the player,
2144 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
2147 */ 1885 */
2148
2149object * 1886object *
2150find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
2151{ 1888{
2152 object *tmp, *key; 1889 object *tmp, *key;
2153 1890
2154 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1892 if (!container->inv)
2156 return NULL; 1893 return 0;
2157 1894
2158 /* 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 */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1897 {
2161 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1899 break;
2163 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
2165 */ 1902 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1904 break;
2168 } 1905 }
1906
2169 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
2170 /* 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.
2171 * 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
2172 * a key, return 1910 * a key, return
2173 */ 1911 */
2174 if (!tmp) 1912 if (!tmp)
2175 { 1913 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1915 {
2178 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1918 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
2182 return key; 1920 return key;
2183 } 1921 }
2184 } 1922 }
1923
2185 if (!tmp) 1924 if (!tmp)
2186 return NULL; 1925 return NULL;
2187 } 1926 }
1927
2188 /* 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,
2189 * see if we actually want to use it 1929 * see if we actually want to use it
2190 */ 1930 */
2191 if (pl != container) 1931 if (pl != container)
2192 { 1932 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2214 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1955 return NULL;
2216 } 1956 }
2217 } 1957 }
1958
2218 return tmp; 1959 return tmp;
2219} 1960}
2220 1961
2221/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1965 * 0 otherwise
2225 */ 1966 */
2226static int 1967static int
2227player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2228{ 1969{
2229
2230 /* 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,
2231 * 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 -
2232 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2233 */ 1973 */
2234 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2235 1975
2236 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2237 if (key) 1977 if (key)
2238 { 1978 {
2239 object *container = key->env; 1979 object *container = key->env;
2240 1980
2241 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
2242 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2243 make_visible (op); 1984 make_visible (op);
1985
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2246 if (door->type == DOOR) 1989 if (door->type == DOOR)
2247 {
2248 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 */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2251 { 1992 {
2252 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));
2253 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2254 } 1995 }
1996
2255 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2258 if (container != op) 2000 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2260 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2261 } 2004 }
2262 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2263 { 2006 {
2264 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 2009 return 1;
2267 } 2010 }
2011
2268 return 0; 2012 return 0;
2269} 2013}
2270 2014
2271/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2276 */ 2020 */
2277 2021bool
2278void
2279move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2280{ 2023{
2281 object *tmp, *mon;
2282 sint16 nx, ny;
2283 int on_battleground; 2024 int on_battleground;
2284 maptile *m;
2285 2025
2286 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2288 2028
2289 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 }
2290 2039
2291 /* 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
2292 * 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
2293 * 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
2294 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2295 * 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
2296 * 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
2297 * 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
2298 * move_ob uses. 2047 * move_ob uses.
2299 */ 2048 */
2300 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);
2301 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 {
2304 m = get_map_from_coord (op->map, &nx, &ny);
2305 if (!m)
2306 return; /* Don't think this should happen */
2307 }
2308 else
2309 m = op->map;
2310 2050
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2312 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2314 return;
2315 }
2316
2317 mon = NULL;
2318 /* 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
2319 * 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.
2320 * 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
2321 * on the space 2054 * on the space
2322 */ 2055 */
2323 while (tmp != NULL) 2056 object *mon;
2324 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2325 if (tmp == op) 2058 {
2326 { 2059 if ((mon->flag [FLAG_ALIVE]
2327 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2328 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2329 }
2330
2331 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2332 {
2333 mon = tmp; 2062 && mon != op)
2334 break; 2063 break;
2335 } 2064 }
2336 2065
2337 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2338 mon = tmp;
2339
2340 tmp = tmp->above;
2341 }
2342
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2067 return false; /* into a wall */
2345 2068
2346 if (mon->head != NULL)
2347 mon = mon->head; 2069 mon = mon->head_ ();
2348 2070
2349 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)
2350 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2351 return; 2076 return true;
2077 }
2352 2078
2353 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2354 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2355 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2356 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2357 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2358 * and thus will not push them. 2084 * and thus will not push them.
2359 */ 2085 */
2360 2086
2361 /* 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
2362 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2363 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2364 */ 2090 */
2365 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2366#if COZY_SERVER
2367 &&
2368 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2369 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2370#else
2371 && mon->owner == op 2094 || mon->owner == op)
2372#endif
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2096 {
2375 /* 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 */
2376 if (op->contr->braced) 2098 if (op->contr->braced)
2377 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2378 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);
2379 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2380 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2109 make_visible (op);
2110
2382 return; 2111 return true;
2383 } 2112 }
2113 else
2114 return false;
2115 }
2384 2116
2385 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2387 * 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
2388 * attack them either. 2120 * attack them either.
2389 */ 2121 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2391 (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))
2392#ifdef PROHIBIT_PLAYERKILL 2124 && ((op->contr->peaceful
2393 (op->contr->peaceful 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2394 || (mon->type == PLAYER 2126 && !on_battleground))
2395 && mon->contr-> 2127 {
2396 peaceful)) && 2128 if (op->speed_left > 0.f)
2397#else
2398 op->contr->peaceful &&
2399#endif
2400 !on_battleground))
2401 { 2129 {
2130 --op->speed_left;
2131
2402 if (!op->contr->braced) 2132 if (!op->contr->braced)
2403 { 2133 {
2404 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);
2405 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2406 } 2136 }
2407 else 2137 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2139
2411 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2141 make_visible (op);
2413 }
2414 2142
2143 return true;
2144 }
2145 }
2415 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2416 * 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.
2417 */ 2148 */
2418 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)
2419 { 2152 {
2153 --op->speed_left;
2154
2420 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2421 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2422 make_visible (op); 2157 make_visible (op);
2423 }
2424 2158
2159 return true;
2160 }
2161 }
2425 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2426 * 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
2427 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2428 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2429 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2167 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2433 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2170 {
2435 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2436 /* If the player hasn't hit something this tick, and does
2437 * so, give them speed boost based on weapon speed. Doing
2438 * it here is better than process_players2, which basically
2439 * incurred a 1 tick offset.
2440 */
2441 if (!op->contr->has_hit)
2442 { 2172 {
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2444 2174
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 }
2447
2448 skill_attack (mon, op, 0, NULL, NULL); 2175 skill_attack (mon, op, 0, 0, 0);
2449 2176
2450 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is
2453 * the wiz.
2454 */
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 {
2457 short luck = mon->stats.luck;
2458
2459 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL);
2461 mon->stats.luck = luck;
2462 }
2463 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2464 make_visible (op); 2178 make_visible (op);
2465 }
2466 } /* if player should attack something */
2467}
2468 2179
2469int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2470move_player (object *op, int dir) 2188move_player (object *op, int dir)
2471{ 2189{
2472 int pick; 2190 int pick;
2473 2191
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2193 return 0;
2476 2194
2477 /* Sanity check: make sure dir is valid */ 2195 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2196 if ((dir < 0) || (dir >= 9))
2479 { 2197 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2199 return 0;
2482 } 2200 }
2483 2201
2484 /* peterm: added following line */ 2202 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2205
2488 op->facing = dir; 2206 op->facing = dir;
2489 2207
2490 if (op->hide) 2208 if (op->hide)
2491 do_hidden_move (op); 2209 do_hidden_move (op);
2492 2210
2211 bool retval;
2212
2493 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2494 /*nop */ ; 2214 retval = RESULT_INT (0);
2495 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2496 fire (op, dir); 2216 retval = fire (op, dir);
2497 else 2217 else
2498 { 2218 {
2499 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2500 pick = check_pick (op); 2220 pick = check_pick (op);
2501 } 2221 }
2502 2222
2503 /* 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
2504 * server can handle repeat firing. 2224 * server can handle repeat firing.
2505 */ 2225 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2226 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2227 op->direction = dir;
2509 }
2510 else 2228 else
2511 {
2512 op->direction = 0; 2229 op->direction = 0;
2513 } 2230
2514 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2233 * for players.
2517 */ 2234 */
2518 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2519 return 0; 2236
2237 return retval;
2520} 2238}
2521 2239
2522/* 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
2523 * new client/server stuff. 2241 * new client/server stuff.
2524 * 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
2525 * the new speed values for commands. 2243 * the new speed values for commands.
2526 * 2244 *
2527 * 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.
2528 */ 2248 */
2529int 2249bool
2530handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2531{ 2251{
2532 if (op->contr->hidden)
2533 {
2534 op->invisible = 1000;
2535 /* the socket code flashes the player visible/invisible
2536 * depending on the value of invisible, so we need to
2537 * alternate it here for it to work correctly.
2538 */
2539 if (pticks & 2)
2540 op->invisible--;
2541 }
2542 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2543 {
2544 op->invisible--;
2545 if (!op->invisible)
2546 {
2547 make_visible (op);
2548 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2549 }
2550 }
2551
2552 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2253 {
2554 flee_player (op); 2254 if (op->speed_left > 0.f)
2555 /* If player is still scared, that is his action for this tick */
2556 if (QUERY_FLAG (op, FLAG_SCARED))
2557 { 2255 {
2558 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2559 return 0; 2259 return true;
2560 } 2260 }
2261 else
2262 return false;
2561 } 2263 }
2562
2563 /* I've been seeing crashes where the golem has been destroyed, but
2564 * the player object still points to the defunct golem. The code that
2565 * destroys the golem looks correct, and it doesn't always happen, so
2566 * put this in a a workaround to clean up the golem pointer.
2567 */
2568 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2569 op->contr->ranges[range_golem] = 0;
2570 2264
2571 /* 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
2572 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2267 * called, so we recheck it here.
2574 */ 2268 */
2575 HandleClient (&op->contr->socket, op->contr); 2269 if (op->contr->ns->handle_command ())
2576 if (op->speed_left < 0)
2577 return 0; 2270 return true;
2578 2271
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 {
2581 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--;
2583
2584 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff.
2587 */
2588 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2589 if (op->speed_left > 0) 2274
2590 return 1;
2591 else
2592 return 0;
2593 }
2594 return 0; 2275 return false;
2595} 2276}
2596 2277
2597int 2278int
2598save_life (object *op) 2279save_life (object *op)
2599{ 2280{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2282 return 0;
2604 2283
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2284 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2286 {
2608 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);
2609 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));
2610 2289
2618 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2619 2298
2620 if (op->stats.food < 0) 2299 if (op->stats.food < 0)
2621 op->stats.food = 999; 2300 op->stats.food = 999;
2622 2301
2623 fix_player (op); 2302 op->update_stats ();
2624 return 1; 2303 return 1;
2625 } 2304 }
2305
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2308 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2309 return 0;
2630} 2310}
2635 * from. 2315 * from.
2636 */ 2316 */
2637void 2317void
2638remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2639{ 2319{
2640 object *next;
2641
2642 while (op) 2320 while (op)
2643 { 2321 {
2644 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' */
2645 * we remove object 'op' 2323
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2325 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2328
2329 op->insert_at (env);
2655 } 2330 }
2656 else if (op->inv) 2331 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2333
2658 op = next; 2334 op = next;
2659 } 2335 }
2660} 2336}
2661
2662 2337
2663/* 2338/*
2664 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2352 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2355 else
2681 sprintf (buf, "%s\n", &op->name); 2356 sprintf (buf, "%s\n", &op->name);
2357
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2359 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2685 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);
2686 else 2362 else
2687 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
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2366 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2691 { 2368 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2371 strcat (buf2, buf);
2695 } 2372 }
2373
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2376 strcat (buf2, buf);
2377
2699 return buf2; 2378 return buf2;
2700} 2379}
2701
2702
2703 2380
2704void 2381void
2705do_some_living (object *op) 2382do_some_living (object *op)
2706{ 2383{
2707 int last_food = op->stats.food; 2384 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2390 int rate_grace = 2000;
2714 const int max_hp = 1; 2391 const int max_hp = 1;
2715 const int max_sp = 1; 2392 const int max_sp = 1;
2716 const int max_grace = 1; 2393 const int max_grace = 1;
2717 2394
2718 if (op->contr->outputs_sync) 2395 if (op->contr->hidden)
2719 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2721 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2722 flush_output_element (op, &op->contr->outputs[i]);
2723 } 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 }
2724 2413
2725 if (op->contr->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2726 { 2415 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2418 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2420 else
2733 { 2421 {
2734 gen_hp = op->stats.maxhp; 2422 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2424 }
2425
2737 if (op->contr->gen_sp >= 0) 2426 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2428 else
2740 { 2429 {
2741 gen_sp = op->stats.maxsp; 2430 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2432 }
2433
2744 if (op->contr->gen_grace >= 0) 2434 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2436 else
2747 { 2437 {
2748 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2440 }
2751 2441
2752 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2754 { 2444 {
2755 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);
2756 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2757 { 2447 {
2758 op->stats.sp++; 2448 op->stats.sp++;
2764 op->stats.food += op->contr->digestion; 2454 op->stats.food += op->contr->digestion;
2765 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))
2766 op->stats.food = last_food; 2456 op->stats.food = last_food;
2767 } 2457 }
2768 } 2458 }
2459
2769 if (max_sp > 1) 2460 if (max_sp > 1)
2770 { 2461 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2462 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2463 if (over_sp > 0)
2773 { 2464 {
2774 if (op->stats.sp < op->stats.maxsp) 2465 if (op->stats.sp < op->stats.maxsp)
2775 { 2466 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2777 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))
2778 op->stats.sp--; 2470 op->stats.sp--;
2471
2779 if (op->stats.sp > op->stats.maxsp) 2472 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2473 op->stats.sp = op->stats.maxsp;
2781 } 2474 }
2782 op->last_sp = 0; 2475 op->last_sp = 0;
2783 } 2476 }
2784 else 2477 else
2785 {
2786 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);
2787 }
2788 } 2479 }
2789 else 2480 else
2790 {
2791 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);
2792 }
2793 } 2482 }
2794 2483
2795 /* Regenerate Grace */ 2484 /* Regenerate Grace */
2796 /* 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. */
2797 if (--op->last_grace < 0) 2486 if (--op->last_grace < 0)
2798 { 2487 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2488 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2801 if (max_grace > 1) 2491 if (max_grace > 1)
2802 { 2492 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2494 if (over_grace > 0)
2805 { 2495 {
2833 op->stats.food += op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2834 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))
2835 op->stats.food = last_food; 2525 op->stats.food = last_food;
2836 } 2526 }
2837 } 2527 }
2528
2838 if (max_hp > 1) 2529 if (max_hp > 1)
2839 { 2530 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2532 if (over_hp > 0)
2842 { 2533 {
2855 } 2546 }
2856 2547
2857 /* Digestion */ 2548 /* Digestion */
2858 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2859 { 2550 {
2860#ifdef COZY_SERVER
2861 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2862 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2863#else
2864 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2865#endif
2866 2552
2867 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2868 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);
2869 else 2555 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2871 /* dms do not consume food */ 2558 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2560 op->stats.food--;
2874 } 2561 }
2875 }
2876 2562
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2564 {
2879 object *tmp, *flesh = NULL; 2565 object *tmp, *flesh = 0;
2880 2566
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 { 2568 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2886 { 2570 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2887 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.");
2888 manual_apply (op, tmp, 0); 2574 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2576 break;
2891 } 2577 }
2892 else if (tmp->type == FLESH) 2578 else if (tmp->type == FLESH)
2893 flesh = tmp; 2579 flesh = tmp;
2894 } /* End if paid for object */ 2580 } /* End if paid for object */
2895 } /* end of for loop */ 2581 } /* end of for loop */
2582
2896 /* 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
2897 * eat flesh instead. 2584 * eat flesh instead.
2898 */ 2585 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2587 {
2901 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.");
2902 manual_apply (op, flesh, 0); 2589 manual_apply (op, flesh, 0);
2903 } 2590 }
2904 } /* end if player is starving */ 2591 }
2905 2592
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2908 2595
2909 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))
2910 kill_player (op); 2597 kill_player (op);
2598 }
2911} 2599}
2912
2913
2914 2600
2915/* 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.
2916 * 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
2917 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2604 * file.
2948 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!");
2949 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...");
2950 2636
2951 /* restore player */ 2637 /* restore player */
2952 at = archetype::find ("poisoning"); 2638 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2640 {
2956 tmp->destroy (); 2641 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2643 }
2959 2644
2960 at = archetype::find ("confusion"); 2645 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2647 {
2964 tmp->destroy (); 2648 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2650 }
2967 2651
2969 op->stats.hp = op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2654 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2655 op->stats.food = 999;
2972 2656
2973 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2659 {
2977 sprintf (buf, "%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2661 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2980 " 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",
2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2665 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2669 }
2988 2670
2989 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2673 op->contr->braced = 0;
2996 2678
2997 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2998 2680
2999 if (op->stats.food < 0) 2681 if (op->stats.food < 0)
3000 { 2682 {
3001 if (op->contr->explore)
3002 {
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005 op->stats.food = 999;
3006 return;
3007 }
3008 sprintf (buf, "%s starved to death.", &op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2684 strcpy (op->contr->killer, "starvation");
3010 } 2685 }
3011 else 2686 else
3012 {
3013 if (op->contr->explore)
3014 {
3015 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3016 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3017 op->stats.hp = op->stats.maxhp;
3018 return;
3019 }
3020 sprintf (buf, "%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
3021 } 2688
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2690
3024 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
3025 x = op->x; 2692 x = op->x;
3026 y = op->y; 2693 y = op->y;
3027 map = op->map; 2694 map = op->map;
3028 2695
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * 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.
3034 * 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.
3035 */ 2699 */
3036 2700
3037 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2703 * of death.
3040 */ 2704 */
3041#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2706 if (settings.balanced_stat_loss)
3043 { 2707 {
3044 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
3045 /* 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
3046 more if they do. */ 2710 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2713 little bit harder. */
3050 /* GD */ 2714 /* GD */
3051 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2716 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2717 else
3057 { 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719 }
2720 else
3058 num_stats_lose = 1; 2721 num_stats_lose = 1;
3059 } 2722
3060 lost_a_stat = 0; 2723 lost_a_stat = 0;
3061 2724
3062 for (z = 0; z < num_stats_lose; z++) 2725 for (z = 0; z < num_stats_lose; z++)
3063 { 2726 {
3064 i = RANDOM () % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
3065 2728
3066 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)
3067 { 2749 {
3068 /* Pick a random stat and take a point off it. Tell the player 2750 dep = arch_to_object (deparch);
3069 * what he lost. 2751 insert_ob_in_ob (dep, op);
3070 */
3071 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1;
3077 } 2752 }
3078 else 2753 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss)
3079 { 2755 {
3080 /* deplete a stat */ 2756 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2757 /* Get the stat that we're about to deplete. */
3082 object *dep; 2758 this_stat = get_attr_value (&(dep->stats), i);
3083 2759 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2760 {
3087 dep = arch_to_object (deparch); 2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2762 int keep_chance = this_stat * this_stat;
3089 } 2763
3090 lose_this_stat = 1; 2764 /* Yes, I am paranoid. Sue me. */
3091 if (settings.balanced_stat_loss)
3092 {
3093 /* GD */
3094 /* Get the stat that we're about to deplete. */
3095 this_stat = get_attr_value (&(dep->stats), i);
3096 if (this_stat < 0) 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)
3097 { 2770 {
3098 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3099 int keep_chance = this_stat * this_stat;
3100
3101 /* Yes, I am paranoid. Sue me. */
3102 if (keep_chance < 1)
3103 keep_chance = 1;
3104
3105 /* There is a maximum depletion total per level. */
3106 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3107 {
3108 lose_this_stat = 0; 2771 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2772 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2773 retain the stat. */
3111 }
3112 else
3113 {
3114 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 lose_this_stat = 0;
3116 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3117 this_stat, keep_chance, loss_chance,
3118 lose_this_stat?"LOSE":"KEEP"); */
3119 }
3120 } 2774 }
3121 }
3122
3123 if (lose_this_stat)
3124 {
3125 this_stat = get_attr_value (&(dep->stats), i);
3126 /* We could try to do something clever like find another
3127 * stat to reduce if this fails. But chances are, if
3128 * stats have been depleted to -50, all are pretty low
3129 * and should be roughly the same, so it shouldn't make a
3130 * difference.
3131 */ 2775 else
3132 if (this_stat >= -50)
3133 { 2776 {
3134 change_attr_value (&(dep->stats), i, -1); 2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3135 SET_FLAG (dep, FLAG_APPLIED);
3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3137 fix_player (op);
3138 lost_a_stat = 1; 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"); */
3139 } 2782 }
3140 } 2783 }
3141 } 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 }
3142 } 2803 }
2804 }
2805 }
3143 /* If no stat lost, tell the player. */ 2806 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2807 if (!lost_a_stat)
3145 { 2808 {
3146 /* determine_god() seems to not work sometimes... why is this? 2809 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2810 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2811 const char *god = determine_god (op);
3149 2812
3150 if (god && (strcmp (god, "none"))) 2813 if (god && (strcmp (god, "none")))
3151 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2814 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2815 else
3153 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.");
3154 } 2817 }
3155#else 2818#else
3156 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.");
3157#endif 2820#endif
3158 2821
3159 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2823 * exp loss on the stone.
3161 */ 2824 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2826 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2827 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2828 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2829 tmp->name_pl = buf;
3167 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3168 tmp->msg = buf; 2831 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2832 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2834
3172 /**************************************/ 2835 /**************************************/
3173 /* */ 2836 /* */
3174 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
3177 /* */ 2840 /* */
3178 /**************************************/ 2841 /**************************************/
3179 2842
3180 /* remove any poisoning and confusion the character may be suffering. */ 2843 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2844 /* restore player */
3182 at = archetype::find ("poisoning"); 2845 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2846 tmp = present_arch_in_ob (at, op);
3184 2847
3185 if (tmp) 2848 if (tmp)
3186 { 2849 {
3187 tmp->destroy (); 2850 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2852 }
3190 2853
3191 at = archetype::find ("confusion"); 2854 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2855 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2856 if (tmp)
3194 { 2857 {
3195 tmp->destroy (); 2858 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2860 }
3198 2861
3199 cure_disease (op, 0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
3200 2863
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2865 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2866 if (op->stats.food < 100)
3204 op->stats.food = 900; 2867 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2871
3209 /* 2872 /*
3210 * 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
3211 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
3212 * in the map. 2875 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
3217 2877
3218 /****************************************/ 2878 /****************************************/
3219 /* */ 2879 /* */
3220 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
3222 /* */ 2882 /* */
3223 /****************************************/ 2883 /****************************************/
3224 2884
3225 enter_player_savebed (op); 2885 enter_player_savebed (op);
3226 2886
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2887 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2888
3233 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2892 * on the space that might harm the player.
3237 */ 2893 */
3238 will_kill_again = 0; 2894 will_kill_again = 0;
3239 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)
3240 if (tmp->type == SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
3242 2898
3243 if (will_kill_again) 2899 if (will_kill_again)
3244 { 2900 {
3245 object *force; 2901 object *force;
3246 int at; 2902 int at;
3247 2903
3248 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2906 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2911 force->resist[at] = 100;
3256 2912
3257 insert_ob_in_ob (force, op); 2913 insert_ob_in_ob (force, op);
3258 fix_player (op); 2914 op->update_stats ();
3259 2915
3260 } 2916 }
3261 2917
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem]->destroy ();
3281 op->contr->ranges[range_golem] = 0;
3282 }
3283
3284 loot_object (op); /* Remove some of the items for good */
3285 op->remove ();
3286 op->direction = 0;
3287
3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289 {
3290 delete_character (op->name, 0);
3291 if (settings.resurrection == TRUE)
3292 {
3293 /* save playerfile sans equipment when player dies
3294 ** then save it as player.pl.dead so that future resurrection
3295 ** type spells will work on them nicely
3296 */
3297 delete_character (op->name, 0);
3298 op->stats.hp = op->stats.maxhp;
3299 op->stats.food = 999;
3300
3301 /* set the location of where the person will reappear when */
3302 /* maybe resurrection code should fix map also */
3303 strcpy (op->contr->maplevel, settings.emergency_mapname);
3304 if (op->map != NULL)
3305 op->map = NULL;
3306 op->x = settings.emergency_x;
3307 op->y = settings.emergency_y;
3308 save_player (op, 0);
3309 op->map = map;
3310 /* please see resurrection.c: peterm */
3311 dead_player (op);
3312 }
3313 else
3314 delete_character (op->name, 1);
3315 }
3316
3317 play_again (op);
3318
3319 /* peterm: added to create a corpse at deathsite. */
3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
3321 sprintf (buf, "%s", &op->name);
3322 tmp->name = tmp->name_pl = buf;
3323 tmp->level = op->level;
3324 tmp->x = x;
3325 tmp->y = y;
3326 tmp->msg = gravestone_text (op);
3327 SET_FLAG (tmp, FLAG_UNIQUE);
3328 insert_ob_in_map (tmp, map, NULL, 0);
3329 }
3330} 2919}
3331
3332 2920
3333void 2921void
3334loot_object (object *op) 2922loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
3337 2925
3338 if (op->container) 2926 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2927
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
3344 { 2929 {
3345 next = tmp->below; 2930 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2931
2932 if (tmp->invisible)
3347 continue; 2933 continue;
2934
3348 tmp->remove (); 2935 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
3350 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2940
3353 }
3354 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))))
3355 { 2942 {
3356 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
3357 { 2944 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2946 tmp2->destroy ();
3370/* 2957/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3372 * 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
3373 * was changed. 2960 * was changed.
3374 */ 2961 */
3375
3376void 2962void
3377fix_weight (void) 2963fix_weight (void)
3378{ 2964{
3379 player *pl; 2965 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 2966 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 2968
3385 if (old == sum) 2969 if (old == sum)
3386 continue; 2970 continue;
3387 fix_player (pl->ob); 2971 pl->ob->update_stats ();
3388 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);
3389 } 2973 }
3390} 2974}
3391 2975
3392void 2976void
3393fix_luck (void) 2977fix_luck (void)
3394{ 2978{
3395 player *pl; 2979 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 2981 pl->ob->change_luck (0);
3400} 2982}
3401
3402 2983
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3406 */ 2987 */
3407
3408void 2988void
3409cast_dust (object *op, object *throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3410{ 2990{
3411 object *skop, *spob; 2991 object *skop, *spob;
3412 2992
3446 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3447 { 3027 {
3448 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3450 } 3030 }
3031
3451 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3452} 3033}
3453 3034
3454int 3035int
3455is_true_undead (object *op) 3036is_true_undead (object *op)
3456{ 3037{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3039 return 1;
3461 3040
3462 if (op->type == PLAYER)
3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3467 return 0; 3041 return 0;
3468} 3042}
3469 3043
3470/* look at the surrounding terrain to determine 3044/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3045 * the hideability of this object. Positive levels
3513/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3514 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3515 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3516 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3517 */ 3091 */
3518
3519void 3092void
3520do_hidden_move (object *op) 3093do_hidden_move (object *op)
3521{ 3094{
3522 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3523 object *skop; 3096 object *skop;
3527 3100
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3102
3530 /* 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! */
3531 if (op->type == PLAYER && op->contr->run_on) 3104 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3105 if (!skop || num >= skop->level)
3534 { 3106 {
3535 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!");
3536 make_visible (op); 3108 make_visible (op);
3537 return; 3109 return;
3538 } 3110 }
3539 else 3111 else
3540 num += 20; 3112 num += 20;
3541 } 3113
3542 num += op->map->difficulty; 3114 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3116 num -= hide;
3117
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3119 {
3547 make_visible (op); 3120 make_visible (op);
3548 if (op->type == PLAYER) 3121 if (op->type == PLAYER)
3549 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!");
3550 } 3123 }
3551 else if (op->type == PLAYER && skop) 3124 else if (op->type == PLAYER && skop)
3552 {
3553 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);
3554 }
3555} 3126}
3556 3127
3557/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3558 3129
3559int 3130int
3586 if (mflags & P_OUT_OF_MAP) 3157 if (mflags & P_OUT_OF_MAP)
3587 continue; 3158 continue;
3588 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)))
3589 continue; 3160 continue;
3590 3161
3591 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)
3592 { 3163 {
3593 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))
3594 return 1; 3165 return 1;
3595 else if (tmp->type == PLAYER) 3166 else if (tmp->type == PLAYER)
3596 { 3167 {
3626 if (pl->type != PLAYER) 3197 if (pl->type != PLAYER)
3627 { 3198 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3200 return -1;
3630 } 3201 }
3202
3631 if (!pl || !op) 3203 if (!pl || !op)
3632 return 0; 3204 return 0;
3633 3205
3634 if (op->head)
3635 {
3636 op = op->head; 3206 op = op->head_ ();
3637 } 3207
3638 get_rangevector (pl, op, &rv, 0x1); 3208 get_rangevector (pl, op, &rv, 0x1);
3639 3209
3640 /* starting with the 'head' part, lets loop 3210 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3211 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3650 3220
3651 /* only the viewable area the player sees is updated by LOS 3221 /* only the viewable area the player sees is updated by LOS
3652 * 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
3653 * for any meaningful values. 3223 * for any meaningful values.
3654 */ 3224 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !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)])
3658 return 1; 3228 return 1;
3659 op = op->more; 3229 op = op->more;
3660 } 3230 }
3661 return 0; 3231 return 0;
3662} 3232}
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3330 int i = 0, j = 0;
3761 3331
3762 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3765 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3767 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3769 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3771 3341
3772 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3773 return; 3343 return;
3774 3344
3775 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++);
3776 3346
3777 if (tr == NULL || tr->item == NULL) 3347 if (!tr || !tr->item)
3778 { 3348 {
3779 /* 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]); */
3780 return; 3350 return;
3781 } 3351 }
3782 3352
3848 { 3418 {
3849 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3420 object *skin;
3851 3421
3852 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3425 ;
3426
3854 if (skin == NULL) 3427 if (!skin)
3855 return; 3428 return;
3856 3429
3857 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3432 {
3904 * not readied. 3477 * not readied.
3905 */ 3478 */
3906void 3479void
3907player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3908{ 3481{
3909 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3910 3484
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3912 { 3486 pl->combat_ob = 0;
3487
3913 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3914 { 3489 pl->ranged_ob = 0;
3915 pl->ranges[i] = NULL;
3916 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none;
3919 }
3920 }
3921 }
3922} 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}

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