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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 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#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32#include <newclient.h>
33 32
34#ifdef COZY_SERVER 33#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 34#include <functional>
36#endif
37 35
38player * 36playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 37
77void 38void
78display_motd (const object *op) 39display_motd (const object *op)
79{ 40{
80 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
83 int comp; 44 int comp;
84 int size; 45 int size;
85 46
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 49 return;
90 } 50
91 motd[0] = '\0'; 51 motd[0] = '\0';
92 size = 0; 52 size = 0;
53
93 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
94 { 55 {
95 if (*buf == '#') 56 if (*buf == '#')
96 continue; 57 continue;
58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 60 size += strlen (buf);
99 } 61 }
62
100 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);
101 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
102} 65}
103 66
104void 67void
110 int comp; 73 int comp;
111 int size; 74 int size;
112 75
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 78 return;
117 } 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
82
120 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
121 { 84 {
122 if (*buf == '#') 85 if (*buf == '#')
123 continue; 86 continue;
87
124 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
125 { 89 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 91 break;
128 } 92 }
93
129 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 95 size += strlen (buf);
131 } 96 }
97
132 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);
133 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
134} 100}
135 101
136void 102void
144 int size; 110 int size;
145 111
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 114 return;
115
149 news[0] = '\0'; 116 news[0] = '\0';
150 subject[0] = '\0'; 117 subject[0] = '\0';
151 size = 0; 118 size = 0;
119
152 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
153 { 121 {
154 if (*buf == '#') 122 if (*buf == '#')
155 continue; 123 continue;
124
156 if (*buf == '%') 125 if (*buf == '%')
157 { /* send one news */ 126 { /* send one news */
158 if (size > 0) 127 if (size > 0)
159 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
160 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
161 strip_endline (subject); 131 strip_endline (subject);
162 size = 0; 132 size = 0;
163 news[0] = '\0'; 133 news[0] = '\0';
164 } 134 }
173 size += strlen (buf); 143 size += strlen (buf);
174 } 144 }
175 } 145 }
176 146
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 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);
179 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284} 150}
285 151
286/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
287static void 153static void
288set_first_map (object *op) 154set_first_map (object *op)
289{ 155{
290 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
291 op->x = -1; 157 op->x = -1;
292 op->y = -1; 158 op->y = -1;
293 enter_exit (op, NULL);
294} 159}
295 160
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
296/* Tries to add player on the connection passwd in ns. 368/* Tries to add player on the connection passed in ns.
297 * 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
298 * mode. 370 * mode.
299 */ 371 */
300 372player *
301int 373player::create ()
302add_player (client_socket *ns)
303{ 374{
304 player *p = new player; 375 player *pl = new player;
305 376
306 p->socket = ns; 377 pl->set_object (arch_to_object (get_player_archetype (0)));
307 ns->pl = p;
308 378
309 p->next = first_player; 379 pl->ob->roll_stats ();
310 first_player = p; 380 pl->ob->stats.wc = 2;
381 pl->ob->run_away = 25; /* Then we panick... */
311 382
312 p = get_player (p);
313
314 set_first_map (p->ob); 383 set_first_map (pl->ob);
315 384
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0; 385 return pl;
324} 386}
325 387
326/* 388/*
327 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
337 { 399 {
338 if (at == NULL || at->next == NULL) 400 if (at == NULL || at->next == NULL)
339 at = first_archetype; 401 at = first_archetype;
340 else 402 else
341 at = at->next; 403 at = at->next;
404
342 if (at->clone.type == PLAYER) 405 if (at->clone.type == PLAYER)
343 return at; 406 return at;
407
344 if (at == start) 408 if (at == start)
345 { 409 {
346 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
347 exit (-1); 411 exit (-1);
348 } 412 }
349 } 413 }
350} 414}
351 415
352
353object * 416object *
354get_nearest_player (object *mon) 417get_nearest_player (object *mon)
355{ 418{
356 object *op = NULL; 419 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 420 objectlink *ol;
359 unsigned lastdist; 421 unsigned lastdist;
360 rv_vector rv; 422 rv_vector rv;
361 423
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
363 { 425 {
364 /* 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
365 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
371 object *tmp = ol->ob; 433 object *tmp = ol->ob;
372 434
373 /* 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
374 * itself will have been cleared. 436 * itself will have been cleared.
375 */ 437 */
376 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 ());
377 ol = ol->next; 440 ol = ol->next;
378 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
379 if (!ol) 442 if (!ol)
380 return op; 443 return op;
381 } 444 }
394 { 457 {
395 op = ol->ob; 458 op = ol->ob;
396 lastdist = rv.distance; 459 lastdist = rv.distance;
397 } 460 }
398 } 461 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 462
400 { 463 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 464 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 465 if (lastdist > rv.distance)
405 { 466 {
406 op = pl->ob; 467 op = pl->ob;
407 lastdist = rv.distance; 468 lastdist = rv.distance;
408 } 469 }
409 } 470
410 }
411#if 0 471#if 0
412 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)");
413#endif 473#endif
414 return op; 474 return op;
415} 475}
433 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
434 * 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
435 * is probably not a good thing. 495 * is probably not a good thing.
436 */ 496 */
437#define MAX_SPACES 50 497#define MAX_SPACES 50
438
439 498
440/* 499/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * 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
443 * 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
474 x = mon->x; 533 x = mon->x;
475 y = mon->y; 534 y = mon->y;
476 m = mon->map; 535 m = mon->map;
477 dir = rv.direction; 536 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff > max) 541 if (diff > max)
482 return 0; 542 return 0;
543
483 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
484 { 545 {
485 lastx = x; 546 lastx = x;
486 lasty = y; 547 lasty = y;
487 lastmap = m; 548 lastmap = m;
569 max--; 630 max--;
570 lastdir = dir; 631 lastdir = dir;
571 if (!firstdir) 632 if (!firstdir)
572 firstdir = dir; 633 firstdir = dir;
573 } 634 }
635
574 if (diff <= 1) 636 if (diff <= 1)
575 { 637 {
576 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
577 * headed toward player for entire distance. 639 * headed toward player for entire distance.
578 */ 640 */
579 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580 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));
581 } 643 }
644
582 if (diff > max) 645 if (diff > max)
583 return 0; 646 return 0;
584 } 647 }
648
585 /* 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 */
586 if (!max) 650 if (!max)
587 return 0; 651 return 0;
588 652
589 return firstdir; 653 return firstdir;
682 /* Need to set up the skill pointers */ 746 /* Need to set up the skill pointers */
683 link_player_skills (pl); 747 link_player_skills (pl);
684} 748}
685 749
686void 750void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767}
768
769void
770get_party_password (object *op, partylist *party) 751get_party_password (object *op, partylist *party)
771{ 752{
772 if (party == NULL) 753 if (party == NULL)
773 { 754 {
774 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);
775 return; 756 return;
776 } 757 }
758
777 op->contr->write_buf[0] = '\0'; 759 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
780 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:");
781} 763}
782
783 764
784/* 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. */
785int 766static int
786roll_stat (void) 767roll_stat (void)
787{ 768{
788 int a[4], i, j, k; 769 int a[4], i, j, k;
789 770
790 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
791 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
792 773
793 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 775 if (a[i] < k)
795 k = a[i], j = i; 776 k = a[i], j = i;
796 777
797 for (i = 0, k = 0; i < 4; i++) 778 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 779 if (i != j)
800 k += a[i]; 780 k += a[i];
801 } 781
802 return k; 782 return k;
803} 783}
804 784
805void 785void
806roll_stats (object *op) 786object::roll_stats ()
807{ 787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
808 int sum = 0; 792 int sum = 0;
809 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
810 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
811 795
812 do 796 if (sum >= 82 && sum <= 116)
797 break;
813 { 798 }
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 }
823 while (sum < 82 || sum > 116);
824 799
825 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 802
834 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
835 do 804 stats.stat (i) = statsort [i];
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850 805
851 op->stats.Str = statsort[0];
852 op->stats.Dex = statsort[1];
853 op->stats.Con = statsort[2];
854 op->stats.Int = statsort[3];
855 op->stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6];
858
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 806 stats.exp = 0;
870 op->stats.ac = 0; 807 stats.ac = 0;
871 808
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 809 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 810 stats.sp = stats.maxsp;
879 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
880 op->contr->orig_stats = op->stats; 819 contr->orig_stats = stats;
820 }
881} 821}
882 822
883void 823void
884Roll_Again (object *op) 824object::swap_stats (int a, int b)
885{ 825{
886 esrv_new_player (op->contr, 0); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
889}
890 827
891void 828 for (int i = 0; i < NUM_STATS; ++i)
892Swap_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)
893{ 855{
894 signed char tmp;
895 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
896 857
897 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 862}
1012 863
1013/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1017 * not the class. 868 * not the class.
1018 */ 869 */
1019 870void
1020int 871player::chargen_race_done ()
1021key_change_class (object *op, char key)
1022{ 872{
1023 int tmp_loop;
1024
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D')
1032 {
1033 char buf[MAX_BUF];
1034
1035 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
1036 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1037 875
1038 treasurelist *tl = find_treasurelist ("starting_wealth"); 876 treasurelist *tl = treasurelist::find ("starting_wealth");
1039 if (tl) 877 if (tl)
1040 create_treasure (tl, op, 0, 0, 0); 878 create_treasure (tl, ob, 0, 0, 0);
1041 879
1042 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
1044 882
1045 op->contr->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
1046 884
1047 if (op->msg) 885 if (ob->msg)
1048 op->msg = NULL; 886 ob->msg = 0;
1049 887
1050 /* 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
1051 * to save here. 889 * to save here.
1052 */ 890 */
891 {
892 char buf[MAX_BUF];
1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1054 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
1055 896
1056#ifdef AUTOSAVE
1057 op->contr->last_save_tick = pticks;
1058#endif
1059 start_info (op); 897 start_info (ob);
1060 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
1062 link_player_skills (op); 900 link_player_skills (ob);
1063 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
1064 fix_player (op); 902 ob->update_stats ();
1065 903
1066 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1067 * is one for this race 905 * is one for this race
1068 */ 906 */
1069 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1070 { 908 {
1071 object *tmp; 909 object *tmp;
1072 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1073 911
1074 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);
1075 tmp = object::create (); 913 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
1078 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
1079 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;
1080 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1081 * default initial map */ 919 * default initial map */
1082 tmp->destroy (); 920 tmp->destroy ();
1083 } 921 }
1084 else 922 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 924}
1088 return 0;
1089 }
1090 925
926void
927player::chargen_race_next ()
928{
1091 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
1093 */ 931 */
1094 932
1095 tmp_loop = 0; 933 do
1096 while (!tmp_loop)
1097 { 934 {
1098 shstr name = op->name; 935 shstr name = ob->name;
1099 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
1100 937
1101 remove_statbonus (op); 938 ob->remove_statbonus ();
1102 op->remove (); 939 ob->remove ();
1103 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
1104 op->arch->clone.copy_to (op); 941 ob->arch->clone.copy_to (ob);
1105 op->instantiate (); 942 ob->instantiate ();
1106 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
1107 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
1108 op->x = x; 945 ob->x = x;
1109 op->y = y; 946 ob->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
1112 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
1113 add_statbonus (op); 950 ob->add_statbonus ();
1114 tmp_loop = allowed_class (op);
1115 } 951 }
952 while (!allowed_class (ob));
1116 953
1117 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
1119 fix_player (op); 956 ob->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
1122 op->stats.grace = 0; 959 ob->stats.grace = 0;
1123
1124 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126
1127 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1128 return 0;
1129}
1130
1131int
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178} 960}
1179 961
1180void 962void
1181flee_player (object *op) 963flee_player (object *op)
1182{ 964{
1212 { 994 {
1213 op->enemy = NULL; 995 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 996 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 997 return;
1216 } 998 }
999
1217 get_rangevector (op, op->enemy, &rv, 0); 1000 get_rangevector (op, op->enemy, &rv, 0);
1218 1001
1219 dir = absdir (4 + rv.direction); 1002 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 1003 for (diff = 0; diff < 3; diff++)
1221 { 1004 {
1222 int m = 1 - (RANDOM () & 2); 1005 int m = 1 - (RANDOM () & 2);
1223 1006
1224 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)))
1225 {
1226 return; 1008 return;
1227 }
1228 } 1009 }
1010
1229 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 1013 op->enemy = NULL;
1232} 1014}
1233 1015
1234
1235/* 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.
1236 * 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
1237 * stop. 1018 * stop.
1238 */ 1019 */
1239int 1020int
1240check_pick (object *op) 1021check_pick (object *op)
1241{ 1022{
1242 object *tmp, *next; 1023 object *tmp, *next;
1243 int stop = 0; 1024 int stop = 0;
1244 int j, k, wvratio; 1025 int wvratio;
1245 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1246 1027
1247 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1248 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1249 return 1; 1030 return 1;
1250 1031
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &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))));
1321 else 1102 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &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
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 } 1107 }
1108
1355 /* philosophy: 1109 /* philosophy:
1356 * 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
1357 * generic. This takes no game-time. For more detailed pickups 1111 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a 1112 * and selections, select-items should be used. This is a
1359 * 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
1360 * example. 1114 * example.
1361 * 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
1362 * 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
1363 * convert to decimal and then 'pickup <#> 1117 * convert to decimal and then 'pickup <#>
1614 * found object is returned. 1368 * found object is returned.
1615 */ 1369 */
1616object * 1370object *
1617find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1618{ 1372{
1619 object *tmp = NULL; 1373 object *tmp = 0;
1620 1374
1621 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1622 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))
1623 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1624 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1625 return op; 1379 return op;
1380
1626 return tmp; 1381 return tmp;
1627} 1382}
1628 1383
1629/* 1384/*
1630 * 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
1631 * 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
1632 * 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
1633 * 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.
1634 */ 1389 */
1635
1636object * 1390object *
1637find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1638{ 1392{
1639 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1640 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1706 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1707 * op = the shooter 1461 * op = the shooter
1708 * type = bow->race 1462 * type = bow->race
1709 * dir = fire direction 1463 * dir = fire direction
1710 */ 1464 */
1711
1712object * 1465object *
1713pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1714{ 1467{
1715 object *tmp = NULL; 1468 object *tmp = NULL;
1716 maptile *m; 1469 maptile *m;
1781 */ 1534 */
1782int 1535int
1783fire_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)
1784{ 1537{
1785 object *left, *bow; 1538 object *left, *bow;
1786 int bowspeed, mflags; 1539 int mflags;
1787 maptile *m; 1540 maptile *m;
1788 1541
1789 if (!dir) 1542 if (!dir)
1790 { 1543 {
1791 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!");
1792 return 0; 1545 return 0;
1793 } 1546 }
1794 if (op->type == PLAYER) 1547
1795 bow = op->contr->ranges[range_bow]; 1548 if (op->contr)
1549 bow = op->current_weapon;
1796 else 1550 else
1797 { 1551 {
1798 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1799 /* 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
1800 * 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.
1805 if (!bow) 1559 if (!bow)
1806 { 1560 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1562 return 0;
1809 } 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
1810 } 1572 }
1573
1811 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1812 { 1575 {
1813 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);
1814 return 0; 1577 return 0;
1815 } 1578 }
1816
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818
1819 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1822 if (bowspeed < 1)
1823 bowspeed = 1;
1824 1579
1825 if (arrow == NULL) 1580 if (arrow == NULL)
1826 { 1581 {
1827 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1828 { 1583 {
1829 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1830 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);
1831 /* 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 */
1832 else 1587 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1834 return 0; 1590 return 0;
1835 } 1591 }
1836 } 1592 }
1593
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1595 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1596 return 0;
1841 } 1597
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1598 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1599 {
1844 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.");
1845 return 0; 1601 return 0;
1846 } 1602 }
1852 return 0; 1608 return 0;
1853 } 1609 }
1854 1610
1855 left = arrow; /* these are arrows left to the player */ 1611 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1612 arrow = get_split_ob (arrow, 1);
1857 if (arrow == NULL) 1613 if (!arrow)
1858 { 1614 {
1859 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);
1860 return 0; 1616 return 0;
1861 } 1617 }
1618
1862 arrow->set_owner (op); 1619 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1621 arrow->direction = dir;
1866 arrow->x = sx; 1622
1867 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;
1868 1655
1869 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1870 { 1657 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op);
1873 }
1874
1875 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying);
1881
1882 /* Note that this was different for monsters - they got their level
1883 * added to the damage. I think the strength bonus is more proper.
1884 */
1885
1886 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1887
1888 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1891
1892 if (arrow->speed < 1.0)
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0;
1896
1897 if (op->type == PLAYER)
1898 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1900 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1901 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1902
1903 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;
1904 } 1665 }
1905 else 1666 else
1906 { 1667 {
1907 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1908 arrow->level = op->level; 1668 arrow->level = op->level;
1909 } 1669 arrow->stats.wc -= bow->magic;
1910 1670
1911 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1912 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1913 1676
1914 if (bow->slaying != NULL) 1677 wc -= arrow->level;
1915 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1916 1679
1917 arrow->map = m; 1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1918 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1683
1921 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);
1922 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1923 1686
1924 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1688 move_arrow (arrow);
1926 1689
1927 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1947{ 1710{
1948 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1949 1712
1950 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1951 { 1714 {
1952 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);
1953 } 1716 }
1954 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)
1955 { 1718 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1; 1720 wcmod = -1;
1721
1958 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);
1959 } 1723 }
1960 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1961 { 1725 {
1962 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);
1966 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1967 { 1731 {
1968 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);
1969 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);
1970 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);
1971
1972 } 1735 }
1973 else 1736 else
1974 { 1737 {
1975 /* Simple case */ 1738 /* Simple case */
1976 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);
1977 } 1740 }
1741
1978 return ret; 1742 return ret;
1979} 1743}
1980
1981 1744
1982/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1983 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1984 */ 1747 */
1985void 1748void
1986fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
1987{ 1750{
1988 object *item; 1751 object *item = op->contr->ranged_ob;
1989 1752
1990 if (!op->contr->ranges[range_misc]) 1753 if (!item)
1991 { 1754 {
1992 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.");
1993 return; 1756 return;
1994 } 1757 }
1995 1758
1996 item = op->contr->ranges[range_misc];
1997 if (!item->inv) 1759 if (!item->inv)
1998 { 1760 {
1999 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2000 return; 1762 return;
2001 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
2002 if (item->type == WAND) 1768 if (item->type == WAND)
2003 { 1769 {
2004 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
2005 { 1771 {
2006 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2007 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
2008 return; 1775 return;
2009 } 1776 }
2010 } 1777 }
2011 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
2012 { 1779 {
2013 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))
2014 { 1781 {
2015 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
2016 if (item->type == ROD) 1784 if (item->type == ROD)
2017 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));
2018 else 1786 else
2019 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
2020 return; 1789 return;
2021 } 1790 }
2022 } 1791 }
2023 1792
2024 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
2032 1801
2033 if (item->arch) 1802 if (item->arch)
2034 { 1803 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2037 item->speed = 0; 1806 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1807 }
1808
2040 if ((tmp = is_player_inv (item))) 1809 if ((tmp = item->in_player ()))
2041 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2042 } 1811 }
2043 } 1812 }
2044 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1814 drain_rod_charge (item);
2047 }
2048 } 1815 }
2049} 1816}
2050 1817
2051/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2052 */ 1819 */
2053void 1820bool
2054fire (object *op, int dir) 1821fire (object *op, int dir)
2055{ 1822{
2056 int spellcost = 0; 1823 int spellcost = 0;
2057 1824
2058 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
2059 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
2060 make_visible (op); 1827 make_visible (op);
2061 1828
2062 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;
2063 { 1835 }
2064 case range_none:
2065 return;
2066 1836
2067 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:
2068 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
2069 return; 1854 break;
2070 1855
2071 case range_magic: /* Casting spells */ 1856 case SPELL:
2072 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);
2073 return; 1858 break;
2074 1859
2075 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:
2076 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2077 return; 1870 break;
2078
2079 case range_golem: /* Control summoned monsters from scrolls */
2080 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2081 {
2082 op->contr->ranges[range_golem] = 0;
2083 op->contr->shoottype = range_none;
2084 }
2085 else
2086 control_golem (op->contr->ranges[range_golem], dir);
2087 return;
2088
2089 case range_skill:
2090 if (!op->chosen_skill)
2091 {
2092 if (op->type == PLAYER)
2093 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2094 return;
2095 }
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return;
2098 case range_builder:
2099 apply_map_builder (op, dir);
2100 return;
2101 default:
2102 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2103 return;
2104 } 1871 }
2105}
2106 1872
2107 1873 return true;
1874}
2108 1875
2109/* find_key 1876/* find_key
2110 * 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
2111 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
2112 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
2114 * pl is the player, 1881 * pl is the player,
2115 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
2116 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
2117 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
2118 */ 1885 */
2119
2120object * 1886object *
2121find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
2122{ 1888{
2123 object *tmp, *key; 1889 object *tmp, *key;
2124 1890
2125 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
2126 if (container->inv == NULL) 1892 if (!container->inv)
2127 return NULL; 1893 return 0;
2128 1894
2129 /* 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 */
2130 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2131 { 1897 {
2132 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
2133 break; 1899 break;
2134 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
2135 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
2136 */ 1902 */
2137 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2138 break; 1904 break;
2139 } 1905 }
1906
2140 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
2141 /* 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.
2142 * 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
2143 * a key, return 1910 * a key, return
2144 */ 1911 */
2145 if (!tmp) 1912 if (!tmp)
2146 { 1913 {
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1915 {
2149 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
2150 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
2151 { 1918 {
2152 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
2153 return key; 1920 return key;
2154 } 1921 }
2155 } 1922 }
1923
2156 if (!tmp) 1924 if (!tmp)
2157 return NULL; 1925 return NULL;
2158 } 1926 }
1927
2159 /* 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,
2160 * see if we actually want to use it 1929 * see if we actually want to use it
2161 */ 1930 */
2162 if (pl != container) 1931 if (pl != container)
2163 { 1932 {
2184 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2185 "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));
2186 return NULL; 1955 return NULL;
2187 } 1956 }
2188 } 1957 }
1958
2189 return tmp; 1959 return tmp;
2190} 1960}
2191 1961
2192/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
2193 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2195 * 0 otherwise 1965 * 0 otherwise
2196 */ 1966 */
2197static int 1967static int
2198player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2199{ 1969{
2200
2201 /* 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,
2202 * 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 -
2203 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2204 */ 1973 */
2205 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2206 1975
2207 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2208 if (key) 1977 if (key)
2209 { 1978 {
2210 object *container = key->env; 1979 object *container = key->env;
2211 1980
2212 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
2213 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2214 make_visible (op); 1984 make_visible (op);
1985
2215 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2217 if (door->type == DOOR) 1989 if (door->type == DOOR)
2218 {
2219 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 */
2220 }
2221 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2222 { 1992 {
2223 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));
2224 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2225 } 1995 }
1996
2226 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2227 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2228 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2229 if (container != op) 2000 if (container != op)
2230 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2231 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2232 } 2004 }
2233 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2234 { 2006 {
2235 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2237 return 1; 2009 return 1;
2238 } 2010 }
2011
2239 return 0; 2012 return 0;
2240} 2013}
2241 2014
2242/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2243 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2247 */ 2020 */
2248 2021bool
2249void
2250move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2251{ 2023{
2252 object *tmp, *mon;
2253 sint16 nx, ny;
2254 int on_battleground; 2024 int on_battleground;
2255 maptile *m;
2256 2025
2257 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2259 2028
2260 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 }
2261 2039
2262 /* 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
2263 * 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
2264 * 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
2265 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2266 * 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
2267 * 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
2268 * 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
2269 * move_ob uses. 2047 * move_ob uses.
2270 */ 2048 */
2271 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);
2272 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 {
2275 m = get_map_from_coord (op->map, &nx, &ny);
2276 if (!m)
2277 return; /* Don't think this should happen */
2278 }
2279 else
2280 m = op->map;
2281 2050
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return;
2286 }
2287
2288 mon = NULL;
2289 /* 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
2290 * 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.
2291 * 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
2292 * on the space 2054 * on the space
2293 */ 2055 */
2294 while (tmp != NULL) 2056 object *mon;
2295 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2296 if (tmp == op) 2058 {
2297 { 2059 if ((mon->flag [FLAG_ALIVE]
2298 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2299 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2300 }
2301
2302 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2303 {
2304 mon = tmp; 2062 && mon != op)
2305 break; 2063 break;
2306 } 2064 }
2307 2065
2308 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2309 mon = tmp;
2310
2311 tmp = tmp->above;
2312 }
2313
2314 if (mon == NULL) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2315 return; /* into a wall */ 2067 return false; /* into a wall */
2316 2068
2317 if (mon->head != NULL)
2318 mon = mon->head; 2069 mon = mon->head_ ();
2319 2070
2320 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)
2321 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2322 return; 2076 return true;
2077 }
2323 2078
2324 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2325 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2326 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2327 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2328 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2329 * and thus will not push them. 2084 * and thus will not push them.
2330 */ 2085 */
2331 2086
2332 /* 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
2333 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2334 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2335 */ 2090 */
2336 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2337#if COZY_SERVER
2338 &&
2339 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2340 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2341#else
2342 && mon->owner == op 2094 || mon->owner == op)
2343#endif
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 { 2096 {
2346 /* 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 */
2347 if (op->contr->braced) 2098 if (op->contr->braced)
2348 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2349 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);
2350 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2351 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op); 2109 make_visible (op);
2110
2353 return; 2111 return true;
2354 } 2112 }
2113 else
2114 return false;
2115 }
2355 2116
2356 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2358 * 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
2359 * attack them either. 2120 * attack them either.
2360 */ 2121 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2362 (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))
2363#ifdef PROHIBIT_PLAYERKILL 2124 && ((op->contr->peaceful
2364 (op->contr->peaceful 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2365 || (mon->type == PLAYER 2126 && !on_battleground))
2366 && mon->contr-> 2127 {
2367 peaceful)) && 2128 if (op->speed_left > 0.f)
2368#else
2369 op->contr->peaceful &&
2370#endif
2371 !on_battleground))
2372 { 2129 {
2130 --op->speed_left;
2131
2373 if (!op->contr->braced) 2132 if (!op->contr->braced)
2374 { 2133 {
2375 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);
2376 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2377 } 2136 }
2378 else 2137 else
2379 {
2380 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2381 } 2139
2382 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2141 make_visible (op);
2384 }
2385 2142
2143 return true;
2144 }
2145 }
2386 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2387 * 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.
2388 */ 2148 */
2389 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)
2390 { 2152 {
2153 --op->speed_left;
2154
2391 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2392 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2393 make_visible (op); 2157 make_visible (op);
2394 }
2395 2158
2159 return true;
2160 }
2161 }
2396 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2397 * 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
2398 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2399 * 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
2400 * 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.
2401 */ 2167 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((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)))
2405 { 2170 {
2406 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2407 /* If the player hasn't hit something this tick, and does
2408 * so, give them speed boost based on weapon speed. Doing
2409 * it here is better than process_players2, which basically
2410 * incurred a 1 tick offset.
2411 */
2412 if (!op->contr->has_hit)
2413 { 2172 {
2414 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2415 2174
2416 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2417 }
2418
2419 skill_attack (mon, op, 0, NULL, NULL); 2175 skill_attack (mon, op, 0, 0, 0);
2420 2176
2421 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is
2424 * the wiz.
2425 */
2426 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2427 {
2428 short luck = mon->stats.luck;
2429
2430 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL);
2432 mon->stats.luck = luck;
2433 }
2434 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2435 make_visible (op); 2178 make_visible (op);
2436 }
2437 } /* if player should attack something */
2438}
2439 2179
2440int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2441move_player (object *op, int dir) 2188move_player (object *op, int dir)
2442{ 2189{
2443 int pick; 2190 int pick;
2444 2191
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2446 return 0; 2193 return 0;
2447 2194
2448 /* Sanity check: make sure dir is valid */ 2195 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2196 if ((dir < 0) || (dir >= 9))
2450 { 2197 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2199 return 0;
2453 } 2200 }
2454 2201
2455 /* peterm: added following line */ 2202 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2458 2205
2459 op->facing = dir; 2206 op->facing = dir;
2460 2207
2461 if (op->hide) 2208 if (op->hide)
2462 do_hidden_move (op); 2209 do_hidden_move (op);
2463 2210
2211 bool retval;
2212
2464 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2465 /*nop */ ; 2214 retval = RESULT_INT (0);
2466 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2467 fire (op, dir); 2216 retval = fire (op, dir);
2468 else 2217 else
2469 { 2218 {
2470 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2471 pick = check_pick (op); 2220 pick = check_pick (op);
2472 } 2221 }
2473 2222
2474 /* 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
2475 * server can handle repeat firing. 2224 * server can handle repeat firing.
2476 */ 2225 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2226 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2227 op->direction = dir;
2480 }
2481 else 2228 else
2482 {
2483 op->direction = 0; 2229 op->direction = 0;
2484 } 2230
2485 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2233 * for players.
2488 */ 2234 */
2489 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2490 return 0; 2236
2237 return retval;
2491} 2238}
2492 2239
2493/* 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
2494 * new client/server stuff. 2241 * new client/server stuff.
2495 * 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
2496 * the new speed values for commands. 2243 * the new speed values for commands.
2497 * 2244 *
2498 * 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.
2499 */ 2248 */
2500int 2249bool
2501handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2502{ 2251{
2503 if (op->contr->hidden)
2504 {
2505 op->invisible = 1000;
2506 /* the socket code flashes the player visible/invisible
2507 * depending on the value of invisible, so we need to
2508 * alternate it here for it to work correctly.
2509 */
2510 if (pticks & 2)
2511 op->invisible--;
2512 }
2513 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514 {
2515 op->invisible--;
2516 if (!op->invisible)
2517 {
2518 make_visible (op);
2519 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2520 }
2521 }
2522
2523 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2524 { 2253 {
2525 flee_player (op); 2254 if (op->speed_left > 0.f)
2526 /* If player is still scared, that is his action for this tick */
2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2255 {
2529 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2530 return 0; 2259 return true;
2531 } 2260 }
2261 else
2262 return false;
2532 } 2263 }
2533
2534 /* I've been seeing crashes where the golem has been destroyed, but
2535 * the player object still points to the defunct golem. The code that
2536 * destroys the golem looks correct, and it doesn't always happen, so
2537 * put this in a a workaround to clean up the golem pointer.
2538 */
2539 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2540 op->contr->ranges[range_golem] = 0;
2541 2264
2542 /* 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
2543 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2267 * called, so we recheck it here.
2545 */ 2268 */
2546 HandleClient (op->contr->socket, op->contr); 2269 if (op->contr->ns->handle_command ())
2547 if (op->speed_left < 0)
2548 return 0; 2270 return true;
2549 2271
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 {
2552 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--;
2554
2555 /* Instead of all the stuff below, let move_player take care
2556 * of it. Also, some of the skill stuff is only put in
2557 * there, as well as the confusion stuff.
2558 */
2559 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2560 if (op->speed_left > 0) 2274
2561 return 1;
2562 else
2563 return 0;
2564 }
2565 return 0; 2275 return false;
2566} 2276}
2567 2277
2568int 2278int
2569save_life (object *op) 2279save_life (object *op)
2570{ 2280{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2282 return 0;
2575 2283
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2284 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2286 {
2579 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);
2580 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));
2581 2289
2589 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2590 2298
2591 if (op->stats.food < 0) 2299 if (op->stats.food < 0)
2592 op->stats.food = 999; 2300 op->stats.food = 999;
2593 2301
2594 fix_player (op); 2302 op->update_stats ();
2595 return 1; 2303 return 1;
2596 } 2304 }
2305
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2308 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2309 return 0;
2601} 2310}
2606 * from. 2315 * from.
2607 */ 2316 */
2608void 2317void
2609remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2610{ 2319{
2611 object *next;
2612
2613 while (op) 2320 while (op)
2614 { 2321 {
2615 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' */
2616 * we remove object 'op' 2323
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 { 2325 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0); 2328
2329 op->insert_at (env);
2626 } 2330 }
2627 else if (op->inv) 2331 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2333
2629 op = next; 2334 op = next;
2630 } 2335 }
2631} 2336}
2632
2633 2337
2634/* 2338/*
2635 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2648 strcpy (buf2, " R.I.P.\n\n"); 2352 strcpy (buf2, " R.I.P.\n\n");
2649 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651 else 2355 else
2652 sprintf (buf, "%s\n", &op->name); 2356 sprintf (buf, "%s\n", &op->name);
2357
2653 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2654 strcat (buf2, buf); 2359 strcat (buf2, buf);
2655 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2656 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);
2657 else 2362 else
2658 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
2659 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf); 2366 strcat (buf2, buf);
2661 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2662 { 2368 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer); 2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2664 strncat (buf2, " ", 21 - strlen (buf) / 2); 2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2665 strcat (buf2, buf); 2371 strcat (buf2, buf);
2666 } 2372 }
2373
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2376 strcat (buf2, buf);
2377
2670 return buf2; 2378 return buf2;
2671} 2379}
2672
2673
2674 2380
2675void 2381void
2676do_some_living (object *op) 2382do_some_living (object *op)
2677{ 2383{
2678 int last_food = op->stats.food; 2384 int last_food = op->stats.food;
2684 int rate_grace = 2000; 2390 int rate_grace = 2000;
2685 const int max_hp = 1; 2391 const int max_hp = 1;
2686 const int max_sp = 1; 2392 const int max_sp = 1;
2687 const int max_grace = 1; 2393 const int max_grace = 1;
2688 2394
2689 if (op->contr->outputs_sync) 2395 if (op->contr->hidden)
2690 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2693 flush_output_element (op, &op->contr->outputs[i]);
2694 } 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 }
2695 2413
2696 if (op->contr->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2697 { 2415 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2418 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2420 else
2704 { 2421 {
2705 gen_hp = op->stats.maxhp; 2422 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2424 }
2425
2708 if (op->contr->gen_sp >= 0) 2426 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2428 else
2711 { 2429 {
2712 gen_sp = op->stats.maxsp; 2430 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2432 }
2433
2715 if (op->contr->gen_grace >= 0) 2434 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2436 else
2718 { 2437 {
2719 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2720 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2721 } 2440 }
2722 2441
2723 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2724 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2725 { 2444 {
2726 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);
2727 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2728 { 2447 {
2729 op->stats.sp++; 2448 op->stats.sp++;
2735 op->stats.food += op->contr->digestion; 2454 op->stats.food += op->contr->digestion;
2736 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))
2737 op->stats.food = last_food; 2456 op->stats.food = last_food;
2738 } 2457 }
2739 } 2458 }
2459
2740 if (max_sp > 1) 2460 if (max_sp > 1)
2741 { 2461 {
2742 over_sp = (gen_sp + 10) / rate_sp; 2462 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0) 2463 if (over_sp > 0)
2744 { 2464 {
2745 if (op->stats.sp < op->stats.maxsp) 2465 if (op->stats.sp < op->stats.maxsp)
2746 { 2466 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2748 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))
2749 op->stats.sp--; 2470 op->stats.sp--;
2471
2750 if (op->stats.sp > op->stats.maxsp) 2472 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp; 2473 op->stats.sp = op->stats.maxsp;
2752 } 2474 }
2753 op->last_sp = 0; 2475 op->last_sp = 0;
2754 } 2476 }
2755 else 2477 else
2756 {
2757 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);
2758 }
2759 } 2479 }
2760 else 2480 else
2761 {
2762 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);
2763 }
2764 } 2482 }
2765 2483
2766 /* Regenerate Grace */ 2484 /* Regenerate Grace */
2767 /* 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. */
2768 if (--op->last_grace < 0) 2486 if (--op->last_grace < 0)
2769 { 2487 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2488 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2772 if (max_grace > 1) 2491 if (max_grace > 1)
2773 { 2492 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2494 if (over_grace > 0)
2776 { 2495 {
2804 op->stats.food += op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2805 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))
2806 op->stats.food = last_food; 2525 op->stats.food = last_food;
2807 } 2526 }
2808 } 2527 }
2528
2809 if (max_hp > 1) 2529 if (max_hp > 1)
2810 { 2530 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0) 2532 if (over_hp > 0)
2813 { 2533 {
2826 } 2546 }
2827 2547
2828 /* Digestion */ 2548 /* Digestion */
2829 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2830 { 2550 {
2831#ifdef COZY_SERVER
2832 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2833 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2834#else
2835 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;
2836#endif
2837 2552
2838 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2839 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);
2840 else 2555 else
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2842 /* dms do not consume food */ 2558 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2560 op->stats.food--;
2845 } 2561 }
2846 }
2847 2562
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2564 {
2850 object *tmp, *flesh = NULL; 2565 object *tmp, *flesh = 0;
2851 2566
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2853 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 { 2568 {
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2857 { 2570 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2858 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.");
2859 manual_apply (op, tmp, 0); 2574 manual_apply (op, tmp, 0);
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2576 break;
2862 } 2577 }
2863 else if (tmp->type == FLESH) 2578 else if (tmp->type == FLESH)
2864 flesh = tmp; 2579 flesh = tmp;
2865 } /* End if paid for object */ 2580 } /* End if paid for object */
2866 } /* end of for loop */ 2581 } /* end of for loop */
2582
2867 /* 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
2868 * eat flesh instead. 2584 * eat flesh instead.
2869 */ 2585 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 { 2587 {
2872 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.");
2873 manual_apply (op, flesh, 0); 2589 manual_apply (op, flesh, 0);
2874 } 2590 }
2875 } /* end if player is starving */ 2591 }
2876 2592
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2878 op->stats.food++, op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2879 2595
2880 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))
2881 kill_player (op); 2597 kill_player (op);
2598 }
2882} 2599}
2883
2884
2885 2600
2886/* 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.
2887 * 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
2888 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2604 * file.
2919 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!");
2920 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...");
2921 2636
2922 /* restore player */ 2637 /* restore player */
2923 at = archetype::find ("poisoning"); 2638 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2925 if (tmp)
2926 { 2640 {
2927 tmp->destroy (); 2641 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 } 2643 }
2930 2644
2931 at = archetype::find ("confusion"); 2645 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2647 {
2935 tmp->destroy (); 2648 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 } 2650 }
2938 2651
2940 op->stats.hp = op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0) 2654 if (op->stats.food <= 0)
2942 op->stats.food = 999; 2655 op->stats.food = 999;
2943 2656
2944 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2946 if (tmp != NULL)
2947 { 2659 {
2948 sprintf (buf, "%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2949 tmp->name = buf; 2661 tmp->name = buf;
2950 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2951 " 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",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953 tmp->msg = buf; 2665 tmp->msg = buf;
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2956 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 } 2669 }
2959 2670
2960 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2673 op->contr->braced = 0;
2967 2678
2968 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2969 2680
2970 if (op->stats.food < 0) 2681 if (op->stats.food < 0)
2971 { 2682 {
2972 if (op->contr->explore)
2973 {
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2976 op->stats.food = 999;
2977 return;
2978 }
2979 sprintf (buf, "%s starved to death.", &op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
2980 strcpy (op->contr->killer, "starvation"); 2684 strcpy (op->contr->killer, "starvation");
2981 } 2685 }
2982 else 2686 else
2983 {
2984 if (op->contr->explore)
2985 {
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
2992 } 2688
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2994 2690
2995 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
2996 x = op->x; 2692 x = op->x;
2997 y = op->y; 2693 y = op->y;
2998 map = op->map; 2694 map = op->map;
2999 2695
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * 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.
3005 * 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.
3006 */ 2699 */
3007 2700
3008 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
3010 * of death. 2703 * of death.
3011 */ 2704 */
3012#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss) 2706 if (settings.balanced_stat_loss)
3014 { 2707 {
3015 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
3016 /* 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
3017 more if they do. */ 2710 more if they do. */
3018 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */ 2713 little bit harder. */
3021 /* GD */ 2714 /* GD */
3022 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2716 num_stats_lose = 1;
3024 else
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3026 }
3027 else 2717 else
3028 { 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719 }
2720 else
3029 num_stats_lose = 1; 2721 num_stats_lose = 1;
3030 } 2722
3031 lost_a_stat = 0; 2723 lost_a_stat = 0;
3032 2724
3033 for (z = 0; z < num_stats_lose; z++) 2725 for (z = 0; z < num_stats_lose; z++)
3034 { 2726 {
3035 i = RANDOM () % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
3036 2728
3037 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)
3038 { 2749 {
3039 /* Pick a random stat and take a point off it. Tell the player 2750 dep = arch_to_object (deparch);
3040 * what he lost. 2751 insert_ob_in_ob (dep, op);
3041 */
3042 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 lost_a_stat = 1;
3048 } 2752 }
3049 else 2753 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss)
3050 { 2755 {
3051 /* deplete a stat */ 2756 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2757 /* Get the stat that we're about to deplete. */
3053 object *dep; 2758 this_stat = get_attr_value (&(dep->stats), i);
3054 2759 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2760 {
3058 dep = arch_to_object (deparch); 2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2762 int keep_chance = this_stat * this_stat;
3060 } 2763
3061 lose_this_stat = 1; 2764 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 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)
3068 { 2770 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2771 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2772 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2773 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2774 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2775 else
3103 if (this_stat >= -50)
3104 { 2776 {
3105 change_attr_value (&(dep->stats), i, -1); 2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 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"); */
3110 } 2782 }
3111 } 2783 }
3112 } 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 }
3113 } 2803 }
2804 }
2805 }
3114 /* If no stat lost, tell the player. */ 2806 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2807 if (!lost_a_stat)
3116 { 2808 {
3117 /* determine_god() seems to not work sometimes... why is this? 2809 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2810 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2811 const char *god = determine_god (op);
3120 2812
3121 if (god && (strcmp (god, "none"))) 2813 if (god && (strcmp (god, "none")))
3122 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);
3123 else 2815 else
3124 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.");
3125 } 2817 }
3126#else 2818#else
3127 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.");
3128#endif 2820#endif
3129 2821
3130 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2823 * exp loss on the stone.
3132 */ 2824 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name); 2826 sprintf (buf, "%s's gravestone", &op->name);
3135 tmp->name = buf; 2827 tmp->name = buf;
3136 sprintf (buf, "%s's gravestones", &op->name); 2828 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf; 2829 tmp->name_pl = buf;
3138 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);
3139 tmp->msg = buf; 2831 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2832 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2834
3143 /**************************************/ 2835 /**************************************/
3144 /* */ 2836 /* */
3145 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
3148 /* */ 2840 /* */
3149 /**************************************/ 2841 /**************************************/
3150 2842
3151 /* remove any poisoning and confusion the character may be suffering. */ 2843 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */ 2844 /* restore player */
3153 at = archetype::find ("poisoning"); 2845 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op); 2846 tmp = present_arch_in_ob (at, op);
3155 2847
3156 if (tmp) 2848 if (tmp)
3157 { 2849 {
3158 tmp->destroy (); 2850 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 } 2852 }
3161 2853
3162 at = archetype::find ("confusion"); 2854 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op); 2855 tmp = present_arch_in_ob (at, op);
3164 if (tmp) 2856 if (tmp)
3165 { 2857 {
3166 tmp->destroy (); 2858 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 } 2860 }
3169 2861
3170 cure_disease (op, 0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
3171 2863
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2865 apply_death_exp_penalty (op);
3174 if (op->stats.food < 100) 2866 if (op->stats.food < 100)
3175 op->stats.food = 900; 2867 op->stats.food = 900;
3176 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2871
3180 /* 2872 /*
3181 * 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
3182 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
3183 * in the map. 2875 */
3184 */
3185
3186 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
3188 2877
3189 /****************************************/ 2878 /****************************************/
3190 /* */ 2879 /* */
3191 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
3193 /* */ 2882 /* */
3194 /****************************************/ 2883 /****************************************/
3195 2884
3196 enter_player_savebed (op); 2885 enter_player_savebed (op);
3197 2886
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2887 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2888
3204 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2892 * on the space that might harm the player.
3208 */ 2893 */
3209 will_kill_again = 0; 2894 will_kill_again = 0;
3210 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)
3211 if (tmp->type == SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
3213 2898
3214 if (will_kill_again) 2899 if (will_kill_again)
3215 { 2900 {
3216 object *force; 2901 object *force;
3217 int at; 2902 int at;
3218 2903
3219 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2906 force->speed = 0.1f;
3222 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
3223 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2911 force->resist[at] = 100;
3227 2912
3228 insert_ob_in_ob (force, op); 2913 insert_ob_in_ob (force, op);
3229 fix_player (op); 2914 op->update_stats ();
3230 2915
3231 } 2916 }
3232 2917
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2919}
3302
3303 2920
3304void 2921void
3305loot_object (object *op) 2922loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
3308 2925
3309 if (op->container) 2926 op->close_container (); /* close open sack first */
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container);
3312 }
3313 2927
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
3315 { 2929 {
3316 next = tmp->below; 2930 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2931
2932 if (tmp->invisible)
3318 continue; 2933 continue;
2934
3319 tmp->remove (); 2935 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
3321 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
3323 loot_object (tmp); 2940
3324 }
3325 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))))
3326 { 2942 {
3327 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
3328 { 2944 {
3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3330 tmp2->destroy (); 2946 tmp2->destroy ();
3341/* 2957/*
3342 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3343 * 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
3344 * was changed. 2960 * was changed.
3345 */ 2961 */
3346
3347void 2962void
3348fix_weight (void) 2963fix_weight (void)
3349{ 2964{
3350 player *pl; 2965 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 2966 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355 2968
3356 if (old == sum) 2969 if (old == sum)
3357 continue; 2970 continue;
3358 fix_player (pl->ob); 2971 pl->ob->update_stats ();
3359 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);
3360 } 2973 }
3361} 2974}
3362 2975
3363void 2976void
3364fix_luck (void) 2977fix_luck (void)
3365{ 2978{
3366 player *pl; 2979 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 2981 pl->ob->change_luck (0);
3371} 2982}
3372
3373 2983
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3377 */ 2987 */
3378
3379void 2988void
3380cast_dust (object *op, object *throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3381{ 2990{
3382 object *skop, *spob; 2991 object *skop, *spob;
3383 2992
3417 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3418 { 3027 {
3419 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3420 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3421 } 3030 }
3031
3422 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3423} 3033}
3424 3034
3425int 3035int
3426is_true_undead (object *op) 3036is_true_undead (object *op)
3427{ 3037{
3428 object *tmp = NULL;
3429
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3431 return 1; 3039 return 1;
3432 3040
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 3041 return 0;
3439} 3042}
3440 3043
3441/* look at the surrounding terrain to determine 3044/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 3045 * the hideability of this object. Positive levels
3484/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3485 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3486 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3487 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3488 */ 3091 */
3489
3490void 3092void
3491do_hidden_move (object *op) 3093do_hidden_move (object *op)
3492{ 3094{
3493 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3494 object *skop; 3096 object *skop;
3498 3100
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3500 3102
3501 /* 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! */
3502 if (op->type == PLAYER && op->contr->run_on) 3104 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 3105 if (!skop || num >= skop->level)
3505 { 3106 {
3506 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!");
3507 make_visible (op); 3108 make_visible (op);
3508 return; 3109 return;
3509 } 3110 }
3510 else 3111 else
3511 num += 20; 3112 num += 20;
3512 } 3113
3513 num += op->map->difficulty; 3114 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 3116 num -= hide;
3117
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 3119 {
3518 make_visible (op); 3120 make_visible (op);
3519 if (op->type == PLAYER) 3121 if (op->type == PLAYER)
3520 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!");
3521 } 3123 }
3522 else if (op->type == PLAYER && skop) 3124 else if (op->type == PLAYER && skop)
3523 {
3524 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);
3525 }
3526} 3126}
3527 3127
3528/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3529 3129
3530int 3130int
3557 if (mflags & P_OUT_OF_MAP) 3157 if (mflags & P_OUT_OF_MAP)
3558 continue; 3158 continue;
3559 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)))
3560 continue; 3160 continue;
3561 3161
3562 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)
3563 { 3163 {
3564 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))
3565 return 1; 3165 return 1;
3566 else if (tmp->type == PLAYER) 3166 else if (tmp->type == PLAYER)
3567 { 3167 {
3597 if (pl->type != PLAYER) 3197 if (pl->type != PLAYER)
3598 { 3198 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 3200 return -1;
3601 } 3201 }
3202
3602 if (!pl || !op) 3203 if (!pl || !op)
3603 return 0; 3204 return 0;
3604 3205
3605 if (op->head)
3606 {
3607 op = op->head; 3206 op = op->head_ ();
3608 } 3207
3609 get_rangevector (pl, op, &rv, 0x1); 3208 get_rangevector (pl, op, &rv, 0x1);
3610 3209
3611 /* starting with the 'head' part, lets loop 3210 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 3211 * through the object and find if it has any
3613 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3621 3220
3622 /* only the viewable area the player sees is updated by LOS 3221 /* only the viewable area the player sees is updated by LOS
3623 * 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
3624 * for any meaningful values. 3223 * for any meaningful values.
3625 */ 3224 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3628 !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)])
3629 return 1; 3228 return 1;
3630 op = op->more; 3229 op = op->more;
3631 } 3230 }
3632 return 0; 3231 return 0;
3633} 3232}
3730 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3731 int i = 0, j = 0; 3330 int i = 0, j = 0;
3732 3331
3733 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3734 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3735 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3736 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3737 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3738 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3739 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3740 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3741 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3742 3341
3743 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3744 return; 3343 return;
3745 3344
3746 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++);
3747 3346
3748 if (tr == NULL || tr->item == NULL) 3347 if (!tr || !tr->item)
3749 { 3348 {
3750 /* 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]); */
3751 return; 3350 return;
3752 } 3351 }
3753 3352
3819 { 3418 {
3820 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3420 object *skin;
3822 3421
3823 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3824 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
3825 if (skin == NULL) 3427 if (!skin)
3826 return; 3428 return;
3827 3429
3828 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3432 {
3875 * not readied. 3477 * not readied.
3876 */ 3478 */
3877void 3479void
3878player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3879{ 3481{
3880 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3881 3484
3882 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3883 { 3486 pl->combat_ob = 0;
3487
3884 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3885 { 3489 pl->ranged_ob = 0;
3886 pl->ranges[i] = NULL;
3887 if (pl->shoottype == i)
3888 {
3889 pl->shoottype = range_none;
3890 }
3891 }
3892 }
3893} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines