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Comparing deliantra/server/server/player.C (file contents):
Revision 1.39 by root, Thu Dec 14 14:23:09 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
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 150}
289 151
290/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
291static void 153static void
292set_first_map (object *op) 154set_first_map (object *op)
293{ 155{
294 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
295 op->x = -1; 157 op->x = -1;
296 op->y = -1; 158 op->y = -1;
297 enter_exit (op, NULL);
298} 159}
299 160
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
300/* Tries to add player on the connection passwd in ns. 368/* Tries to add player on the connection passed in ns.
301 * 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
302 * mode. 370 * mode.
303 */ 371 */
304 372player *
305int 373player::create ()
306add_player (client_socket *ns)
307{ 374{
308 player *p = new player; 375 player *pl = new player;
309 376
310 p->socket = ns; 377 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 378
313 p->next = first_player; 379 pl->ob->roll_stats ();
314 first_player = p; 380 pl->ob->stats.wc = 2;
381 pl->ob->run_away = 25; /* Then we panick... */
315 382
316 p = get_player (p);
317
318 set_first_map (p->ob); 383 set_first_map (pl->ob);
319 384
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 385 return pl;
328} 386}
329 387
330/* 388/*
331 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
341 { 399 {
342 if (at == NULL || at->next == NULL) 400 if (at == NULL || at->next == NULL)
343 at = first_archetype; 401 at = first_archetype;
344 else 402 else
345 at = at->next; 403 at = at->next;
404
346 if (at->clone.type == PLAYER) 405 if (at->clone.type == PLAYER)
347 return at; 406 return at;
407
348 if (at == start) 408 if (at == start)
349 { 409 {
350 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 411 exit (-1);
352 } 412 }
353 } 413 }
354} 414}
355 415
356
357object * 416object *
358get_nearest_player (object *mon) 417get_nearest_player (object *mon)
359{ 418{
360 object *op = NULL; 419 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 420 objectlink *ol;
363 unsigned lastdist; 421 unsigned lastdist;
364 rv_vector rv; 422 rv_vector rv;
365 423
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 425 {
368 /* 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
369 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 433 object *tmp = ol->ob;
376 434
377 /* 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
378 * itself will have been cleared. 436 * itself will have been cleared.
379 */ 437 */
380 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 ());
381 ol = ol->next; 440 ol = ol->next;
382 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
383 if (!ol) 442 if (!ol)
384 return op; 443 return op;
385 } 444 }
398 { 457 {
399 op = ol->ob; 458 op = ol->ob;
400 lastdist = rv.distance; 459 lastdist = rv.distance;
401 } 460 }
402 } 461 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 462
404 { 463 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 464 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 465 if (lastdist > rv.distance)
409 { 466 {
410 op = pl->ob; 467 op = pl->ob;
411 lastdist = rv.distance; 468 lastdist = rv.distance;
412 } 469 }
413 } 470
414 }
415#if 0 471#if 0
416 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)");
417#endif 473#endif
418 return op; 474 return op;
419} 475}
437 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
438 * 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
439 * is probably not a good thing. 495 * is probably not a good thing.
440 */ 496 */
441#define MAX_SPACES 50 497#define MAX_SPACES 50
442
443 498
444/* 499/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * 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
447 * 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
478 x = mon->x; 533 x = mon->x;
479 y = mon->y; 534 y = mon->y;
480 m = mon->map; 535 m = mon->map;
481 dir = rv.direction; 536 dir = rv.direction;
482 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 */
483 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
484 /* 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. */
485 if (diff > max) 541 if (diff > max)
486 return 0; 542 return 0;
543
487 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
488 { 545 {
489 lastx = x; 546 lastx = x;
490 lasty = y; 547 lasty = y;
491 lastmap = m; 548 lastmap = m;
573 max--; 630 max--;
574 lastdir = dir; 631 lastdir = dir;
575 if (!firstdir) 632 if (!firstdir)
576 firstdir = dir; 633 firstdir = dir;
577 } 634 }
635
578 if (diff <= 1) 636 if (diff <= 1)
579 { 637 {
580 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 639 * headed toward player for entire distance.
582 */ 640 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584 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));
585 } 643 }
644
586 if (diff > max) 645 if (diff > max)
587 return 0; 646 return 0;
588 } 647 }
648
589 /* 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 */
590 if (!max) 650 if (!max)
591 return 0; 651 return 0;
592 652
593 return firstdir; 653 return firstdir;
686 /* Need to set up the skill pointers */ 746 /* Need to set up the skill pointers */
687 link_player_skills (pl); 747 link_player_skills (pl);
688} 748}
689 749
690void 750void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 751get_party_password (object *op, partylist *party)
775{ 752{
776 if (party == NULL) 753 if (party == NULL)
777 { 754 {
778 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);
779 return; 756 return;
780 } 757 }
758
781 op->contr->write_buf[0] = '\0'; 759 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
784 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:");
785} 763}
786
787 764
788/* 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. */
789int 766static int
790roll_stat (void) 767roll_stat (void)
791{ 768{
792 int a[4], i, j, k; 769 int a[4], i, j, k;
793 770
794 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
796 773
797 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 775 if (a[i] < k)
799 k = a[i], j = i; 776 k = a[i], j = i;
800 777
801 for (i = 0, k = 0; i < 4; i++) 778 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 779 if (i != j)
804 k += a[i]; 780 k += a[i];
805 } 781
806 return k; 782 return k;
807} 783}
808 784
809void 785void
810roll_stats (object *op) 786object::roll_stats ()
811{ 787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
812 int sum = 0; 792 int sum = 0;
813 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
815 795
816 do 796 if (sum >= 82 && sum <= 116)
797 break;
817 { 798 }
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 }
827 while (sum < 82 || sum > 116);
828 799
829 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 802
838 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
839 do 804 stats.stat (i) = statsort [i];
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854 805
855 op->stats.Str = statsort[0];
856 op->stats.Dex = statsort[1];
857 op->stats.Con = statsort[2];
858 op->stats.Int = statsort[3];
859 op->stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6];
862
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 806 stats.exp = 0;
874 op->stats.ac = 0; 807 stats.ac = 0;
875 808
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 809 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 810 stats.sp = stats.maxsp;
883 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
884 op->contr->orig_stats = op->stats; 819 contr->orig_stats = stats;
820 }
885} 821}
886 822
887void 823void
888Roll_Again (object *op) 824object::swap_stats (int a, int b)
889{ 825{
890 esrv_new_player (op->contr, 0); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
893}
894 827
895void 828 for (int i = 0; i < NUM_STATS; ++i)
896Swap_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)
897{ 855{
898 signed char tmp;
899 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
900 857
901 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 862}
1016 863
1017/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1021 * not the class. 868 * not the class.
1022 */ 869 */
1023 870void
1024int 871player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 872{
1027 int tmp_loop;
1028
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D')
1036 {
1037 char buf[MAX_BUF];
1038
1039 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 875
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 876 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 877 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 878 create_treasure (tl, ob, 0, 0, 0);
1045 879
1046 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
1048 882
1049 op->contr->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
1050 884
1051 if (op->msg) 885 if (ob->msg)
1052 op->msg = NULL; 886 ob->msg = 0;
1053 887
1054 /* 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
1055 * to save here. 889 * to save here.
1056 */ 890 */
891 {
892 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
1059 896
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 897 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 900 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
1068 fix_player (op); 902 ob->update_stats ();
1069 903
1070 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1071 * is one for this race 905 * is one for this race
1072 */ 906 */
1073 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1074 { 908 {
1075 object *tmp; 909 object *tmp;
1076 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1077 911
1078 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);
1079 tmp = object::create (); 913 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
1083 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;
1084 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1085 * default initial map */ 919 * default initial map */
1086 tmp->destroy (); 920 tmp->destroy ();
1087 } 921 }
1088 else 922 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 924}
1092 return 0;
1093 }
1094 925
926void
927player::chargen_race_next ()
928{
1095 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
1097 */ 931 */
1098 932
1099 tmp_loop = 0; 933 do
1100 while (!tmp_loop)
1101 { 934 {
1102 shstr name = op->name; 935 shstr name = ob->name;
1103 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
1104 937
1105 remove_statbonus (op); 938 ob->remove_statbonus ();
1106 op->remove (); 939 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 941 ob->arch->clone.copy_to (ob);
1109 op->instantiate (); 942 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
1112 op->x = x; 945 ob->x = x;
1113 op->y = y; 946 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
1117 add_statbonus (op); 950 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 951 }
952 while (!allowed_class (ob));
1120 953
1121 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 956 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 959 ob->stats.grace = 0;
1127
1128 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 960}
1183 961
1184void 962void
1185flee_player (object *op) 963flee_player (object *op)
1186{ 964{
1216 { 994 {
1217 op->enemy = NULL; 995 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 996 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 997 return;
1220 } 998 }
999
1221 get_rangevector (op, op->enemy, &rv, 0); 1000 get_rangevector (op, op->enemy, &rv, 0);
1222 1001
1223 dir = absdir (4 + rv.direction); 1002 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1003 for (diff = 0; diff < 3; diff++)
1225 { 1004 {
1226 int m = 1 - (RANDOM () & 2); 1005 int m = 1 - (RANDOM () & 2);
1227 1006
1228 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)))
1229 {
1230 return; 1008 return;
1231 }
1232 } 1009 }
1010
1233 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1013 op->enemy = NULL;
1236} 1014}
1237 1015
1238
1239/* 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.
1240 * 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
1241 * stop. 1018 * stop.
1242 */ 1019 */
1243int 1020int
1244check_pick (object *op) 1021check_pick (object *op)
1245{ 1022{
1246 object *tmp, *next; 1023 object *tmp, *next;
1247 int stop = 0; 1024 int stop = 0;
1248 int j, k, wvratio; 1025 int wvratio;
1249 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1250 1027
1251 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1253 return 1; 1030 return 1;
1254 1031
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &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))));
1325 else 1102 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &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
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1107 }
1108
1359 /* philosophy: 1109 /* philosophy:
1360 * 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
1361 * generic. This takes no game-time. For more detailed pickups 1111 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1112 * and selections, select-items should be used. This is a
1363 * 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
1364 * example. 1114 * example.
1365 * 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
1366 * 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
1367 * convert to decimal and then 'pickup <#> 1117 * convert to decimal and then 'pickup <#>
1618 * found object is returned. 1368 * found object is returned.
1619 */ 1369 */
1620object * 1370object *
1621find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1622{ 1372{
1623 object *tmp = NULL; 1373 object *tmp = 0;
1624 1374
1625 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1626 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))
1627 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1629 return op; 1379 return op;
1380
1630 return tmp; 1381 return tmp;
1631} 1382}
1632 1383
1633/* 1384/*
1634 * 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
1635 * 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
1636 * 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
1637 * 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.
1638 */ 1389 */
1639
1640object * 1390object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1392{
1643 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1710 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1461 * op = the shooter
1712 * type = bow->race 1462 * type = bow->race
1713 * dir = fire direction 1463 * dir = fire direction
1714 */ 1464 */
1715
1716object * 1465object *
1717pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1718{ 1467{
1719 object *tmp = NULL; 1468 object *tmp = NULL;
1720 maptile *m; 1469 maptile *m;
1785 */ 1534 */
1786int 1535int
1787fire_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)
1788{ 1537{
1789 object *left, *bow; 1538 object *left, *bow;
1790 int bowspeed, mflags; 1539 int mflags;
1791 maptile *m; 1540 maptile *m;
1792 1541
1793 if (!dir) 1542 if (!dir)
1794 { 1543 {
1795 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!");
1796 return 0; 1545 return 0;
1797 } 1546 }
1798 if (op->type == PLAYER) 1547
1799 bow = op->contr->ranges[range_bow]; 1548 if (op->contr)
1549 bow = op->current_weapon;
1800 else 1550 else
1801 { 1551 {
1802 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1803 /* 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
1804 * 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.
1809 if (!bow) 1559 if (!bow)
1810 { 1560 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1562 return 0;
1813 } 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
1814 } 1572 }
1573
1815 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1816 { 1575 {
1817 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);
1818 return 0; 1577 return 0;
1819 } 1578 }
1820
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822
1823 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1826 if (bowspeed < 1)
1827 bowspeed = 1;
1828 1579
1829 if (arrow == NULL) 1580 if (arrow == NULL)
1830 { 1581 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1583 {
1833 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1834 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);
1835 /* 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 */
1836 else 1587 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1838 return 0; 1590 return 0;
1839 } 1591 }
1840 } 1592 }
1593
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1595 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1596 return 0;
1845 } 1597
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1598 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1599 {
1848 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.");
1849 return 0; 1601 return 0;
1850 } 1602 }
1856 return 0; 1608 return 0;
1857 } 1609 }
1858 1610
1859 left = arrow; /* these are arrows left to the player */ 1611 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1612 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1613 if (!arrow)
1862 { 1614 {
1863 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);
1864 return 0; 1616 return 0;
1865 } 1617 }
1618
1866 arrow->set_owner (op); 1619 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1621 arrow->direction = dir;
1870 arrow->x = sx; 1622
1871 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;
1872 1655
1873 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1874 { 1657 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op);
1877 }
1878
1879 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam;
1882 arrow->stats.grace = arrow->attacktype;
1883 if (arrow->slaying != NULL)
1884 arrow->spellarg = strdup_local (arrow->slaying);
1885
1886 /* Note that this was different for monsters - they got their level
1887 * added to the damage. I think the strength bonus is more proper.
1888 */
1889
1890 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891
1892 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895
1896 if (arrow->speed < 1.0)
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0;
1900
1901 if (op->type == PLAYER)
1902 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1905 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1906
1907 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;
1908 } 1665 }
1909 else 1666 else
1910 { 1667 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1668 arrow->level = op->level;
1913 } 1669 arrow->stats.wc -= bow->magic;
1914 1670
1915 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1916 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1917 1676
1918 if (bow->slaying != NULL) 1677 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1679
1921 arrow->map = m; 1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1683
1925 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);
1926 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1927 1686
1928 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1688 move_arrow (arrow);
1930 1689
1931 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1951{ 1710{
1952 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1953 1712
1954 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1955 { 1714 {
1956 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);
1957 } 1716 }
1958 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)
1959 { 1718 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1720 wcmod = -1;
1721
1962 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);
1963 } 1723 }
1964 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1965 { 1725 {
1966 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);
1970 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1731 {
1972 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);
1973 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);
1974 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);
1975
1976 } 1735 }
1977 else 1736 else
1978 { 1737 {
1979 /* Simple case */ 1738 /* Simple case */
1980 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);
1981 } 1740 }
1741
1982 return ret; 1742 return ret;
1983} 1743}
1984
1985 1744
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1988 */ 1747 */
1989void 1748void
1990fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
1991{ 1750{
1992 object *item; 1751 object *item = op->contr->ranged_ob;
1993 1752
1994 if (!op->contr->ranges[range_misc]) 1753 if (!item)
1995 { 1754 {
1996 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.");
1997 return; 1756 return;
1998 } 1757 }
1999 1758
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1759 if (!item->inv)
2002 { 1760 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1762 return;
2005 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
2006 if (item->type == WAND) 1768 if (item->type == WAND)
2007 { 1769 {
2008 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
2009 { 1771 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2011 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
2012 return; 1775 return;
2013 } 1776 }
2014 } 1777 }
2015 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
2016 { 1779 {
2017 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))
2018 { 1781 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
2020 if (item->type == ROD) 1784 if (item->type == ROD)
2021 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));
2022 else 1786 else
2023 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
2024 return; 1789 return;
2025 } 1790 }
2026 } 1791 }
2027 1792
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
2036 1801
2037 if (item->arch) 1802 if (item->arch)
2038 { 1803 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2041 item->speed = 0; 1806 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1807 }
1808
2044 if ((tmp = is_player_inv (item))) 1809 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1811 }
2047 } 1812 }
2048 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1814 drain_rod_charge (item);
2051 }
2052 } 1815 }
2053} 1816}
2054 1817
2055/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2056 */ 1819 */
2057void 1820bool
2058fire (object *op, int dir) 1821fire (object *op, int dir)
2059{ 1822{
2060 int spellcost = 0; 1823 int spellcost = 0;
2061 1824
2062 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
2064 make_visible (op); 1827 make_visible (op);
2065 1828
2066 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;
2067 { 1835 }
2068 case range_none:
2069 return;
2070 1836
2071 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:
2072 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
2073 return; 1854 break;
2074 1855
2075 case range_magic: /* Casting spells */ 1856 case SPELL:
2076 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);
2077 return; 1858 break;
2078 1859
2079 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:
2080 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2081 return; 1870 break;
2082
2083 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir);
2091 return;
2092
2093 case range_skill:
2094 if (!op->chosen_skill)
2095 {
2096 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return;
2099 }
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir);
2104 return;
2105 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2107 return;
2108 } 1871 }
2109}
2110 1872
2111 1873 return true;
1874}
2112 1875
2113/* find_key 1876/* find_key
2114 * 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
2115 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1881 * pl is the player,
2119 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
2122 */ 1885 */
2123
2124object * 1886object *
2125find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
2126{ 1888{
2127 object *tmp, *key; 1889 object *tmp, *key;
2128 1890
2129 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1892 if (!container->inv)
2131 return NULL; 1893 return 0;
2132 1894
2133 /* 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 */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1897 {
2136 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1899 break;
2138 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
2140 */ 1902 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1904 break;
2143 } 1905 }
1906
2144 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
2145 /* 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.
2146 * 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
2147 * a key, return 1910 * a key, return
2148 */ 1911 */
2149 if (!tmp) 1912 if (!tmp)
2150 { 1913 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1915 {
2153 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1918 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
2157 return key; 1920 return key;
2158 } 1921 }
2159 } 1922 }
1923
2160 if (!tmp) 1924 if (!tmp)
2161 return NULL; 1925 return NULL;
2162 } 1926 }
1927
2163 /* 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,
2164 * see if we actually want to use it 1929 * see if we actually want to use it
2165 */ 1930 */
2166 if (pl != container) 1931 if (pl != container)
2167 { 1932 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189 "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));
2190 return NULL; 1955 return NULL;
2191 } 1956 }
2192 } 1957 }
1958
2193 return tmp; 1959 return tmp;
2194} 1960}
2195 1961
2196/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1965 * 0 otherwise
2200 */ 1966 */
2201static int 1967static int
2202player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2203{ 1969{
2204
2205 /* 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,
2206 * 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 -
2207 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2208 */ 1973 */
2209 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2210 1975
2211 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2212 if (key) 1977 if (key)
2213 { 1978 {
2214 object *container = key->env; 1979 object *container = key->env;
2215 1980
2216 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
2217 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2218 make_visible (op); 1984 make_visible (op);
1985
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2221 if (door->type == DOOR) 1989 if (door->type == DOOR)
2222 {
2223 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 */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2226 { 1992 {
2227 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));
2228 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2229 } 1995 }
1996
2230 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2233 if (container != op) 2000 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2235 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2236 } 2004 }
2237 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2238 { 2006 {
2239 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 2009 return 1;
2242 } 2010 }
2011
2243 return 0; 2012 return 0;
2244} 2013}
2245 2014
2246/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2251 */ 2020 */
2252 2021bool
2253void
2254move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2255{ 2023{
2256 object *tmp, *mon;
2257 sint16 nx, ny;
2258 int on_battleground; 2024 int on_battleground;
2259 maptile *m;
2260 2025
2261 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2263 2028
2264 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 }
2265 2039
2266 /* 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
2267 * 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
2268 * 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
2269 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2270 * 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
2271 * 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
2272 * 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
2273 * move_ob uses. 2047 * move_ob uses.
2274 */ 2048 */
2275 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);
2276 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 {
2279 m = get_map_from_coord (op->map, &nx, &ny);
2280 if (!m)
2281 return; /* Don't think this should happen */
2282 }
2283 else
2284 m = op->map;
2285 2050
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return;
2290 }
2291
2292 mon = NULL;
2293 /* 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
2294 * 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.
2295 * 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
2296 * on the space 2054 * on the space
2297 */ 2055 */
2298 while (tmp != NULL) 2056 object *mon;
2299 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2300 if (tmp == op) 2058 {
2301 { 2059 if ((mon->flag [FLAG_ALIVE]
2302 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2303 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2304 }
2305
2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2307 {
2308 mon = tmp; 2062 && mon != op)
2309 break; 2063 break;
2310 } 2064 }
2311 2065
2312 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2313 mon = tmp;
2314
2315 tmp = tmp->above;
2316 }
2317
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2067 return false; /* into a wall */
2320 2068
2321 if (mon->head != NULL)
2322 mon = mon->head; 2069 mon = mon->head_ ();
2323 2070
2324 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)
2325 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2326 return; 2076 return true;
2077 }
2327 2078
2328 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2329 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2330 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2331 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2332 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2333 * and thus will not push them. 2084 * and thus will not push them.
2334 */ 2085 */
2335 2086
2336 /* 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
2337 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2338 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2339 */ 2090 */
2340 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2341#if COZY_SERVER
2342 &&
2343 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2345#else
2346 && mon->owner == op 2094 || mon->owner == op)
2347#endif
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2096 {
2350 /* 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 */
2351 if (op->contr->braced) 2098 if (op->contr->braced)
2352 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2353 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);
2354 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2355 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2109 make_visible (op);
2110
2357 return; 2111 return true;
2358 } 2112 }
2113 else
2114 return false;
2115 }
2359 2116
2360 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2362 * 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
2363 * attack them either. 2120 * attack them either.
2364 */ 2121 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2366 (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))
2367#ifdef PROHIBIT_PLAYERKILL 2124 && ((op->contr->peaceful
2368 (op->contr->peaceful 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2369 || (mon->type == PLAYER 2126 && !on_battleground))
2370 && mon->contr-> 2127 {
2371 peaceful)) && 2128 if (op->speed_left > 0.f)
2372#else
2373 op->contr->peaceful &&
2374#endif
2375 !on_battleground))
2376 { 2129 {
2130 --op->speed_left;
2131
2377 if (!op->contr->braced) 2132 if (!op->contr->braced)
2378 { 2133 {
2379 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);
2380 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2381 } 2136 }
2382 else 2137 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2139
2386 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2141 make_visible (op);
2388 }
2389 2142
2143 return true;
2144 }
2145 }
2390 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2391 * 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.
2392 */ 2148 */
2393 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)
2394 { 2152 {
2153 --op->speed_left;
2154
2395 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2396 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2397 make_visible (op); 2157 make_visible (op);
2398 }
2399 2158
2159 return true;
2160 }
2161 }
2400 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2401 * 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
2402 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2403 * 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
2404 * 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.
2405 */ 2167 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((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)))
2409 { 2170 {
2410 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2411 /* If the player hasn't hit something this tick, and does
2412 * so, give them speed boost based on weapon speed. Doing
2413 * it here is better than process_players2, which basically
2414 * incurred a 1 tick offset.
2415 */
2416 if (!op->contr->has_hit)
2417 { 2172 {
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2419 2174
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 }
2422
2423 skill_attack (mon, op, 0, NULL, NULL); 2175 skill_attack (mon, op, 0, 0, 0);
2424 2176
2425 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is
2428 * the wiz.
2429 */
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 {
2432 short luck = mon->stats.luck;
2433
2434 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL);
2436 mon->stats.luck = luck;
2437 }
2438 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2439 make_visible (op); 2178 make_visible (op);
2440 }
2441 } /* if player should attack something */
2442}
2443 2179
2444int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2445move_player (object *op, int dir) 2188move_player (object *op, int dir)
2446{ 2189{
2447 int pick; 2190 int pick;
2448 2191
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2193 return 0;
2451 2194
2452 /* Sanity check: make sure dir is valid */ 2195 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2196 if ((dir < 0) || (dir >= 9))
2454 { 2197 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2199 return 0;
2457 } 2200 }
2458 2201
2459 /* peterm: added following line */ 2202 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2205
2463 op->facing = dir; 2206 op->facing = dir;
2464 2207
2465 if (op->hide) 2208 if (op->hide)
2466 do_hidden_move (op); 2209 do_hidden_move (op);
2467 2210
2211 bool retval;
2212
2468 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469 /*nop */ ; 2214 retval = RESULT_INT (0);
2470 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2471 fire (op, dir); 2216 retval = fire (op, dir);
2472 else 2217 else
2473 { 2218 {
2474 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2475 pick = check_pick (op); 2220 pick = check_pick (op);
2476 } 2221 }
2477 2222
2478 /* 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
2479 * server can handle repeat firing. 2224 * server can handle repeat firing.
2480 */ 2225 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2226 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2227 op->direction = dir;
2484 }
2485 else 2228 else
2486 {
2487 op->direction = 0; 2229 op->direction = 0;
2488 } 2230
2489 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2233 * for players.
2492 */ 2234 */
2493 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2494 return 0; 2236
2237 return retval;
2495} 2238}
2496 2239
2497/* 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
2498 * new client/server stuff. 2241 * new client/server stuff.
2499 * 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
2500 * the new speed values for commands. 2243 * the new speed values for commands.
2501 * 2244 *
2502 * 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.
2503 */ 2248 */
2504int 2249bool
2505handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2506{ 2251{
2507 if (op->contr->hidden)
2508 {
2509 op->invisible = 1000;
2510 /* the socket code flashes the player visible/invisible
2511 * depending on the value of invisible, so we need to
2512 * alternate it here for it to work correctly.
2513 */
2514 if (pticks & 2)
2515 op->invisible--;
2516 }
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2519 op->invisible--;
2520 if (!op->invisible)
2521 {
2522 make_visible (op);
2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2524 }
2525 }
2526
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2253 {
2529 flee_player (op); 2254 if (op->speed_left > 0.f)
2530 /* If player is still scared, that is his action for this tick */
2531 if (QUERY_FLAG (op, FLAG_SCARED))
2532 { 2255 {
2533 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2534 return 0; 2259 return true;
2535 } 2260 }
2261 else
2262 return false;
2536 } 2263 }
2537
2538 /* I've been seeing crashes where the golem has been destroyed, but
2539 * the player object still points to the defunct golem. The code that
2540 * destroys the golem looks correct, and it doesn't always happen, so
2541 * put this in a a workaround to clean up the golem pointer.
2542 */
2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2544 op->contr->ranges[range_golem] = 0;
2545 2264
2546 /* 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
2547 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2267 * called, so we recheck it here.
2549 */ 2268 */
2550 HandleClient (op->contr->socket, op->contr); 2269 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0)
2552 return 0; 2270 return true;
2553 2271
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 {
2556 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--;
2558
2559 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff.
2562 */
2563 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2564 if (op->speed_left > 0) 2274
2565 return 1;
2566 else
2567 return 0;
2568 }
2569 return 0; 2275 return false;
2570} 2276}
2571 2277
2572int 2278int
2573save_life (object *op) 2279save_life (object *op)
2574{ 2280{
2575 object *tmp;
2576
2577 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2578 return 0; 2282 return 0;
2579 2283
2580 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2284 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2581 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2582 { 2286 {
2583 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);
2584 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));
2585 2289
2593 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2594 2298
2595 if (op->stats.food < 0) 2299 if (op->stats.food < 0)
2596 op->stats.food = 999; 2300 op->stats.food = 999;
2597 2301
2598 fix_player (op); 2302 op->update_stats ();
2599 return 1; 2303 return 1;
2600 } 2304 }
2305
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 enter_player_savebed (op); /* bring him home. */ 2308 enter_player_savebed (op); /* bring him home. */
2604 return 0; 2309 return 0;
2605} 2310}
2610 * from. 2315 * from.
2611 */ 2316 */
2612void 2317void
2613remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2614{ 2319{
2615 object *next;
2616
2617 while (op) 2320 while (op)
2618 { 2321 {
2619 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' */
2620 * we remove object 'op' 2323
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2325 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2328
2329 op->insert_at (env);
2630 } 2330 }
2631 else if (op->inv) 2331 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2333
2633 op = next; 2334 op = next;
2634 } 2335 }
2635} 2336}
2636
2637 2337
2638/* 2338/*
2639 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2652 strcpy (buf2, " R.I.P.\n\n"); 2352 strcpy (buf2, " R.I.P.\n\n");
2653 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2655 else 2355 else
2656 sprintf (buf, "%s\n", &op->name); 2356 sprintf (buf, "%s\n", &op->name);
2357
2657 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2658 strcat (buf2, buf); 2359 strcat (buf2, buf);
2659 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2660 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);
2661 else 2362 else
2662 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
2663 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2664 strcat (buf2, buf); 2366 strcat (buf2, buf);
2665 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2666 { 2368 {
2667 sprintf (buf, "by %s.\n\n", op->contr->killer); 2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2668 strncat (buf2, " ", 21 - strlen (buf) / 2); 2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2371 strcat (buf2, buf);
2670 } 2372 }
2373
2671 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2672 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2673 strcat (buf2, buf); 2376 strcat (buf2, buf);
2377
2674 return buf2; 2378 return buf2;
2675} 2379}
2676
2677
2678 2380
2679void 2381void
2680do_some_living (object *op) 2382do_some_living (object *op)
2681{ 2383{
2682 int last_food = op->stats.food; 2384 int last_food = op->stats.food;
2688 int rate_grace = 2000; 2390 int rate_grace = 2000;
2689 const int max_hp = 1; 2391 const int max_hp = 1;
2690 const int max_sp = 1; 2392 const int max_sp = 1;
2691 const int max_grace = 1; 2393 const int max_grace = 1;
2692 2394
2693 if (op->contr->outputs_sync) 2395 if (op->contr->hidden)
2694 {
2695 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2696 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2697 flush_output_element (op, &op->contr->outputs[i]);
2698 } 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 }
2699 2413
2700 if (op->contr->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2701 { 2415 {
2702
2703 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2704 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2705 if (op->contr->gen_hp >= 0) 2418 if (op->contr->gen_hp >= 0)
2706 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2707 else 2420 else
2708 { 2421 {
2709 gen_hp = op->stats.maxhp; 2422 gen_hp = op->stats.maxhp;
2710 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2711 } 2424 }
2425
2712 if (op->contr->gen_sp >= 0) 2426 if (op->contr->gen_sp >= 0)
2713 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2714 else 2428 else
2715 { 2429 {
2716 gen_sp = op->stats.maxsp; 2430 gen_sp = op->stats.maxsp;
2717 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2718 } 2432 }
2433
2719 if (op->contr->gen_grace >= 0) 2434 if (op->contr->gen_grace >= 0)
2720 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2721 else 2436 else
2722 { 2437 {
2723 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2724 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2725 } 2440 }
2726 2441
2727 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2728 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2729 { 2444 {
2730 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);
2731 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2732 { 2447 {
2733 op->stats.sp++; 2448 op->stats.sp++;
2739 op->stats.food += op->contr->digestion; 2454 op->stats.food += op->contr->digestion;
2740 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))
2741 op->stats.food = last_food; 2456 op->stats.food = last_food;
2742 } 2457 }
2743 } 2458 }
2459
2744 if (max_sp > 1) 2460 if (max_sp > 1)
2745 { 2461 {
2746 over_sp = (gen_sp + 10) / rate_sp; 2462 over_sp = (gen_sp + 10) / rate_sp;
2747 if (over_sp > 0) 2463 if (over_sp > 0)
2748 { 2464 {
2749 if (op->stats.sp < op->stats.maxsp) 2465 if (op->stats.sp < op->stats.maxsp)
2750 { 2466 {
2751 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2752 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))
2753 op->stats.sp--; 2470 op->stats.sp--;
2471
2754 if (op->stats.sp > op->stats.maxsp) 2472 if (op->stats.sp > op->stats.maxsp)
2755 op->stats.sp = op->stats.maxsp; 2473 op->stats.sp = op->stats.maxsp;
2756 } 2474 }
2757 op->last_sp = 0; 2475 op->last_sp = 0;
2758 } 2476 }
2759 else 2477 else
2760 {
2761 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);
2762 }
2763 } 2479 }
2764 else 2480 else
2765 {
2766 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);
2767 }
2768 } 2482 }
2769 2483
2770 /* Regenerate Grace */ 2484 /* Regenerate Grace */
2771 /* 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. */
2772 if (--op->last_grace < 0) 2486 if (--op->last_grace < 0)
2773 { 2487 {
2774 if (op->stats.grace < op->stats.maxgrace / 2) 2488 if (op->stats.grace < op->stats.maxgrace / 2)
2775 op->stats.grace++; /* no penalty in food for regaining grace */ 2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2776 if (max_grace > 1) 2491 if (max_grace > 1)
2777 { 2492 {
2778 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2779 if (over_grace > 0) 2494 if (over_grace > 0)
2780 { 2495 {
2808 op->stats.food += op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2809 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))
2810 op->stats.food = last_food; 2525 op->stats.food = last_food;
2811 } 2526 }
2812 } 2527 }
2528
2813 if (max_hp > 1) 2529 if (max_hp > 1)
2814 { 2530 {
2815 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2816 if (over_hp > 0) 2532 if (over_hp > 0)
2817 { 2533 {
2830 } 2546 }
2831 2547
2832 /* Digestion */ 2548 /* Digestion */
2833 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2834 { 2550 {
2835#ifdef COZY_SERVER
2836 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2837 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2838#else
2839 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;
2840#endif
2841 2552
2842 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2843 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);
2844 else 2555 else
2845 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2846 /* dms do not consume food */ 2558 /* dms do not consume food */
2847 if (!QUERY_FLAG (op, FLAG_WIZ)) 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2848 op->stats.food--; 2560 op->stats.food--;
2849 } 2561 }
2850 }
2851 2562
2852 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2853 { 2564 {
2854 object *tmp, *flesh = NULL; 2565 object *tmp, *flesh = 0;
2855 2566
2856 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2857 {
2858 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2859 { 2568 {
2860 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2861 { 2570 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2862 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.");
2863 manual_apply (op, tmp, 0); 2574 manual_apply (op, tmp, 0);
2864 if (op->stats.food >= 0 || op->stats.hp < 0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2865 break; 2576 break;
2866 } 2577 }
2867 else if (tmp->type == FLESH) 2578 else if (tmp->type == FLESH)
2868 flesh = tmp; 2579 flesh = tmp;
2869 } /* End if paid for object */ 2580 } /* End if paid for object */
2870 } /* end of for loop */ 2581 } /* end of for loop */
2582
2871 /* 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
2872 * eat flesh instead. 2584 * eat flesh instead.
2873 */ 2585 */
2874 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2875 { 2587 {
2876 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.");
2877 manual_apply (op, flesh, 0); 2589 manual_apply (op, flesh, 0);
2878 } 2590 }
2879 } /* end if player is starving */ 2591 }
2880 2592
2881 while (op->stats.food < 0 && op->stats.hp > 0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2882 op->stats.food++, op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2883 2595
2884 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))
2885 kill_player (op); 2597 kill_player (op);
2598 }
2886} 2599}
2887
2888
2889 2600
2890/* 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.
2891 * 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
2892 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2893 * file. 2604 * file.
2923 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!");
2924 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...");
2925 2636
2926 /* restore player */ 2637 /* restore player */
2927 at = archetype::find ("poisoning"); 2638 at = archetype::find ("poisoning");
2928 tmp = present_arch_in_ob (at, op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2929 if (tmp)
2930 { 2640 {
2931 tmp->destroy (); 2641 tmp->destroy ();
2932 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2933 } 2643 }
2934 2644
2935 at = archetype::find ("confusion"); 2645 at = archetype::find ("confusion");
2936 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2937 if (tmp)
2938 { 2647 {
2939 tmp->destroy (); 2648 tmp->destroy ();
2940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2941 } 2650 }
2942 2651
2944 op->stats.hp = op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2945 if (op->stats.food <= 0) 2654 if (op->stats.food <= 0)
2946 op->stats.food = 999; 2655 op->stats.food = 999;
2947 2656
2948 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2949 tmp = arch_to_object (archetype::find ("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2950 if (tmp != NULL)
2951 { 2659 {
2952 sprintf (buf, "%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2953 tmp->name = buf; 2661 tmp->name = buf;
2954 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2955 " 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",
2956 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2957 tmp->msg = buf; 2665 tmp->msg = buf;
2958 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
2959 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2960 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
2961 insert_ob_in_map (tmp, op->map, op, 0);
2962 } 2669 }
2963 2670
2964 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
2965 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2966 op->contr->braced = 0; 2673 op->contr->braced = 0;
2971 2678
2972 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2973 2680
2974 if (op->stats.food < 0) 2681 if (op->stats.food < 0)
2975 { 2682 {
2976 if (op->contr->explore)
2977 {
2978 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2979 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2980 op->stats.food = 999;
2981 return;
2982 }
2983 sprintf (buf, "%s starved to death.", &op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
2984 strcpy (op->contr->killer, "starvation"); 2684 strcpy (op->contr->killer, "starvation");
2985 } 2685 }
2986 else 2686 else
2987 {
2988 if (op->contr->explore)
2989 {
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992 op->stats.hp = op->stats.maxhp;
2993 return;
2994 }
2995 sprintf (buf, "%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
2996 } 2688
2997 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2998 2690
2999 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
3000 x = op->x; 2692 x = op->x;
3001 y = op->y; 2693 y = op->y;
3002 map = op->map; 2694 map = op->map;
3003 2695
3004
3005 if (settings.not_permadeth == TRUE)
3006 {
3007 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
3008 * 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.
3009 * 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.
3010 */ 2699 */
3011 2700
3012 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
3013 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
3014 * of death. 2703 * of death.
3015 */ 2704 */
3016#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
3017 if (settings.balanced_stat_loss) 2706 if (settings.balanced_stat_loss)
3018 { 2707 {
3019 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
3020 /* 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
3021 more if they do. */ 2710 more if they do. */
3022 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
3023 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
3024 little bit harder. */ 2713 little bit harder. */
3025 /* GD */ 2714 /* GD */
3026 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
3027 num_stats_lose = 1; 2716 num_stats_lose = 1;
3028 else
3029 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3030 }
3031 else 2717 else
3032 { 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719 }
2720 else
3033 num_stats_lose = 1; 2721 num_stats_lose = 1;
3034 } 2722
3035 lost_a_stat = 0; 2723 lost_a_stat = 0;
3036 2724
3037 for (z = 0; z < num_stats_lose; z++) 2725 for (z = 0; z < num_stats_lose; z++)
3038 { 2726 {
3039 i = RANDOM () % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
3040 2728
3041 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)
3042 { 2749 {
3043 /* Pick a random stat and take a point off it. Tell the player 2750 dep = arch_to_object (deparch);
3044 * what he lost. 2751 insert_ob_in_ob (dep, op);
3045 */
3046 change_attr_value (&(op->stats), i, -1);
3047 check_stat_bounds (&(op->stats));
3048 change_attr_value (&(op->contr->orig_stats), i, -1);
3049 check_stat_bounds (&(op->contr->orig_stats));
3050 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3051 lost_a_stat = 1;
3052 } 2752 }
3053 else 2753 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss)
3054 { 2755 {
3055 /* deplete a stat */ 2756 /* GD */
3056 archetype *deparch = archetype::find ("depletion"); 2757 /* Get the stat that we're about to deplete. */
3057 object *dep; 2758 this_stat = get_attr_value (&(dep->stats), i);
3058 2759 if (this_stat < 0)
3059 dep = present_arch_in_ob (deparch, op);
3060 if (!dep)
3061 { 2760 {
3062 dep = arch_to_object (deparch); 2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3063 insert_ob_in_ob (dep, op); 2762 int keep_chance = this_stat * this_stat;
3064 } 2763
3065 lose_this_stat = 1; 2764 /* Yes, I am paranoid. Sue me. */
3066 if (settings.balanced_stat_loss)
3067 {
3068 /* GD */
3069 /* Get the stat that we're about to deplete. */
3070 this_stat = get_attr_value (&(dep->stats), i);
3071 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)
3072 { 2770 {
3073 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3074 int keep_chance = this_stat * this_stat;
3075
3076 /* Yes, I am paranoid. Sue me. */
3077 if (keep_chance < 1)
3078 keep_chance = 1;
3079
3080 /* There is a maximum depletion total per level. */
3081 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3082 {
3083 lose_this_stat = 0; 2771 lose_this_stat = 0;
3084 /* Take loss chance vs keep chance to see if we 2772 /* Take loss chance vs keep chance to see if we
3085 retain the stat. */ 2773 retain the stat. */
3086 }
3087 else
3088 {
3089 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3090 lose_this_stat = 0;
3091 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3092 this_stat, keep_chance, loss_chance,
3093 lose_this_stat?"LOSE":"KEEP"); */
3094 }
3095 } 2774 }
3096 }
3097
3098 if (lose_this_stat)
3099 {
3100 this_stat = get_attr_value (&(dep->stats), i);
3101 /* We could try to do something clever like find another
3102 * stat to reduce if this fails. But chances are, if
3103 * stats have been depleted to -50, all are pretty low
3104 * and should be roughly the same, so it shouldn't make a
3105 * difference.
3106 */ 2775 else
3107 if (this_stat >= -50)
3108 { 2776 {
3109 change_attr_value (&(dep->stats), i, -1); 2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3110 SET_FLAG (dep, FLAG_APPLIED);
3111 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3112 fix_player (op);
3113 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"); */
3114 } 2782 }
3115 } 2783 }
3116 } 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 }
3117 } 2803 }
2804 }
2805 }
3118 /* If no stat lost, tell the player. */ 2806 /* If no stat lost, tell the player. */
3119 if (!lost_a_stat) 2807 if (!lost_a_stat)
3120 { 2808 {
3121 /* determine_god() seems to not work sometimes... why is this? 2809 /* determine_god() seems to not work sometimes... why is this?
3122 Should I be using something else? GD */ 2810 Should I be using something else? GD */
3123 const char *god = determine_god (op); 2811 const char *god = determine_god (op);
3124 2812
3125 if (god && (strcmp (god, "none"))) 2813 if (god && (strcmp (god, "none")))
3126 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);
3127 else 2815 else
3128 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.");
3129 } 2817 }
3130#else 2818#else
3131 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.");
3132#endif 2820#endif
3133 2821
3134 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
3135 * exp loss on the stone. 2823 * exp loss on the stone.
3136 */ 2824 */
3137 tmp = arch_to_object (archetype::find ("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
3138 sprintf (buf, "%s's gravestone", &op->name); 2826 sprintf (buf, "%s's gravestone", &op->name);
3139 tmp->name = buf; 2827 tmp->name = buf;
3140 sprintf (buf, "%s's gravestones", &op->name); 2828 sprintf (buf, "%s's gravestones", &op->name);
3141 tmp->name_pl = buf; 2829 tmp->name_pl = buf;
3142 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);
3143 tmp->msg = buf; 2831 tmp->msg = buf;
3144 tmp->x = op->x, tmp->y = op->y; 2832 tmp->x = op->x, tmp->y = op->y;
3145 insert_ob_in_map (tmp, op->map, NULL, 0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
3146 2834
3147 /**************************************/ 2835 /**************************************/
3148 /* */ 2836 /* */
3149 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
3150 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
3151 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
3152 /* */ 2840 /* */
3153 /**************************************/ 2841 /**************************************/
3154 2842
3155 /* remove any poisoning and confusion the character may be suffering. */ 2843 /* remove any poisoning and confusion the character may be suffering. */
3156 /* restore player */ 2844 /* restore player */
3157 at = archetype::find ("poisoning"); 2845 at = archetype::find ("poisoning");
3158 tmp = present_arch_in_ob (at, op); 2846 tmp = present_arch_in_ob (at, op);
3159 2847
3160 if (tmp) 2848 if (tmp)
3161 { 2849 {
3162 tmp->destroy (); 2850 tmp->destroy ();
3163 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3164 } 2852 }
3165 2853
3166 at = archetype::find ("confusion"); 2854 at = archetype::find ("confusion");
3167 tmp = present_arch_in_ob (at, op); 2855 tmp = present_arch_in_ob (at, op);
3168 if (tmp) 2856 if (tmp)
3169 { 2857 {
3170 tmp->destroy (); 2858 tmp->destroy ();
3171 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3172 } 2860 }
3173 2861
3174 cure_disease (op, 0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
3175 2863
3176 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
3177 apply_death_exp_penalty (op); 2865 apply_death_exp_penalty (op);
3178 if (op->stats.food < 100) 2866 if (op->stats.food < 100)
3179 op->stats.food = 900; 2867 op->stats.food = 900;
3180 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
3181 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3182 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3183 2871
3184 /* 2872 /*
3185 * 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
3186 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
3187 * in the map. 2875 */
3188 */
3189
3190 if (is_in_shop (op))
3191 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
3192 2877
3193 /****************************************/ 2878 /****************************************/
3194 /* */ 2879 /* */
3195 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
3196 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
3197 /* */ 2882 /* */
3198 /****************************************/ 2883 /****************************************/
3199 2884
3200 enter_player_savebed (op); 2885 enter_player_savebed (op);
3201 2886
3202 /* Save the player before inserting the force to reduce
3203 * chance of abuse.
3204 */
3205 op->contr->braced = 0; 2887 op->contr->braced = 0;
3206 save_player (op, 1);
3207 2888
3208 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
3209 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
3210 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
3211 * on the space that might harm the player. 2892 * on the space that might harm the player.
3212 */ 2893 */
3213 will_kill_again = 0; 2894 will_kill_again = 0;
3214 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)
3215 if (tmp->type == SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
3216 will_kill_again |= tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
3217 2898
3218 if (will_kill_again) 2899 if (will_kill_again)
3219 { 2900 {
3220 object *force; 2901 object *force;
3221 int at; 2902 int at;
3222 2903
3223 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
3224 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
3225 force->speed = 0.1; 2906 force->speed = 0.1f;
3226 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
3227 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
3228 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
3229 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
3230 force->resist[at] = 100; 2911 force->resist[at] = 100;
3231 2912
3232 insert_ob_in_ob (force, op); 2913 insert_ob_in_ob (force, op);
3233 fix_player (op); 2914 op->update_stats ();
3234 2915
3235 } 2916 }
3236 2917
3237 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3238 return;
3239 } /* NOT_PERMADETH */
3240 else
3241 {
3242 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3243 * should probably be embedded in an else statement.
3244 */
3245
3246 op->contr->party = NULL;
3247 if (settings.set_title == TRUE)
3248 op->contr->own_title[0] = '\0';
3249 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3250 check_score (op);
3251
3252 if (op->contr->ranges[range_golem])
3253 {
3254 remove_friendly_object (op->contr->ranges[range_golem]);
3255 op->contr->ranges[range_golem]->destroy ();
3256 op->contr->ranges[range_golem] = 0;
3257 }
3258
3259 loot_object (op); /* Remove some of the items for good */
3260 op->remove ();
3261 op->direction = 0;
3262
3263 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3264 {
3265 delete_character (op->name, 0);
3266 if (settings.resurrection == TRUE)
3267 {
3268 /* save playerfile sans equipment when player dies
3269 ** then save it as player.pl.dead so that future resurrection
3270 ** type spells will work on them nicely
3271 */
3272 delete_character (op->name, 0);
3273 op->stats.hp = op->stats.maxhp;
3274 op->stats.food = 999;
3275
3276 /* set the location of where the person will reappear when */
3277 /* maybe resurrection code should fix map also */
3278 strcpy (op->contr->maplevel, settings.emergency_mapname);
3279 if (op->map != NULL)
3280 op->map = NULL;
3281 op->x = settings.emergency_x;
3282 op->y = settings.emergency_y;
3283 save_player (op, 0);
3284 op->map = map;
3285 /* please see resurrection.c: peterm */
3286 dead_player (op);
3287 }
3288 else
3289 delete_character (op->name, 1);
3290 }
3291
3292 play_again (op);
3293
3294 /* peterm: added to create a corpse at deathsite. */
3295 tmp = arch_to_object (archetype::find ("corpse_pl"));
3296 sprintf (buf, "%s", &op->name);
3297 tmp->name = tmp->name_pl = buf;
3298 tmp->level = op->level;
3299 tmp->x = x;
3300 tmp->y = y;
3301 tmp->msg = gravestone_text (op);
3302 SET_FLAG (tmp, FLAG_UNIQUE);
3303 insert_ob_in_map (tmp, map, NULL, 0);
3304 }
3305} 2919}
3306
3307 2920
3308void 2921void
3309loot_object (object *op) 2922loot_object (object *op)
3310{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
3311 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
3312 2925
3313 if (op->container) 2926 op->close_container (); /* close open sack first */
3314 { /* close open sack first */
3315 esrv_apply_container (op, op->container);
3316 }
3317 2927
3318 for (tmp = op->inv; tmp != NULL; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
3319 { 2929 {
3320 next = tmp->below; 2930 next = tmp->below;
3321 if (tmp->type == EXPERIENCE || tmp->invisible) 2931
2932 if (tmp->invisible)
3322 continue; 2933 continue;
2934
3323 tmp->remove (); 2935 tmp->remove ();
3324 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
3325 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
3326 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
3327 loot_object (tmp); 2940
3328 }
3329 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))))
3330 { 2942 {
3331 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
3332 { 2944 {
3333 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3334 tmp2->destroy (); 2946 tmp2->destroy ();
3345/* 2957/*
3346 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3347 * 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
3348 * was changed. 2960 * was changed.
3349 */ 2961 */
3350
3351void 2962void
3352fix_weight (void) 2963fix_weight (void)
3353{ 2964{
3354 player *pl; 2965 for_all_players (pl)
3355
3356 for (pl = first_player; pl != NULL; pl = pl->next)
3357 { 2966 {
3358 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3359 2968
3360 if (old == sum) 2969 if (old == sum)
3361 continue; 2970 continue;
3362 fix_player (pl->ob); 2971 pl->ob->update_stats ();
3363 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);
3364 } 2973 }
3365} 2974}
3366 2975
3367void 2976void
3368fix_luck (void) 2977fix_luck (void)
3369{ 2978{
3370 player *pl; 2979 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3374 change_luck (pl->ob, 0); 2981 pl->ob->change_luck (0);
3375} 2982}
3376
3377 2983
3378/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3379 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3380 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3381 */ 2987 */
3382
3383void 2988void
3384cast_dust (object *op, object *throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3385{ 2990{
3386 object *skop, *spob; 2991 object *skop, *spob;
3387 2992
3421 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3422 { 3027 {
3423 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3424 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3425 } 3030 }
3031
3426 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3427} 3033}
3428 3034
3429int 3035int
3430is_true_undead (object *op) 3036is_true_undead (object *op)
3431{ 3037{
3432 object *tmp = NULL;
3433
3434 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3435 return 1; 3039 return 1;
3436 3040
3437 if (op->type == PLAYER)
3438 for (tmp = op->inv; tmp; tmp = tmp->below)
3439 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3440 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3441 return 1;
3442 return 0; 3041 return 0;
3443} 3042}
3444 3043
3445/* look at the surrounding terrain to determine 3044/* look at the surrounding terrain to determine
3446 * the hideability of this object. Positive levels 3045 * the hideability of this object. Positive levels
3488/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3489 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3490 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3491 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3492 */ 3091 */
3493
3494void 3092void
3495do_hidden_move (object *op) 3093do_hidden_move (object *op)
3496{ 3094{
3497 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3498 object *skop; 3096 object *skop;
3502 3100
3503 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3504 3102
3505 /* 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! */
3506 if (op->type == PLAYER && op->contr->run_on) 3104 if (op->type == PLAYER && op->contr->run_on)
3507 {
3508 if (!skop || num >= skop->level) 3105 if (!skop || num >= skop->level)
3509 { 3106 {
3510 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!");
3511 make_visible (op); 3108 make_visible (op);
3512 return; 3109 return;
3513 } 3110 }
3514 else 3111 else
3515 num += 20; 3112 num += 20;
3516 } 3113
3517 num += op->map->difficulty; 3114 num += op->map->difficulty;
3518 hide = hideability (op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3519 num -= hide; 3116 num -= hide;
3117
3520 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3521 { 3119 {
3522 make_visible (op); 3120 make_visible (op);
3523 if (op->type == PLAYER) 3121 if (op->type == PLAYER)
3524 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!");
3525 } 3123 }
3526 else if (op->type == PLAYER && skop) 3124 else if (op->type == PLAYER && skop)
3527 {
3528 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);
3529 }
3530} 3126}
3531 3127
3532/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3533 3129
3534int 3130int
3561 if (mflags & P_OUT_OF_MAP) 3157 if (mflags & P_OUT_OF_MAP)
3562 continue; 3158 continue;
3563 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)))
3564 continue; 3160 continue;
3565 3161
3566 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)
3567 { 3163 {
3568 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))
3569 return 1; 3165 return 1;
3570 else if (tmp->type == PLAYER) 3166 else if (tmp->type == PLAYER)
3571 { 3167 {
3601 if (pl->type != PLAYER) 3197 if (pl->type != PLAYER)
3602 { 3198 {
3603 LOG (llevError, "player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3604 return -1; 3200 return -1;
3605 } 3201 }
3202
3606 if (!pl || !op) 3203 if (!pl || !op)
3607 return 0; 3204 return 0;
3608 3205
3609 if (op->head)
3610 {
3611 op = op->head; 3206 op = op->head_ ();
3612 } 3207
3613 get_rangevector (pl, op, &rv, 0x1); 3208 get_rangevector (pl, op, &rv, 0x1);
3614 3209
3615 /* starting with the 'head' part, lets loop 3210 /* starting with the 'head' part, lets loop
3616 * through the object and find if it has any 3211 * through the object and find if it has any
3617 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3625 3220
3626 /* only the viewable area the player sees is updated by LOS 3221 /* only the viewable area the player sees is updated by LOS
3627 * 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
3628 * for any meaningful values. 3223 * for any meaningful values.
3629 */ 3224 */
3630 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3631 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3632 !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)])
3633 return 1; 3228 return 1;
3634 op = op->more; 3229 op = op->more;
3635 } 3230 }
3636 return 0; 3231 return 0;
3637} 3232}
3734 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3735 int i = 0, j = 0; 3330 int i = 0, j = 0;
3736 3331
3737 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3738 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3739 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3740 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3741 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3742 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3743 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3744 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3745 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3746 3341
3747 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3748 return; 3343 return;
3749 3344
3750 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++);
3751 3346
3752 if (tr == NULL || tr->item == NULL) 3347 if (!tr || !tr->item)
3753 { 3348 {
3754 /* 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]); */
3755 return; 3350 return;
3756 } 3351 }
3757 3352
3823 { 3418 {
3824 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3825 object *skin; 3420 object *skin;
3826 3421
3827 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3828 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
3829 if (skin == NULL) 3427 if (!skin)
3830 return; 3428 return;
3831 3429
3832 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3833 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3834 { 3432 {
3879 * not readied. 3477 * not readied.
3880 */ 3478 */
3881void 3479void
3882player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3883{ 3481{
3884 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3885 3484
3886 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3887 { 3486 pl->combat_ob = 0;
3487
3888 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3889 { 3489 pl->ranged_ob = 0;
3890 pl->ranges[i] = NULL;
3891 if (pl->shoottype == i)
3892 {
3893 pl->shoottype = range_none;
3894 }
3895 }
3896 }
3897} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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