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Comparing deliantra/server/server/player.C (file contents):
Revision 1.36 by elmex, Thu Dec 14 00:08:52 2006 UTC vs.
Revision 1.148 by root, Mon Jun 4 12:19:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 37
79void 38void
80display_motd (const object *op) 39display_motd (const object *op)
81{ 40{
82 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
85 int comp; 44 int comp;
86 int size; 45 int size;
87 46
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 49 return;
92 } 50
93 motd[0] = '\0'; 51 motd[0] = '\0';
94 size = 0; 52 size = 0;
53
95 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
96 { 55 {
97 if (*buf == '#') 56 if (*buf == '#')
98 continue; 57 continue;
58
99 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 60 size += strlen (buf);
101 } 61 }
62
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
104} 65}
105 66
106void 67void
112 int comp; 73 int comp;
113 int size; 74 int size;
114 75
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 78 return;
119 } 79
120 rules[0] = '\0'; 80 rules[0] = '\0';
121 size = 0; 81 size = 0;
82
122 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
123 { 84 {
124 if (*buf == '#') 85 if (*buf == '#')
125 continue; 86 continue;
87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
127 { 89 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 91 break;
130 } 92 }
93
131 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 95 size += strlen (buf);
133 } 96 }
97
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
136} 100}
137 101
138void 102void
146 int size; 110 int size;
147 111
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 114 return;
115
151 news[0] = '\0'; 116 news[0] = '\0';
152 subject[0] = '\0'; 117 subject[0] = '\0';
153 size = 0; 118 size = 0;
119
154 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
155 { 121 {
156 if (*buf == '#') 122 if (*buf == '#')
157 continue; 123 continue;
124
158 if (*buf == '%') 125 if (*buf == '%')
159 { /* send one news */ 126 { /* send one news */
160 if (size > 0) 127 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
162 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
163 strip_endline (subject); 131 strip_endline (subject);
164 size = 0; 132 size = 0;
165 news[0] = '\0'; 133 news[0] = '\0';
166 } 134 }
175 size += strlen (buf); 143 size += strlen (buf);
176 } 144 }
177 } 145 }
178 146
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 150}
308 151
309/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
310static void 153static void
311set_first_map (object *op) 154set_first_map (object *op)
312{ 155{
313 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
314 op->x = -1; 157 op->x = -1;
315 op->y = -1; 158 op->y = -1;
316 enter_exit (op, NULL);
317} 159}
318 160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
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->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == 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 = observe = 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
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329 do_los = 1;
330}
331
332player::player ()
333{
334 /* There are some elements we want initialised to non zero value -
335 * we deal with that below this point.
336 */
337 outputs_sync = 4;
338 outputs_count = 4;
339 unapply = unapply_nochoice;
340
341 savebed_map = first_map_path; /* Init. respawn position */
342
343 gen_sp_armour = 10;
344 bowtype = bow_normal;
345 petmode = pet_normal;
346 listening = 10;
347 usekeys = containers;
348 peaceful = 1; /* default peaceful */
349 do_los = 1;
350
351 weapon_sp = 1.0f;
352 weapon_sp_left = 0.5f;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
319/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
321 * mode. 377 * mode.
322 */ 378 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 379player *
380player::create ()
381{
382 player *pl = new player;
328 383
329 p = get_player (NULL); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 385
333 if (p->socket.faces_sent == NULL) 386 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
335 389
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 390 set_first_map (pl->ob);
344 391
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 392 return pl;
353} 393}
354 394
355/* 395/*
356 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
366 { 406 {
367 if (at == NULL || at->next == NULL) 407 if (at == NULL || at->next == NULL)
368 at = first_archetype; 408 at = first_archetype;
369 else 409 else
370 at = at->next; 410 at = at->next;
411
371 if (at->clone.type == PLAYER) 412 if (at->clone.type == PLAYER)
372 return at; 413 return at;
414
373 if (at == start) 415 if (at == start)
374 { 416 {
375 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 418 exit (-1);
377 } 419 }
378 } 420 }
379} 421}
380 422
381
382object * 423object *
383get_nearest_player (object *mon) 424get_nearest_player (object *mon)
384{ 425{
385 object *op = NULL; 426 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 427 objectlink *ol;
388 unsigned lastdist; 428 unsigned lastdist;
389 rv_vector rv; 429 rv_vector rv;
390 430
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 432 {
393 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 440 object *tmp = ol->ob;
401 441
402 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared. 443 * itself will have been cleared.
404 */ 444 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
406 ol = ol->next; 447 ol = ol->next;
407 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
408 if (!ol) 449 if (!ol)
409 return op; 450 return op;
410 } 451 }
423 { 464 {
424 op = ol->ob; 465 op = ol->ob;
425 lastdist = rv.distance; 466 lastdist = rv.distance;
426 } 467 }
427 } 468 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 469
429 { 470 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 471 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 472 if (lastdist > rv.distance)
434 { 473 {
435 op = pl->ob; 474 op = pl->ob;
436 lastdist = rv.distance; 475 lastdist = rv.distance;
437 } 476 }
438 } 477
439 }
440#if 0 478#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 480#endif
443 return op; 481 return op;
444} 482}
462 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
463 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 502 * is probably not a good thing.
465 */ 503 */
466#define MAX_SPACES 50 504#define MAX_SPACES 50
467
468 505
469/* 506/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
472 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 540 x = mon->x;
504 y = mon->y; 541 y = mon->y;
505 m = mon->map; 542 m = mon->map;
506 dir = rv.direction; 543 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
508 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
509 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
510 if (diff > max) 548 if (diff > max)
511 return 0; 549 return 0;
550
512 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
513 { 552 {
514 lastx = x; 553 lastx = x;
515 lasty = y; 554 lasty = y;
516 lastmap = m; 555 lastmap = m;
598 max--; 637 max--;
599 lastdir = dir; 638 lastdir = dir;
600 if (!firstdir) 639 if (!firstdir)
601 firstdir = dir; 640 firstdir = dir;
602 } 641 }
642
603 if (diff <= 1) 643 if (diff <= 1)
604 { 644 {
605 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 646 * headed toward player for entire distance.
607 */ 647 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 650 }
651
611 if (diff > max) 652 if (diff > max)
612 return 0; 653 return 0;
613 } 654 }
655
614 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
615 if (!max) 657 if (!max)
616 return 0; 658 return 0;
617 659
618 return firstdir; 660 return firstdir;
711 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
712 link_player_skills (pl); 754 link_player_skills (pl);
713} 755}
714 756
715void 757void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
800{ 759{
801 if (party == NULL) 760 if (party == NULL)
802 { 761 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 763 return;
805 } 764 }
765
806 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 770}
811
812 771
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 773static int
815roll_stat (void) 774roll_stat (void)
816{ 775{
817 int a[4], i, j, k; 776 int a[4], i, j, k;
818 777
819 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
821 780
822 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 782 if (a[i] < k)
824 k = a[i], j = i; 783 k = a[i], j = i;
825 784
826 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 786 if (i != j)
829 k += a[i]; 787 k += a[i];
830 } 788
831 return k; 789 return k;
832} 790}
833 791
834void 792void
835roll_stats (object *op) 793object::roll_stats ()
836{ 794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
837 int sum = 0; 799 int sum = 0;
838 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
840 802
841 do 803 if (sum >= 82 && sum <= 116)
804 break;
842 { 805 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 806
854 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 809
863 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
864 do 811 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 812
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 813 stats.exp = 0;
899 op->stats.ac = 0; 814 stats.ac = 0;
900 815
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
909 op->contr->orig_stats = op->stats; 826 contr->orig_stats = stats;
827 }
910} 828}
911 829
912void 830void
913Roll_Again (object *op) 831object::swap_stats (int a, int b)
914{ 832{
915 esrv_new_player (op->contr, 0); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 834
920void 835 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
846 stats.hp = stats.maxhp;
847 stats.sp = stats.maxsp;
848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
856 contr->orig_stats = stats;
857 }
858}
859
860static void
861start_info (object *op)
922{ 862{
923 signed char tmp;
924 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
925 864
926 if (op->contr->Swap_First == -1) 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 869}
1041 870
1042/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1046 * not the class. 875 * not the class.
1047 */ 876 */
1048 877void
1049int 878player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 879{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 882
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 884 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
1070 886
1071 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
1073 889
1074 op->contr->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
1075 891
1076 if (op->msg) 892 if (ob->msg)
1077 op->msg = NULL; 893 ob->msg = 0;
1078 894
1079 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
1080 * to save here. 896 * to save here.
1081 */ 897 */
898 {
899 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
1084 903
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 904 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 907 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
1093 fix_player (op); 909 ob->update_stats ();
1094 910
1095 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
1096 * is one for this race 912 * is one for this race
1097 */ 913 */
1098 if (*first_map_ext_path) 914 if (*first_map_ext_path)
1099 { 915 {
1100 object *tmp; 916 object *tmp;
1101 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
1102 918
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1104 tmp = object::create (); 920 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
1110 * default initial map */ 926 * default initial map */
1111 tmp->destroy (); 927 tmp->destroy ();
1112 } 928 }
1113 else 929 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 931}
1117 return 0;
1118 }
1119 932
933void
934player::chargen_race_next ()
935{
1120 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1122 */ 938 */
1123 939
1124 tmp_loop = 0; 940 do
1125 while (!tmp_loop)
1126 { 941 {
1127 shstr name = op->name; 942 shstr name = ob->name;
1128 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
1129 944
1130 remove_statbonus (op); 945 ob->remove_statbonus ();
1131 op->remove (); 946 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
1133 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 949 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
1137 op->x = x; 952 ob->x = x;
1138 op->y = y; 953 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 957 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 958 }
959 while (!allowed_class (ob));
1145 960
1146 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 963 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 966 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 967}
1208 968
1209void 969void
1210flee_player (object *op) 970flee_player (object *op)
1211{ 971{
1241 { 1001 {
1242 op->enemy = NULL; 1002 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1004 return;
1245 } 1005 }
1006
1246 get_rangevector (op, op->enemy, &rv, 0); 1007 get_rangevector (op, op->enemy, &rv, 0);
1247 1008
1248 dir = absdir (4 + rv.direction); 1009 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1010 for (diff = 0; diff < 3; diff++)
1250 { 1011 {
1251 int m = 1 - (RANDOM () & 2); 1012 int m = 1 - (RANDOM () & 2);
1252 1013
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1015 return;
1256 }
1257 } 1016 }
1017
1258 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1020 op->enemy = NULL;
1261} 1021}
1262 1022
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1025 * stop.
1267 */ 1026 */
1268int 1027int
1269check_pick (object *op) 1028check_pick (object *op)
1270{ 1029{
1271 object *tmp, *next; 1030 object *tmp, *next;
1272 int stop = 0; 1031 int stop = 0;
1273 int j, k, wvratio; 1032 int wvratio;
1274 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1275 1034
1276 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1278 return 1; 1037 return 1;
1279 1038
1347 if (tmp->name != NULL) 1106 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1109 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1114 }
1115
1384 /* philosophy: 1116 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1117 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1121 * example.
1390 * The drawback: right now it has no frontend, so you need to 1122 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1123 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1577 /* careful: chairs and tables are weapons! */ 1309 /* careful: chairs and tables are weapons! */
1578 if (op->contr->mode & PU_ALLWEAPON) 1310 if (op->contr->mode & PU_ALLWEAPON)
1579 { 1311 {
1580 if (tmp->type == WEAPON && tmp->name != NULL) 1312 if (tmp->type == WEAPON && tmp->name != NULL)
1581 { 1313 {
1582 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1315 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1584 { 1316 {
1585 pick_up (op, tmp); 1317 pick_up (op, tmp);
1586 continue; 1318 continue;
1587 } 1319 }
1588 } 1320 }
1589 1321
1590 if (tmp->type == WEAPON && tmp->name == NULL) 1322 if (tmp->type == WEAPON && tmp->name == NULL)
1591 { 1323 {
1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1324 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1593 { 1325 {
1594 pick_up (op, tmp); 1326 pick_up (op, tmp);
1595 continue; 1327 continue;
1596 } 1328 }
1597 } 1329 }
1622 if (tmp->name != NULL) 1354 if (tmp->name != NULL)
1623 { 1355 {
1624 fprintf (stderr, "%s", tmp->name); 1356 fprintf (stderr, "%s", tmp->name);
1625 } 1357 }
1626 else 1358 else
1627 fprintf (stderr, "%s", tmp->arch->name); 1359 fprintf (stderr, "%s", tmp->arch->archname);
1628 fprintf (stderr, ",%d] = ", tmp->type); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1629 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1630#endif 1362#endif
1631 continue; 1363 continue;
1632 } 1364 }
1643 * found object is returned. 1375 * found object is returned.
1644 */ 1376 */
1645object * 1377object *
1646find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1647{ 1379{
1648 object *tmp = NULL; 1380 object *tmp = 0;
1649 1381
1650 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1654 return op; 1386 return op;
1387
1655 return tmp; 1388 return tmp;
1656} 1389}
1657 1390
1658/* 1391/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1396 */
1664
1665object * 1397object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1399{
1668 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1735 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1468 * op = the shooter
1737 * type = bow->race 1469 * type = bow->race
1738 * dir = fire direction 1470 * dir = fire direction
1739 */ 1471 */
1740
1741object * 1472object *
1742pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1743{ 1474{
1744 object *tmp = NULL; 1475 object *tmp = NULL;
1745 maptile *m; 1476 maptile *m;
1810 */ 1541 */
1811int 1542int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1544{
1814 object *left, *bow; 1545 object *left, *bow;
1815 int bowspeed, mflags; 1546 int mflags;
1816 maptile *m; 1547 maptile *m;
1817 1548
1818 if (!dir) 1549 if (!dir)
1819 { 1550 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1552 return 0;
1822 } 1553 }
1823 if (op->type == PLAYER) 1554
1824 bow = op->contr->ranges[range_bow]; 1555 if (op->contr)
1556 bow = op->current_weapon;
1825 else 1557 else
1826 { 1558 {
1827 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1566 if (!bow)
1835 { 1567 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1569 return 0;
1838 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1839 } 1579 }
1580
1840 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1841 { 1582 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1584 return 0;
1844 } 1585 }
1845
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847
1848 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851 if (bowspeed < 1)
1852 bowspeed = 1;
1853 1586
1854 if (arrow == NULL) 1587 if (arrow == NULL)
1855 { 1588 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1590 {
1858 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1594 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1863 return 0; 1597 return 0;
1864 } 1598 }
1865 } 1599 }
1600
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1602 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1603 return 0;
1870 } 1604
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1606 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1607 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1608 return 0;
1875 } 1609 }
1881 return 0; 1615 return 0;
1882 } 1616 }
1883 1617
1884 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1620 if (!arrow)
1887 { 1621 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1623 return 0;
1890 } 1624 }
1625
1891 arrow->set_owner (op); 1626 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1628 arrow->direction = dir;
1895 arrow->x = sx; 1629
1896 arrow->y = sy; 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637#if 0
1638 if (player *pl = op->contr)
1639 {
1640 float speed = pl->weapon_sp;
1641
1642 /* penalize ROF for bestarrow */
1643 if (pl->bowtype == bow_bestarrow)
1644 speed *= .9f;
1645 else
1646 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1647
1648 op->speed_left += speed - op->speed;
1649 }
1650#endif
1651
1652 SET_ANIMATION (arrow, arrow->direction);
1653
1654 /* update the speed */
1655 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1656 + bow->stats.dam / 7.f;
1657
1658 arrow->set_speed (max (arrow->speed, 2.f));
1659 arrow->speed_left = 0;
1660
1661 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1897 1662
1898 if (op->type == PLAYER) 1663 if (op->type == PLAYER)
1899 { 1664 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op);
1902 }
1903
1904 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying);
1910
1911 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper.
1913 */
1914
1915 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1916
1917 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1919 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920
1921 if (arrow->speed < 1.0)
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0;
1925
1926 if (op->type == PLAYER)
1927 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1930 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1931
1932 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1665 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1666 wc -= dex_bonus[op->stats.Dex];
1667
1668 if (!arrow->slaying)
1669 arrow->slaying = op->slaying;
1670
1671 arrow->attacktype |= op->attacktype;
1933 } 1672 }
1934 else 1673 else
1935 { 1674 {
1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937 arrow->level = op->level; 1675 arrow->level = op->level;
1938 } 1676 arrow->stats.wc -= bow->magic;
1939 1677
1940 if (arrow->attacktype == AT_PHYSICAL) 1678 if (!arrow->slaying)
1679 arrow->slaying = bow->slaying;
1680
1941 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1682 }
1942 1683
1943 if (bow->slaying != NULL) 1684 wc -= arrow->level;
1944 arrow->slaying = bow->slaying; 1685 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1945 1686
1946 arrow->map = m; 1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1947 arrow->move_type = MOVE_FLY_LOW; 1688 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1690
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1692 m->insert (arrow, sx, sy, op);
1952 1693
1953 if (!arrow->destroyed ()) 1694 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1695 move_arrow (arrow);
1955 1696
1956 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1976{ 1717{
1977 int ret = 0, wcmod = 0; 1718 int ret = 0, wcmod = 0;
1978 1719
1979 if (op->contr->bowtype == bow_bestarrow) 1720 if (op->contr->bowtype == bow_bestarrow)
1980 { 1721 {
1981 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1982 } 1723 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1724 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1725 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1726 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1727 wcmod = -1;
1728
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1730 }
1989 else if (op->contr->bowtype == bow_threewide) 1731 else if (op->contr->bowtype == bow_threewide)
1990 { 1732 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1995 else if (op->contr->bowtype == bow_spreadshot) 1737 else if (op->contr->bowtype == bow_spreadshot)
1996 { 1738 {
1997 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);
1998 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1999 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1741 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2000
2001 } 1742 }
2002 else 1743 else
2003 { 1744 {
2004 /* Simple case */ 1745 /* Simple case */
2005 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2006 } 1747 }
1748
2007 return ret; 1749 return ret;
2008} 1750}
2009
2010 1751
2011/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
2012 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
2013 */ 1754 */
2014void 1755void
2015fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
2016{ 1757{
2017 object *item; 1758 object *item = op->contr->ranged_ob;
2018 1759
2019 if (!op->contr->ranges[range_misc]) 1760 if (!item)
2020 { 1761 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2022 return; 1763 return;
2023 } 1764 }
2024 1765
2025 item = op->contr->ranges[range_misc];
2026 if (!item->inv) 1766 if (!item->inv)
2027 { 1767 {
2028 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029 return; 1769 return;
2030 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
2031 if (item->type == WAND) 1775 if (item->type == WAND)
2032 { 1776 {
2033 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
2034 { 1778 {
2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
2037 return; 1782 return;
2038 } 1783 }
2039 } 1784 }
2040 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
2041 { 1786 {
2042 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2043 { 1788 {
2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
2045 if (item->type == ROD) 1791 if (item->type == ROD)
2046 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2047 else 1793 else
2048 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
2049 return; 1796 return;
2050 } 1797 }
2051 } 1798 }
2052 1799
2053 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
2061 1808
2062 if (item->arch) 1809 if (item->arch)
2063 { 1810 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
2066 item->speed = 0; 1813 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1814 }
1815
2069 if ((tmp = is_player_inv (item))) 1816 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1818 }
2072 } 1819 }
2073 else if (item->type == ROD || item->type == HORN) 1820 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1821 drain_rod_charge (item);
2076 }
2077 } 1822 }
2078} 1823}
2079 1824
2080/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
2081 */ 1826 */
2082void 1827bool
2083fire (object *op, int dir) 1828fire (object *op, int dir)
2084{ 1829{
2085 int spellcost = 0; 1830 int spellcost = 0;
2086 1831
2087 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
2088 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
2089 make_visible (op); 1834 make_visible (op);
2090 1835
2091 switch (op->contr->shoottype) 1836 player *pl = op->contr;
1837
1838 if (pl->golem)
1839 {
1840 control_golem (op->contr->golem, dir);
1841 return false;
2092 { 1842 }
2093 case range_none:
2094 return;
2095 1843
2096 case range_bow: 1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return false;
1848
1849 if (!op->change_weapon (ob))
1850 return false;
1851
1852 if (op->speed_left > 0.f)
1853 --op->speed_left;
1854 else
1855 return false;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
2097 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
2098 return; 1861 break;
2099 1862
2100 case range_magic: /* Casting spells */ 1863 case SPELL:
2101 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2102 return; 1865 break;
2103 1866
2104 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
2105 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
2106 return; 1877 break;
2107
2108 case range_golem: /* Control summoned monsters from scrolls */
2109 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2110 {
2111 op->contr->ranges[range_golem] = 0;
2112 op->contr->shoottype = range_none;
2113 }
2114 else
2115 control_golem (op->contr->ranges[range_golem], dir);
2116 return;
2117
2118 case range_skill:
2119 if (!op->chosen_skill)
2120 {
2121 if (op->type == PLAYER)
2122 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2123 return;
2124 }
2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2126 return;
2127 case range_builder:
2128 apply_map_builder (op, dir);
2129 return;
2130 default:
2131 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2132 return;
2133 } 1878 }
2134}
2135 1879
2136 1880 return true;
1881}
2137 1882
2138/* find_key 1883/* find_key
2139 * We try to find a key for the door as passed. If we find a key 1884 * We try to find a key for the door as passed. If we find a key
2140 * and successfully use it, we return the key, otherwise NULL 1885 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1886 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1888 * pl is the player,
2144 * inv is the objects inventory to searched 1889 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1890 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1891 * This function can be called recursively to search containers.
2147 */ 1892 */
2148
2149object * 1893object *
2150find_key (object *pl, object *container, object *door) 1894find_key (object *pl, object *container, object *door)
2151{ 1895{
2152 object *tmp, *key; 1896 object *tmp, *key;
2153 1897
2154 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1899 if (!container->inv)
2156 return NULL; 1900 return 0;
2157 1901
2158 /* First, lets try to find a key in the top level inventory */ 1902 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1904 {
2161 if (door->type == DOOR && tmp->type == KEY) 1905 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1906 break;
2163 /* For sanity, we should really check door type, but other stuff 1907 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1908 * (like containers) can be locked with special keys
2165 */ 1909 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1911 break;
2168 } 1912 }
1913
2169 /* No key found - lets search inventories now */ 1914 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1915 /* If we find and use a key in an inventory, return at that time.
2171 * otherwise, if we search all the inventories and still don't find 1916 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1917 * a key, return
2173 */ 1918 */
2174 if (!tmp) 1919 if (!tmp)
2175 { 1920 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1921 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1922 {
2178 /* No reason to search empty containers */ 1923 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1924 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1925 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1926 if ((key = find_key (pl, tmp, door)))
2182 return key; 1927 return key;
2183 } 1928 }
2184 } 1929 }
1930
2185 if (!tmp) 1931 if (!tmp)
2186 return NULL; 1932 return NULL;
2187 } 1933 }
1934
2188 /* We get down here if we have found a key. Now if its in a container, 1935 /* We get down here if we have found a key. Now if its in a container,
2189 * see if we actually want to use it 1936 * see if we actually want to use it
2190 */ 1937 */
2191 if (pl != container) 1938 if (pl != container)
2192 { 1939 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1960 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2214 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1961 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1962 return NULL;
2216 } 1963 }
2217 } 1964 }
1965
2218 return tmp; 1966 return tmp;
2219} 1967}
2220 1968
2221/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1970 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1972 * 0 otherwise
2225 */ 1973 */
2226static int 1974static int
2227player_attack_door (object *op, object *door) 1975player_attack_door (object *op, object *door)
2228{ 1976{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1977 /* If its a door, try to find a key. If we do destroy the door,
2231 * might as well return immediately as there is nothing more to do - 1978 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1979 * otherwise, we fall through to the rest of the code.
2233 */ 1980 */
2234 object *key = find_key (op, op, door); 1981 object *key = find_key (op, op, door);
2235 1982
2236 /* IF we found a key, do some extra work */ 1983 /* If we found a key, do some extra work */
2237 if (key) 1984 if (key)
2238 { 1985 {
2239 object *container = key->env; 1986 object *container = key->env;
2240 1987
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
2242 if (action_makes_visible (op)) 1990 if (action_makes_visible (op))
2243 make_visible (op); 1991 make_visible (op);
1992
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1994 spring_trap (door->inv, op);
1995
2246 if (door->type == DOOR) 1996 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1998 else if (door->type == LOCKED_DOOR)
2251 { 1999 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2000 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2253 remove_door2 (door); /* remove door without violence ;-) */ 2001 remove_door2 (door); /* remove door without violence ;-) */
2254 } 2002 }
2003
2255 /* Do this after we print the message */ 2004 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 2005 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 2006 /* Need to update the weight the container the key was in */
2258 if (container != op) 2007 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
2260 return 1; /* Nothing more to do below */ 2010 return 1; /* Nothing more to do below */
2261 } 2011 }
2262 else if (door->type == LOCKED_DOOR) 2012 else if (door->type == LOCKED_DOOR)
2263 { 2013 {
2264 /* Might as well return now - no other way to open this */ 2014 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 2016 return 1;
2267 } 2017 }
2018
2268 return 0; 2019 return 0;
2269} 2020}
2270 2021
2271/* This function is just part of a breakup from move_player. 2022/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2024 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2025 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2026 * going to try and move (not fire weapons).
2276 */ 2027 */
2277 2028bool
2278void
2279move_player_attack (object *op, int dir) 2029move_player_attack (object *op, int dir)
2280{ 2030{
2281 object *tmp, *mon;
2282 sint16 nx, ny;
2283 int on_battleground; 2031 int on_battleground;
2284 maptile *m;
2285 2032
2286 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2288 2035
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2037
2038 if (out_of_map (op->map, nx, ny))
2039 return false;
2040
2041 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2042 {
2043 --op->speed_left;
2044 return true;
2045 }
2290 2046
2291 /* If braced, or can't move to the square, and it is not out of the 2047 /* If braced, or can't move to the square, and it is not out of the
2292 * map, attack it. Note order of if statement is important - don't 2048 * map, attack it. Note order of if statement is important - don't
2293 * want to be calling move_ob if braced, because move_ob will move the 2049 * want to be calling move_ob if braced, because move_ob will move the
2294 * player. This is a pretty nasty hack, because if we could 2050 * player. This is a pretty nasty hack, because if we could
2295 * move to some space, it then means that if we are braced, we should 2051 * move to some space, it then means that if we are braced, we should
2296 * do nothing at all. As it is, if we are braced, we go through 2052 * do nothing at all. As it is, if we are braced, we go through
2297 * quite a bit of processing. However, it probably is less than what 2053 * quite a bit of processing. However, it probably is less than what
2298 * move_ob uses. 2054 * move_ob uses.
2299 */ 2055 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2056 maptile *m = op->map->xy_find (nx, ny);
2301 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 {
2304 m = get_map_from_coord (op->map, &nx, &ny);
2305 if (!m)
2306 return; /* Don't think this should happen */
2307 }
2308 else
2309 m = op->map;
2310 2057
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2312 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2314 return;
2315 }
2316
2317 mon = NULL;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2058 /* Go through all the objects, and find ones of interest. Only stop if
2319 * we find a monster - that is something we know we want to attack. 2059 * we find a monster - that is something we know we want to attack.
2320 * if its a door or barrel (can roll) see if there may be monsters 2060 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2061 * on the space
2322 */ 2062 */
2323 while (tmp != NULL) 2063 object *mon;
2324 { 2064 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2325 if (tmp == op) 2065 {
2326 { 2066 if ((mon->flag [FLAG_ALIVE]
2327 tmp = tmp->above; 2067 || mon->type == LOCKED_DOOR
2328 continue; 2068 || mon->flag [FLAG_CAN_ROLL])
2329 }
2330
2331 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2332 {
2333 mon = tmp; 2069 && mon != op)
2334 break; 2070 break;
2335 } 2071 }
2336 2072
2337 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2338 mon = tmp;
2339
2340 tmp = tmp->above;
2341 }
2342
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2073 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2074 return false; /* into a wall */
2345 2075
2346 if (mon->head != NULL)
2347 mon = mon->head; 2076 mon = mon->head_ ();
2348 2077
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (op->contr->weapon_sp_left > 0.f)
2350 if (player_attack_door (op, mon)) 2080 if (player_attack_door (op, mon))
2081 {
2082 --op->contr->weapon_sp_left;
2351 return; 2083 return true;
2084 }
2352 2085
2353 /* The following deals with possibly attacking peaceful 2086 /* The following deals with possibly attacking peaceful
2354 * or frienddly creatures. Basically, all players are considered 2087 * or friendly creatures. Basically, all players are considered
2355 * unaggressive. If the moving player has peaceful set, then the 2088 * unaggressive. If the moving player has peaceful set, then the
2356 * object should be pushed instead of attacked. It is assumed that 2089 * object should be pushed instead of attacked. It is assumed that
2357 * if you are braced, you will not attack friends accidently, 2090 * if you are braced, you will not attack friends accidently,
2358 * and thus will not push them. 2091 * and thus will not push them.
2359 */ 2092 */
2360 2093
2361 /* If the creature is a pet, push it even if the player is not 2094 /* If the creature is a pet, push it even if the player is not
2362 * peaceful. Our assumption is the creature is a pet if the 2095 * peaceful. Our assumption is the creature is a pet if the
2363 * player owns it and it is either friendly or unagressive. 2096 * player owns it and it is either friendly or unagressive.
2364 */ 2097 */
2365 if ((op->type == PLAYER) 2098 if (op->type == PLAYER
2366#if COZY_SERVER
2367 &&
2368 ((mon->owner && mon->owner->contr 2099 && ((mon->owner && mon->owner->contr
2369 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2100 && same_party (mon->owner->contr->party, op->contr->party))
2370#else
2371 && mon->owner == op 2101 || mon->owner == op)
2372#endif
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2103 {
2375 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2105 if (op->contr->braced)
2377 return; 2106 return false;
2107
2108 if (op->speed_left > 0.f)
2109 {
2110 --op->speed_left;
2111
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2113 push_ob (mon, dir, op);
2114
2380 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2116 make_visible (op);
2117
2382 return; 2118 return true;
2383 } 2119 }
2120 else
2121 return false;
2122 }
2384 2123
2385 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2387 * someone, but put it inside this loop so that you won't 2126 * someone, but put it inside this loop so that you won't
2388 * attack them either. 2127 * attack them either.
2389 */ 2128 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op)
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2130 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2392#ifdef PROHIBIT_PLAYERKILL 2131 && ((op->contr->peaceful
2393 (op->contr->peaceful 2132 || (mon->type == PLAYER && mon->contr->peaceful))
2394 || (mon->type == PLAYER 2133 && !on_battleground))
2395 && mon->contr-> 2134 {
2396 peaceful)) && 2135 if (op->speed_left > 0.f)
2397#else
2398 op->contr->peaceful &&
2399#endif
2400 !on_battleground))
2401 { 2136 {
2137 --op->speed_left;
2138
2402 if (!op->contr->braced) 2139 if (!op->contr->braced)
2403 { 2140 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2142 push_ob (mon, dir, op);
2406 } 2143 }
2407 else 2144 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2145 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2146
2411 if (op->contr->tmp_invis || op->hide) 2147 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2148 make_visible (op);
2413 }
2414 2149
2150 return true;
2151 }
2152 }
2415 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2416 * roll it if not braced. You can't roll it if you are braced. 2154 * roll it if not braced. You can't roll it if you are braced.
2417 */ 2155 */
2418 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2158 if (op->speed_left > 0.f)
2419 { 2159 {
2160 --op->speed_left;
2161
2420 recursive_roll (mon, dir, op); 2162 recursive_roll (mon, dir, op);
2421 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2422 make_visible (op); 2164 make_visible (op);
2423 }
2424 2165
2166 return true;
2167 }
2168 }
2425 /* Any generic living creature. Including things like doors. 2169 /* Any generic living creature. Including things like doors.
2426 * Way it works is like this: First, it must have some hit points 2170 * Way it works is like this: First, it must have some hit points
2427 * and be living. Then, it must be one of the following: 2171 * and be living. Then, it must be one of the following:
2428 * 1) Not a player, 2) A player, but of a different party. Note 2172 * 1) Not a player, 2) A player, but of a different party. Note
2429 * that party_number -1 is no party, so attacks can still happen. 2173 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2174 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2433 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2177 {
2435 2178 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2436 /* If the player hasn't hit something this tick, and does
2437 * so, give them speed boost based on weapon speed. Doing
2438 * it here is better than process_players2, which basically
2439 * incurred a 1 tick offset.
2440 */
2441 if (!op->contr->has_hit)
2442 { 2179 {
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2180 --op->contr->weapon_sp_left;
2444 2181
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 }
2447
2448 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2449 2183
2450 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is
2453 * the wiz.
2454 */
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 {
2457 short luck = mon->stats.luck;
2458
2459 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL);
2461 mon->stats.luck = luck;
2462 }
2463 if (action_makes_visible (op)) 2184 if (action_makes_visible (op))
2464 make_visible (op); 2185 make_visible (op);
2465 }
2466 } /* if player should attack something */
2467}
2468 2186
2469int 2187 return true;
2188 }
2189 }
2190
2191 return false;
2192}
2193
2194bool
2470move_player (object *op, int dir) 2195move_player (object *op, int dir)
2471{ 2196{
2472 int pick; 2197 int pick;
2473 2198
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2200 return 0;
2476 2201
2477 /* Sanity check: make sure dir is valid */ 2202 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2203 if ((dir < 0) || (dir >= 9))
2479 { 2204 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2205 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2206 return 0;
2482 } 2207 }
2483 2208
2484 /* peterm: added following line */ 2209 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2210 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2211 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2212
2488 op->facing = dir; 2213 op->facing = dir;
2489 2214
2490 if (op->hide) 2215 if (op->hide)
2491 do_hidden_move (op); 2216 do_hidden_move (op);
2492 2217
2218 bool retval;
2219
2493 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2494 /*nop */ ; 2221 retval = RESULT_INT (0);
2495 else if (op->contr->fire_on) 2222 else if (op->contr->fire_on)
2496 fire (op, dir); 2223 retval = fire (op, dir);
2497 else 2224 else
2498 { 2225 {
2499 move_player_attack (op, dir); 2226 retval = move_player_attack (op, dir);
2500 pick = check_pick (op); 2227 pick = check_pick (op);
2501 } 2228 }
2502 2229
2503 /* Add special check for newcs players and fire on - this way, the 2230 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2231 * server can handle repeat firing.
2505 */ 2232 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2234 op->direction = dir;
2509 }
2510 else 2235 else
2511 {
2512 op->direction = 0; 2236 op->direction = 0;
2513 } 2237
2514 /* Update how the player looks. Use the facing, so direction may 2238 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2239 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2240 * for players.
2517 */ 2241 */
2518 animate_object (op, op->facing); 2242 animate_object (op, op->facing);
2519 return 0; 2243
2244 return retval;
2520} 2245}
2521 2246
2522/* This is similar to handle_player, below, but is only used by the 2247/* This is similar to handle_player, below, but is only used by the
2523 * new client/server stuff. 2248 * new client/server stuff.
2524 * This is sort of special, in that the new client/server actually uses 2249 * This is sort of special, in that the new client/server actually uses
2525 * the new speed values for commands. 2250 * the new speed values for commands.
2526 * 2251 *
2527 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do. Should not do
2253 * many actions in a row, as that would be too unfair to other
2254 * players.
2528 */ 2255 */
2529int 2256bool
2530handle_newcs_player (object *op) 2257handle_newcs_player (object *op)
2531{ 2258{
2532 if (op->contr->hidden)
2533 {
2534 op->invisible = 1000;
2535 /* the socket code flashes the player visible/invisible
2536 * depending on the value of invisible, so we need to
2537 * alternate it here for it to work correctly.
2538 */
2539 if (pticks & 2)
2540 op->invisible--;
2541 }
2542 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2543 {
2544 op->invisible--;
2545 if (!op->invisible)
2546 {
2547 make_visible (op);
2548 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2549 }
2550 }
2551
2552 if (QUERY_FLAG (op, FLAG_SCARED)) 2259 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2260 {
2554 flee_player (op); 2261 if (op->speed_left > 0.f)
2555 /* If player is still scared, that is his action for this tick */
2556 if (QUERY_FLAG (op, FLAG_SCARED))
2557 { 2262 {
2558 op->speed_left--; 2263 --op->speed_left;
2264 flee_player (op);
2265
2559 return 0; 2266 return true;
2560 } 2267 }
2268 else
2269 return false;
2561 } 2270 }
2562
2563 /* I've been seeing crashes where the golem has been destroyed, but
2564 * the player object still points to the defunct golem. The code that
2565 * destroys the golem looks correct, and it doesn't always happen, so
2566 * put this in a a workaround to clean up the golem pointer.
2567 */
2568 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2569 op->contr->ranges[range_golem] = 0;
2570 2271
2571 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2274 * called, so we recheck it here.
2574 */ 2275 */
2575 HandleClient (&op->contr->socket, op->contr); 2276 if (op->contr->ns->handle_command ())
2576 if (op->speed_left < 0)
2577 return 0; 2277 return true;
2578 2278
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2279 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 {
2581 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--;
2583
2584 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff.
2587 */
2588 move_player (op, op->direction); 2280 return move_player (op, op->direction);
2589 if (op->speed_left > 0) 2281
2590 return 1;
2591 else
2592 return 0;
2593 }
2594 return 0; 2282 return false;
2595} 2283}
2596 2284
2597int 2285int
2598save_life (object *op) 2286save_life (object *op)
2599{ 2287{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2288 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2289 return 0;
2604 2290
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2291 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2292 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2293 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2294 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2295 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2296
2618 op->stats.hp = op->stats.maxhp; 2304 op->stats.hp = op->stats.maxhp;
2619 2305
2620 if (op->stats.food < 0) 2306 if (op->stats.food < 0)
2621 op->stats.food = 999; 2307 op->stats.food = 999;
2622 2308
2623 fix_player (op); 2309 op->update_stats ();
2624 return 1; 2310 return 1;
2625 } 2311 }
2312
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2313 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2314 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2315 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2316 return 0;
2630} 2317}
2635 * from. 2322 * from.
2636 */ 2323 */
2637void 2324void
2638remove_unpaid_objects (object *op, object *env) 2325remove_unpaid_objects (object *op, object *env)
2639{ 2326{
2640 object *next;
2641
2642 while (op) 2327 while (op)
2643 { 2328 {
2644 next = op->below; /* Make sure we have a good value, in case 2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2330
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2331 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2332 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2333 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2334 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2335
2336 op->insert_at (env);
2655 } 2337 }
2656 else if (op->inv) 2338 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2339 remove_unpaid_objects (op->inv, env);
2340
2658 op = next; 2341 op = next;
2659 } 2342 }
2660} 2343}
2661
2662 2344
2663/* 2345/*
2664 * Returns pointer a static string containing gravestone text 2346 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2347 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2348 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2359 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2362 else
2681 sprintf (buf, "%s\n", &op->name); 2363 sprintf (buf, "%s\n", &op->name);
2364
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2366 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2368 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2369 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2370 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2371
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2372 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2373 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2374 if (op->type == PLAYER)
2691 { 2375 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2376 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2377 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2378 strcat (buf2, buf);
2695 } 2379 }
2380
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2381 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2383 strcat (buf2, buf);
2384
2699 return buf2; 2385 return buf2;
2700} 2386}
2701
2702
2703 2387
2704void 2388void
2705do_some_living (object *op) 2389do_some_living (object *op)
2706{ 2390{
2707 int last_food = op->stats.food; 2391 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2397 int rate_grace = 2000;
2714 const int max_hp = 1; 2398 const int max_hp = 1;
2715 const int max_sp = 1; 2399 const int max_sp = 1;
2716 const int max_grace = 1; 2400 const int max_grace = 1;
2717 2401
2718 if (op->contr->outputs_sync) 2402 if (op->contr->hidden)
2719 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2721 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2722 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2403 {
2404 op->invisible = 1000;
2405 /* the socket code flashes the player visible/invisible
2406 * depending on the value of invisible, so we need to
2407 * alternate it here for it to work correctly.
2408 */
2409 if (pticks & 2)
2410 op->invisible--;
2411 }
2412 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2413 {
2414 if (!op->invisible--)
2415 {
2416 make_visible (op);
2417 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2418 }
2419 }
2724 2420
2725 if (op->contr->state == ST_PLAYING) 2421 if (op->contr->ns->state == ST_PLAYING)
2726 { 2422 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2423 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2424 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2425 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2426 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2427 else
2733 { 2428 {
2734 gen_hp = op->stats.maxhp; 2429 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2430 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2431 }
2432
2737 if (op->contr->gen_sp >= 0) 2433 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2434 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2435 else
2740 { 2436 {
2741 gen_sp = op->stats.maxsp; 2437 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2438 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2439 }
2440
2744 if (op->contr->gen_grace >= 0) 2441 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2442 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2443 else
2747 { 2444 {
2748 gen_grace = op->stats.maxgrace; 2445 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2447 }
2751 2448
2752 /* Regenerate Spell Points */ 2449 /* Regenerate Spell Points */
2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2450 if (!op->contr->golem && --op->last_sp < 0)
2754 { 2451 {
2755 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2452 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2756 if (op->stats.sp < op->stats.maxsp) 2453 if (op->stats.sp < op->stats.maxsp)
2757 { 2454 {
2758 op->stats.sp++; 2455 op->stats.sp++;
2764 op->stats.food += op->contr->digestion; 2461 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2462 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2463 op->stats.food = last_food;
2767 } 2464 }
2768 } 2465 }
2466
2769 if (max_sp > 1) 2467 if (max_sp > 1)
2770 { 2468 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2469 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2470 if (over_sp > 0)
2773 { 2471 {
2774 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2775 { 2473 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2474 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2475
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2476 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2477 op->stats.sp--;
2478
2779 if (op->stats.sp > op->stats.maxsp) 2479 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2480 op->stats.sp = op->stats.maxsp;
2781 } 2481 }
2782 op->last_sp = 0; 2482 op->last_sp = 0;
2783 } 2483 }
2784 else 2484 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2486 }
2789 else 2487 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2489 }
2794 2490
2795 /* Regenerate Grace */ 2491 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2492 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2493 if (--op->last_grace < 0)
2798 { 2494 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2495 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2496 op->stats.grace++; /* no penalty in food for regaining grace */
2497
2801 if (max_grace > 1) 2498 if (max_grace > 1)
2802 { 2499 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2500 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2501 if (over_grace > 0)
2805 { 2502 {
2833 op->stats.food += op->contr->digestion; 2530 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2531 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2532 op->stats.food = last_food;
2836 } 2533 }
2837 } 2534 }
2535
2838 if (max_hp > 1) 2536 if (max_hp > 1)
2839 { 2537 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2538 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2539 if (over_hp > 0)
2842 { 2540 {
2855 } 2553 }
2856 2554
2857 /* Digestion */ 2555 /* Digestion */
2858 if (--op->last_eat < 0) 2556 if (--op->last_eat < 0)
2859 { 2557 {
2860#ifdef COZY_SERVER
2861 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2862 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2863#else
2864 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2865#endif
2866 2559
2867 if (op->contr->gen_hp > 0) 2560 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2562 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2564
2871 /* dms do not consume food */ 2565 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2567 op->stats.food--;
2874 } 2568 }
2875 }
2876 2569
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2571 {
2879 object *tmp, *flesh = NULL; 2572 object *tmp, *flesh = 0;
2880 2573
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 { 2575 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2886 { 2577 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2581 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2583 break;
2891 } 2584 }
2892 else if (tmp->type == FLESH) 2585 else if (tmp->type == FLESH)
2893 flesh = tmp; 2586 flesh = tmp;
2894 } /* End if paid for object */ 2587 } /* End if paid for object */
2895 } /* end of for loop */ 2588 } /* end of for loop */
2589
2896 /* If player is still starving, it means they don't have any food, so 2590 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2591 * eat flesh instead.
2898 */ 2592 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2594 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2596 manual_apply (op, flesh, 0);
2903 } 2597 }
2904 } /* end if player is starving */ 2598 }
2905 2599
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2908 2602
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2604 kill_player (op);
2605 }
2911} 2606}
2912
2913
2914 2607
2915/* If the player should die (lack of hp, food, etc), we call this. 2608/* If the player should die (lack of hp, food, etc), we call this.
2916 * op is the player in jeopardy. If the player can not be saved (not 2609 * op is the player in jeopardy. If the player can not be saved (not
2917 * permadeath, no lifesave), this will take care of removing the player 2610 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2611 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2642 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2643
2951 /* restore player */ 2644 /* restore player */
2952 at = archetype::find ("poisoning"); 2645 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2647 {
2956 tmp->destroy (); 2648 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2649 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2650 }
2959 2651
2960 at = archetype::find ("confusion"); 2652 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2653 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2654 {
2964 tmp->destroy (); 2655 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2656 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2657 }
2967 2658
2969 op->stats.hp = op->stats.maxhp; 2660 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2661 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2662 op->stats.food = 999;
2972 2663
2973 /* create a bodypart-trophy to make the winner happy */ 2664 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2665 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2666 {
2977 sprintf (buf, "%s's finger", &op->name); 2667 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2668 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2669 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2670 " the %s, when he was defeated at\n level %d by %s.\n",
2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2672 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2673 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2674 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2675 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2676 }
2988 2677
2989 /* teleport defeated player to new destination */ 2678 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2679 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2680 op->contr->braced = 0;
2996 2685
2997 command_kill_pets (op, 0); 2686 command_kill_pets (op, 0);
2998 2687
2999 if (op->stats.food < 0) 2688 if (op->stats.food < 0)
3000 { 2689 {
3001 if (op->contr->explore)
3002 {
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005 op->stats.food = 999;
3006 return;
3007 }
3008 sprintf (buf, "%s starved to death.", &op->name); 2690 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2691 strcpy (op->contr->killer, "starvation");
3010 } 2692 }
3011 else 2693 else
3012 {
3013 if (op->contr->explore)
3014 {
3015 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3016 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3017 op->stats.hp = op->stats.maxhp;
3018 return;
3019 }
3020 sprintf (buf, "%s died.", &op->name); 2694 sprintf (buf, "%s died.", &op->name);
3021 } 2695
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2697
3024 /* save the map location for corpse, gravestone */ 2698 /* save the map location for corpse, gravestone */
3025 x = op->x; 2699 x = op->x;
3026 y = op->y; 2700 y = op->y;
3027 map = op->map; 2701 map = op->map;
3028 2702
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2703 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2704 * life if they are dead - it takes some exp and a random stat.
3034 * See the config.h file for a little more in depth detail about this. 2705 * See the config.h file for a little more in depth detail about this.
3035 */ 2706 */
3036 2707
3037 /* Basically two ways to go - remove a stat permanently, or just 2708 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2709 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2710 * of death.
3040 */ 2711 */
3041#ifndef COZY_SERVER 2712#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2713 if (settings.balanced_stat_loss)
3043 { 2714 {
3044 /* If stat loss is permanent, lose one stat only. */ 2715 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2716 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2717 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2718 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2719 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2720 little bit harder. */
3050 /* GD */ 2721 /* GD */
3051 if (settings.stat_loss_on_death) 2722 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2723 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2724 else
3057 { 2725 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 }
2727 else
3058 num_stats_lose = 1; 2728 num_stats_lose = 1;
3059 } 2729
3060 lost_a_stat = 0; 2730 lost_a_stat = 0;
3061 2731
3062 for (z = 0; z < num_stats_lose; z++) 2732 for (z = 0; z < num_stats_lose; z++)
3063 { 2733 {
3064 i = RANDOM () % NUM_STATS; 2734 i = RANDOM () % NUM_STATS;
3065 2735
3066 if (settings.stat_loss_on_death) 2736 if (settings.stat_loss_on_death)
2737 {
2738 /* Pick a random stat and take a point off it. Tell the player
2739 * what he lost.
2740 */
2741 change_attr_value (&(op->stats), i, -1);
2742 check_stat_bounds (&(op->stats));
2743 change_attr_value (&(op->contr->orig_stats), i, -1);
2744 check_stat_bounds (&(op->contr->orig_stats));
2745 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2746 lost_a_stat = 1;
2747 }
2748 else
2749 {
2750 /* deplete a stat */
2751 archetype *deparch = archetype::find ("depletion");
2752 object *dep;
2753
2754 dep = present_arch_in_ob (deparch, op);
2755 if (!dep)
3067 { 2756 {
3068 /* Pick a random stat and take a point off it. Tell the player 2757 dep = arch_to_object (deparch);
3069 * what he lost. 2758 insert_ob_in_ob (dep, op);
3070 */
3071 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1;
3077 } 2759 }
3078 else 2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss)
3079 { 2762 {
3080 /* deplete a stat */ 2763 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2764 /* Get the stat that we're about to deplete. */
3082 object *dep; 2765 this_stat = get_attr_value (&(dep->stats), i);
3083 2766 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2767 {
3087 dep = arch_to_object (deparch); 2768 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2769 int keep_chance = this_stat * this_stat;
3089 } 2770
3090 lose_this_stat = 1; 2771 /* Yes, I am paranoid. Sue me. */
3091 if (settings.balanced_stat_loss)
3092 {
3093 /* GD */
3094 /* Get the stat that we're about to deplete. */
3095 this_stat = get_attr_value (&(dep->stats), i);
3096 if (this_stat < 0) 2772 if (keep_chance < 1)
2773 keep_chance = 1;
2774
2775 /* There is a maximum depletion total per level. */
2776 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2777 {
3098 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3099 int keep_chance = this_stat * this_stat;
3100
3101 /* Yes, I am paranoid. Sue me. */
3102 if (keep_chance < 1)
3103 keep_chance = 1;
3104
3105 /* There is a maximum depletion total per level. */
3106 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3107 {
3108 lose_this_stat = 0; 2778 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2779 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2780 retain the stat. */
3111 }
3112 else
3113 {
3114 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 lose_this_stat = 0;
3116 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3117 this_stat, keep_chance, loss_chance,
3118 lose_this_stat?"LOSE":"KEEP"); */
3119 }
3120 } 2781 }
3121 }
3122
3123 if (lose_this_stat)
3124 {
3125 this_stat = get_attr_value (&(dep->stats), i);
3126 /* We could try to do something clever like find another
3127 * stat to reduce if this fails. But chances are, if
3128 * stats have been depleted to -50, all are pretty low
3129 * and should be roughly the same, so it shouldn't make a
3130 * difference.
3131 */ 2782 else
3132 if (this_stat >= -50)
3133 { 2783 {
3134 change_attr_value (&(dep->stats), i, -1); 2784 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3135 SET_FLAG (dep, FLAG_APPLIED);
3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3137 fix_player (op);
3138 lost_a_stat = 1; 2785 lose_this_stat = 0;
2786 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2787 this_stat, keep_chance, loss_chance,
2788 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2789 }
3140 } 2790 }
3141 } 2791 }
2792
2793 if (lose_this_stat)
2794 {
2795 this_stat = get_attr_value (&(dep->stats), i);
2796 /* We could try to do something clever like find another
2797 * stat to reduce if this fails. But chances are, if
2798 * stats have been depleted to -50, all are pretty low
2799 * and should be roughly the same, so it shouldn't make a
2800 * difference.
2801 */
2802 if (this_stat >= -50)
2803 {
2804 change_attr_value (&(dep->stats), i, -1);
2805 SET_FLAG (dep, FLAG_APPLIED);
2806 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2807 op->update_stats ();
2808 lost_a_stat = 1;
2809 }
3142 } 2810 }
2811 }
2812 }
3143 /* If no stat lost, tell the player. */ 2813 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2814 if (!lost_a_stat)
3145 { 2815 {
3146 /* determine_god() seems to not work sometimes... why is this? 2816 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2817 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2818 const char *god = determine_god (op);
3149 2819
3150 if (god && (strcmp (god, "none"))) 2820 if (god && (strcmp (god, "none")))
3151 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2821 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2822 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2824 }
3155#else 2825#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2826 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2827#endif
3158 2828
3159 /* Put a gravestone up where the character 'almost' died. List the 2829 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2830 * exp loss on the stone.
3161 */ 2831 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2832 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2833 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2834 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2835 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2836 tmp->name_pl = buf;
3167 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2837 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3168 tmp->msg = buf; 2838 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2839 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2840 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2841
3172 /**************************************/ 2842 /**************************************/
3173 /* */ 2843 /* */
3174 /* Subtract the experience points, */ 2844 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2845 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2846 /* food, and reset HP's... */
3177 /* */ 2847 /* */
3178 /**************************************/ 2848 /**************************************/
3179 2849
3180 /* remove any poisoning and confusion the character may be suffering. */ 2850 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2851 /* restore player */
3182 at = archetype::find ("poisoning"); 2852 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2853 tmp = present_arch_in_ob (at, op);
3184 2854
3185 if (tmp) 2855 if (tmp)
3186 { 2856 {
3187 tmp->destroy (); 2857 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2858 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2859 }
3190 2860
3191 at = archetype::find ("confusion"); 2861 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2862 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2863 if (tmp)
3194 { 2864 {
3195 tmp->destroy (); 2865 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2866 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2867 }
3198 2868
3199 cure_disease (op, 0); /* remove any disease */ 2869 cure_disease (op, 0); /* remove any disease */
3200 2870
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2871 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2872 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2873 if (op->stats.food < 100)
3204 op->stats.food = 900; 2874 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2875 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2876 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2877 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2878
3209 /* 2879 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2880 * Check to see if the player has any unpaid items. If so, remove them
3211 * the player has any unpaid items. If so, remove them and put them back 2881 * and put them back in the map.
3212 * in the map. 2882 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2883 remove_unpaid_objects (op->inv, op);
3217 2884
3218 /****************************************/ 2885 /****************************************/
3219 /* */ 2886 /* */
3220 /* Move player to his current respawn- */ 2887 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2888 /* position (usually last savebed) */
3222 /* */ 2889 /* */
3223 /****************************************/ 2890 /****************************************/
3224 2891
3225 enter_player_savebed (op); 2892 enter_player_savebed (op);
3226 2893
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2894 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2895
3233 /* it is possible that the player has blown something up 2896 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2897 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2898 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2899 * on the space that might harm the player.
3237 */ 2900 */
3238 will_kill_again = 0; 2901 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2902 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2903 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2904 will_kill_again |= tmp->attacktype;
3242 2905
3243 if (will_kill_again) 2906 if (will_kill_again)
3244 { 2907 {
3245 object *force; 2908 object *force;
3246 int at; 2909 int at;
3247 2910
3248 force = get_archetype (FORCE_NAME); 2911 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2912 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2913 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2914 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2915 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2916 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2917 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2918 force->resist[at] = 100;
3256 2919
3257 insert_ob_in_ob (force, op); 2920 insert_ob_in_ob (force, op);
3258 fix_player (op); 2921 op->update_stats ();
3259 2922
3260 } 2923 }
3261 2924
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2925 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem]->destroy ();
3281 op->contr->ranges[range_golem] = 0;
3282 }
3283
3284 loot_object (op); /* Remove some of the items for good */
3285 op->remove ();
3286 op->direction = 0;
3287
3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289 {
3290 delete_character (op->name, 0);
3291 if (settings.resurrection == TRUE)
3292 {
3293 /* save playerfile sans equipment when player dies
3294 ** then save it as player.pl.dead so that future resurrection
3295 ** type spells will work on them nicely
3296 */
3297 delete_character (op->name, 0);
3298 op->stats.hp = op->stats.maxhp;
3299 op->stats.food = 999;
3300
3301 /* set the location of where the person will reappear when */
3302 /* maybe resurrection code should fix map also */
3303 strcpy (op->contr->maplevel, settings.emergency_mapname);
3304 if (op->map != NULL)
3305 op->map = NULL;
3306 op->x = settings.emergency_x;
3307 op->y = settings.emergency_y;
3308 save_player (op, 0);
3309 op->map = map;
3310 /* please see resurrection.c: peterm */
3311 dead_player (op);
3312 }
3313 else
3314 delete_character (op->name, 1);
3315 }
3316
3317 play_again (op);
3318
3319 /* peterm: added to create a corpse at deathsite. */
3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
3321 sprintf (buf, "%s", &op->name);
3322 tmp->name = tmp->name_pl = buf;
3323 tmp->level = op->level;
3324 tmp->x = x;
3325 tmp->y = y;
3326 tmp->msg = gravestone_text (op);
3327 SET_FLAG (tmp, FLAG_UNIQUE);
3328 insert_ob_in_map (tmp, map, NULL, 0);
3329 }
3330} 2926}
3331
3332 2927
3333void 2928void
3334loot_object (object *op) 2929loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2930{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2931 object *tmp, *tmp2, *next;
3337 2932
3338 if (op->container) 2933 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2934
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2935 for (tmp = op->inv; tmp; tmp = next)
3344 { 2936 {
3345 next = tmp->below; 2937 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2938
2939 if (tmp->invisible)
3347 continue; 2940 continue;
2941
3348 tmp->remove (); 2942 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2943 tmp->x = op->x, tmp->y = op->y;
2944
3350 if (tmp->type == CONTAINER) 2945 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2946 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2947
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2948 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2949 {
3356 if (tmp->nrof > 1) 2950 if (tmp->nrof > 1)
3357 { 2951 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2952 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2953 tmp2->destroy ();
3370/* 2964/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2965 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 2966 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 2967 * was changed.
3374 */ 2968 */
3375
3376void 2969void
3377fix_weight (void) 2970fix_weight (void)
3378{ 2971{
3379 player *pl; 2972 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 2973 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2974 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 2975
3385 if (old == sum) 2976 if (old == sum)
3386 continue; 2977 continue;
3387 fix_player (pl->ob); 2978 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2979 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 2980 }
3390} 2981}
3391 2982
3392void 2983void
3393fix_luck (void) 2984fix_luck (void)
3394{ 2985{
3395 player *pl; 2986 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 2987 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 2988 pl->ob->change_luck (0);
3400} 2989}
3401
3402 2990
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 2991/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 2992 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 2993 * just treat this as any other spell casting object.
3406 */ 2994 */
3407
3408void 2995void
3409cast_dust (object *op, object *throw_ob, int dir) 2996cast_dust (object *op, object *throw_ob, int dir)
3410{ 2997{
3411 object *skop, *spob; 2998 object *skop, *spob;
3412 2999
3446 if (op->type == PLAYER) 3033 if (op->type == PLAYER)
3447 { 3034 {
3448 op->contr->tmp_invis = 0; 3035 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3036 op->contr->invis_race = 0;
3450 } 3037 }
3038
3451 update_object (op, UP_OBJ_FACE); 3039 update_object (op, UP_OBJ_CHANGE);
3452} 3040}
3453 3041
3454int 3042int
3455is_true_undead (object *op) 3043is_true_undead (object *op)
3456{ 3044{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3046 return 1;
3461 3047
3462 if (op->type == PLAYER)
3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3467 return 0; 3048 return 0;
3468} 3049}
3469 3050
3470/* look at the surrounding terrain to determine 3051/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3052 * the hideability of this object. Positive levels
3513/* For Hidden creatures - a chance of becoming 'unhidden' 3094/* For Hidden creatures - a chance of becoming 'unhidden'
3514 * every time they move - as we subtract off 'invisibility' 3095 * every time they move - as we subtract off 'invisibility'
3515 * AND, for players, if they move into a ridiculously unhideable 3096 * AND, for players, if they move into a ridiculously unhideable
3516 * spot (surrounded by clear terrain in broad daylight). -b.t. 3097 * spot (surrounded by clear terrain in broad daylight). -b.t.
3517 */ 3098 */
3518
3519void 3099void
3520do_hidden_move (object *op) 3100do_hidden_move (object *op)
3521{ 3101{
3522 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3523 object *skop; 3103 object *skop;
3527 3107
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3108 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3109
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3110 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3111 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3112 if (!skop || num >= skop->level)
3534 { 3113 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3114 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3115 make_visible (op);
3537 return; 3116 return;
3538 } 3117 }
3539 else 3118 else
3540 num += 20; 3119 num += 20;
3541 } 3120
3542 num += op->map->difficulty; 3121 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3122 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3123 num -= hide;
3124
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3125 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3126 {
3547 make_visible (op); 3127 make_visible (op);
3548 if (op->type == PLAYER) 3128 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3129 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3130 }
3551 else if (op->type == PLAYER && skop) 3131 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3132 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3133}
3556 3134
3557/* determine if who is standing near a hostile creature. */ 3135/* determine if who is standing near a hostile creature. */
3558 3136
3559int 3137int
3586 if (mflags & P_OUT_OF_MAP) 3164 if (mflags & P_OUT_OF_MAP)
3587 continue; 3165 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3166 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3167 continue;
3590 3168
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3169 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3170 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3171 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3172 return 1;
3595 else if (tmp->type == PLAYER) 3173 else if (tmp->type == PLAYER)
3596 { 3174 {
3626 if (pl->type != PLAYER) 3204 if (pl->type != PLAYER)
3627 { 3205 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3206 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3207 return -1;
3630 } 3208 }
3209
3631 if (!pl || !op) 3210 if (!pl || !op)
3632 return 0; 3211 return 0;
3633 3212
3634 if (op->head)
3635 {
3636 op = op->head; 3213 op = op->head_ ();
3637 } 3214
3638 get_rangevector (pl, op, &rv, 0x1); 3215 get_rangevector (pl, op, &rv, 0x1);
3639 3216
3640 /* starting with the 'head' part, lets loop 3217 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3218 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3219 * part that is in the los array but isnt on
3650 3227
3651 /* only the viewable area the player sees is updated by LOS 3228 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3229 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3230 * for any meaningful values.
3654 */ 3231 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3232 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3233 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3234 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3235 return 1;
3659 op = op->more; 3236 op = op->more;
3660 } 3237 }
3661 return 0; 3238 return 0;
3662} 3239}
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3336 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3337 int i = 0, j = 0;
3761 3338
3762 /* get the appropriate treasurelist */ 3339 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3340 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3341 trlist = treasurelist::find ("dragon_ability_fire");
3765 else if (atnr == ATNR_COLD) 3342 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3343 trlist = treasurelist::find ("dragon_ability_cold");
3767 else if (atnr == ATNR_ELECTRICITY) 3344 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3345 trlist = treasurelist::find ("dragon_ability_elec");
3769 else if (atnr == ATNR_POISON) 3346 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3347 trlist = treasurelist::find ("dragon_ability_poison");
3771 3348
3772 if (trlist == NULL || who->type != PLAYER) 3349 if (trlist == NULL || who->type != PLAYER)
3773 return; 3350 return;
3774 3351
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3353
3777 if (tr == NULL || tr->item == NULL) 3354 if (!tr || !tr->item)
3778 { 3355 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3356 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3357 return;
3781 } 3358 }
3782 3359
3848 { 3425 {
3849 /* forces in the treasurelist can alter the player's stats */ 3426 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3427 object *skin;
3851 3428
3852 /* first get the dragon skin force */ 3429 /* first get the dragon skin force */
3430 shstr_cmp dragon_skin_force ("dragon_skin_force");
3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3431 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3432 ;
3433
3854 if (skin == NULL) 3434 if (!skin)
3855 return; 3435 return;
3856 3436
3857 /* adding new spellpath attunements */ 3437 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3438 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3439 {
3904 * not readied. 3484 * not readied.
3905 */ 3485 */
3906void 3486void
3907player_unready_range_ob (player *pl, object *ob) 3487player_unready_range_ob (player *pl, object *ob)
3908{ 3488{
3909 rangetype i; 3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3910 3491
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3492 if (pl->combat_ob == ob)
3912 { 3493 pl->combat_ob = 0;
3494
3913 if (pl->ranges[i] == ob) 3495 if (pl->ranged_ob == ob)
3914 { 3496 pl->ranged_ob = 0;
3915 pl->ranges[i] = NULL;
3916 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none;
3919 }
3920 }
3921 }
3922} 3497}
3498
3499sint8
3500player::visibility_at (maptile *map, int x, int y) const
3501{
3502 if (!ns)
3503 return 0;
3504
3505 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3507 return 0;
3508
3509 x += dx - ns->current_x + ns->mapx / 2;
3510 y += dy - ns->current_y + ns->mapy / 2;
3511
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0;
3514
3515 return 100 - blocked_los [x][y];
3516}

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