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Comparing deliantra/server/server/player.C (file contents):
Revision 1.47 by root, Tue Dec 19 04:58:05 2006 UTC vs.
Revision 1.150 by root, Sun Jun 10 03:11:17 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#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 return; 49 return;
88 50
89 motd[0] = '\0'; 51 motd[0] = '\0';
90 size = 0; 52 size = 0;
91 53
92 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
93 { 55 {
94 if (*buf == '#') 56 if (*buf == '#')
95 continue; 57 continue;
96 58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 78 return;
117 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
120 82
121 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
122 { 84 {
123 if (*buf == '#') 85 if (*buf == '#')
124 continue; 86 continue;
125 87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
153 115
154 news[0] = '\0'; 116 news[0] = '\0';
155 subject[0] = '\0'; 117 subject[0] = '\0';
156 size = 0; 118 size = 0;
157 119
158 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
159 { 121 {
160 if (*buf == '#') 122 if (*buf == '#')
161 continue; 123 continue;
162 124
163 if (*buf == '%') 125 if (*buf == '%')
164 { /* send one news */ 126 { /* send one news */
165 if (size > 0) 127 if (size > 0)
166 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
167 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
168 strip_endline (subject); 131 strip_endline (subject);
169 size = 0; 132 size = 0;
170 news[0] = '\0'; 133 news[0] = '\0';
171 } 134 }
180 size += strlen (buf); 143 size += strlen (buf);
181 } 144 }
182 } 145 }
183 146
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 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);
186 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 150}
296 151
297/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
298static void 153static void
299set_first_map (object *op) 154set_first_map (object *op)
300{ 155{
301 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
302 op->x = -1; 157 op->x = -1;
303 op->y = -1; 158 op->y = -1;
304 enter_exit (op, 0);
305} 159}
306 160
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->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->object::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 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369}
370
371player::~player ()
372{
373 /* Clear item stack */
374 free (stack_items);
375}
376
307/* Tries to add player on the connection passwd in ns. 377/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 378 * All we can really get in this is some settings like host and display
309 * mode. 379 * mode.
310 */ 380 */
311 381player *
312int 382player::create ()
313add_player (client *ns)
314{ 383{
315 player *p = new player; 384 player *pl = new player;
316 385
317 p->socket = ns; 386 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 387
320 p->next = first_player; 388 pl->ob->roll_stats ();
321 first_player = p; 389 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */
322 391
323 p = get_player (p);
324
325 set_first_map (p->ob); 392 set_first_map (pl->ob);
326 393
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 394 return pl;
335} 395}
336 396
337/* 397/*
338 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
341 */ 401 */
342archetype * 402archetype *
343get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
344{ 404{
345 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
346 406
347 for (;;) 407 for (;;)
348 { 408 {
349 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
350 at = first_archetype; 410 i = archetypes.begin ();
351 else 411 else if (*i == at)
352 at = at->next; 412 cleanup ("not a single player archetype found");
353 413
354 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
355 return at; 415 return *i;
356
357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 416 }
363} 417}
364 418
365object * 419object *
366get_nearest_player (object *mon) 420get_nearest_player (object *mon)
367{ 421{
368 object *op = NULL; 422 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 423 objectlink *ol;
371 unsigned lastdist; 424 unsigned lastdist;
372 rv_vector rv; 425 rv_vector rv;
373 426
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 428 {
376 /* We should not find free objects on this friendly list, but it 429 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 436 object *tmp = ol->ob;
384 437
385 /* Can't do much more other than log the fact, because the object 438 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 439 * itself will have been cleared.
387 */ 440 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
389 ol = ol->next; 443 ol = ol->next;
390 remove_friendly_object (tmp); 444 remove_friendly_object (tmp);
391 if (!ol) 445 if (!ol)
392 return op; 446 return op;
393 } 447 }
406 { 460 {
407 op = ol->ob; 461 op = ol->ob;
408 lastdist = rv.distance; 462 lastdist = rv.distance;
409 } 463 }
410 } 464 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 465
412 { 466 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 467 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 468 if (lastdist > rv.distance)
417 { 469 {
418 op = pl->ob; 470 op = pl->ob;
419 lastdist = rv.distance; 471 lastdist = rv.distance;
420 } 472 }
421 } 473
422 }
423#if 0 474#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 475 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 476#endif
426 return op; 477 return op;
427} 478}
445 * circling behaviour. Unfortunately, this function is also used to determined 496 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 497 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 498 * is probably not a good thing.
448 */ 499 */
449#define MAX_SPACES 50 500#define MAX_SPACES 50
450
451 501
452/* 502/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 504 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 505 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 536 x = mon->x;
487 y = mon->y; 537 y = mon->y;
488 m = mon->map; 538 m = mon->map;
489 dir = rv.direction; 539 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 540 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 541 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
542
492 /* If we can't solve it within the search distance, return now. */ 543 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 544 if (diff > max)
494 return 0; 545 return 0;
546
495 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
496 { 548 {
497 lastx = x; 549 lastx = x;
498 lasty = y; 550 lasty = y;
499 lastmap = m; 551 lastmap = m;
581 max--; 633 max--;
582 lastdir = dir; 634 lastdir = dir;
583 if (!firstdir) 635 if (!firstdir)
584 firstdir = dir; 636 firstdir = dir;
585 } 637 }
638
586 if (diff <= 1) 639 if (diff <= 1)
587 { 640 {
588 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 642 * headed toward player for entire distance.
590 */ 643 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 646 }
647
594 if (diff > max) 648 if (diff > max)
595 return 0; 649 return 0;
596 } 650 }
651
597 /* If we reached the max, didn't find a direction in time */ 652 /* If we reached the max, didn't find a direction in time */
598 if (!max) 653 if (!max)
599 return 0; 654 return 0;
600 655
601 return firstdir; 656 return firstdir;
694 /* Need to set up the skill pointers */ 749 /* Need to set up the skill pointers */
695 link_player_skills (pl); 750 link_player_skills (pl);
696} 751}
697 752
698void 753void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 754get_party_password (object *op, partylist *party)
783{ 755{
784 if (party == NULL) 756 if (party == NULL)
785 { 757 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 758 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 759 return;
788 } 760 }
761
789 op->contr->write_buf[0] = '\0'; 762 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 765 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 766}
794
795 767
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 768/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 769static int
798roll_stat (void) 770roll_stat (void)
799{ 771{
800 int a[4], i, j, k; 772 int a[4], i, j, k;
801 773
802 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
804 776
805 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 778 if (a[i] < k)
807 k = a[i], j = i; 779 k = a[i], j = i;
808 780
809 for (i = 0, k = 0; i < 4; i++) 781 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 782 if (i != j)
812 k += a[i]; 783 k += a[i];
813 } 784
814 return k; 785 return k;
815} 786}
816 787
817void 788void
818roll_stats (object *op) 789object::roll_stats ()
819{ 790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
820 int sum = 0; 795 int sum = 0;
821 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
823 798
824 do 799 if (sum >= 82 && sum <= 116)
800 break;
825 { 801 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 802
837 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 805
846 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
847 do 807 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 808
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 809 stats.exp = 0;
882 op->stats.ac = 0; 810 stats.ac = 0;
883 811
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 812 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 813 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 814 stats.grace = stats.maxgrace;
815
816 if (contr)
817 {
818 contr->levhp[1] = 9;
819 contr->levsp[1] = 6;
820 contr->levgrace[1] = 3;
821
892 op->contr->orig_stats = op->stats; 822 contr->orig_stats = stats;
823 }
893} 824}
894 825
895void 826void
896Roll_Again (object *op) 827object::swap_stats (int a, int b)
897{ 828{
898 esrv_new_player (op->contr, 0); 829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 830
903void 831 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 832 stats.stat (i) = contr->orig_stats.stat (i);
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
905{ 858{
906 signed char tmp;
907 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
908 860
909 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 865}
1024 866
1025/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1029 * not the class. 871 * not the class.
1030 */ 872 */
1031 873void
1032int 874player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 875{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 878
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 880 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
1053 882
1054 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1056 885
1057 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1058 887
1059 if (op->msg) 888 if (ob->msg)
1060 op->msg = NULL; 889 ob->msg = 0;
1061 890
1062 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1063 * to save here. 892 * to save here.
1064 */ 893 */
894 {
895 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1067 899
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 900 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 903 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1076 fix_player (op); 905 ob->update_stats ();
1077 906
1078 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1079 * is one for this race 908 * is one for this race
1080 */ 909 */
1081 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1082 { 911 {
1083 object *tmp; 912 object *tmp;
1084 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1085 914
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1087 tmp = object::create (); 916 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1093 * default initial map */ 922 * default initial map */
1094 tmp->destroy (); 923 tmp->destroy ();
1095 } 924 }
1096 else 925 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
1098 928
1099 return 0; 929void
1100 } 930player::chargen_race_next ()
1101 931{
1102 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1104 */ 934 */
1105 935
1106 tmp_loop = 0; 936 do
1107 while (!tmp_loop)
1108 { 937 {
1109 shstr name = op->name; 938 shstr name = ob->name;
1110 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1111 940
1112 remove_statbonus (op); 941 ob->remove_statbonus ();
1113 op->remove (); 942 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 944 ob->arch->copy_to (ob);
1116 op->instantiate (); 945 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1119 op->x = x; 948 ob->x = x;
1120 op->y = y; 949 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
1124 add_statbonus (op); 953 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 954 }
955 while (!allowed_class (ob));
1127 956
1128 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 959 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 962 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 963}
1190 964
1191void 965void
1192flee_player (object *op) 966flee_player (object *op)
1193{ 967{
1223 { 997 {
1224 op->enemy = NULL; 998 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1000 return;
1227 } 1001 }
1002
1228 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1229 1004
1230 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1232 { 1007 {
1233 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1234 1009
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1011 return;
1238 }
1239 } 1012 }
1013
1240 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1016 op->enemy = NULL;
1243} 1017}
1244 1018
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 1019/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 1020 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 1021 * stop.
1249 */ 1022 */
1250int 1023int
1251check_pick (object *op) 1024check_pick (object *op)
1252{ 1025{
1253 object *tmp, *next; 1026 object *tmp, *next;
1254 int stop = 0; 1027 int stop = 0;
1255 int j, k, wvratio; 1028 int wvratio;
1256 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1257 1030
1258 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1260 return 1; 1033 return 1;
1261 1034
1329 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1105 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1110 }
1111
1366 /* philosophy: 1112 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1113 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1114 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1115 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1116 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1117 * example.
1372 * The drawback: right now it has no frontend, so you need to 1118 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1119 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1120 * convert to decimal and then 'pickup <#>
1559 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1561 { 1307 {
1562 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1563 { 1309 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1566 { 1312 {
1567 pick_up (op, tmp); 1313 pick_up (op, tmp);
1568 continue; 1314 continue;
1569 } 1315 }
1570 } 1316 }
1571 1317
1572 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1573 { 1319 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1575 { 1321 {
1576 pick_up (op, tmp); 1322 pick_up (op, tmp);
1577 continue; 1323 continue;
1578 } 1324 }
1579 } 1325 }
1604 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1605 { 1351 {
1606 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1607 } 1353 }
1608 else 1354 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1612#endif 1358#endif
1613 continue; 1359 continue;
1614 } 1360 }
1625 * found object is returned. 1371 * found object is returned.
1626 */ 1372 */
1627object * 1373object *
1628find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1629{ 1375{
1630 object *tmp = NULL; 1376 object *tmp = 0;
1631 1377
1632 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1636 return op; 1382 return op;
1383
1637 return tmp; 1384 return tmp;
1638} 1385}
1639 1386
1640/* 1387/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1389 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1390 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1391 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1392 */
1646
1647object * 1393object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1395{
1650 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1684 else 1430 else
1685 { 1431 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 { 1433 {
1688 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1691 { 1437 {
1692 tmp = arrow; 1438 tmp = arrow;
1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1694 } 1440 }
1695 } 1441 }
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 { 1443 {
1698 tmp = arrow; 1444 tmp = arrow;
1717 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1464 * op = the shooter
1719 * type = bow->race 1465 * type = bow->race
1720 * dir = fire direction 1466 * dir = fire direction
1721 */ 1467 */
1722
1723object * 1468object *
1724pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1725{ 1470{
1726 object *tmp = NULL; 1471 object *tmp = NULL;
1727 maptile *m; 1472 maptile *m;
1792 */ 1537 */
1793int 1538int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1539fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1540{
1796 object *left, *bow; 1541 object *left, *bow;
1797 int bowspeed, mflags; 1542 int mflags;
1798 maptile *m; 1543 maptile *m;
1799 1544
1800 if (!dir) 1545 if (!dir)
1801 { 1546 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1547 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1548 return 0;
1804 } 1549 }
1805 if (op->type == PLAYER) 1550
1806 bow = op->contr->ranges[range_bow]; 1551 if (op->contr)
1552 bow = op->current_weapon;
1807 else 1553 else
1808 { 1554 {
1809 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1810 /* Don't check for applied - monsters don't apply bows - in that way, they 1556 /* Don't check for applied - monsters don't apply bows - in that way, they
1811 * don't need to switch back and forth between bows and weapons. 1557 * don't need to switch back and forth between bows and weapons.
1816 if (!bow) 1562 if (!bow)
1817 { 1563 {
1818 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1819 return 0; 1565 return 0;
1820 } 1566 }
1567
1568 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below)
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1821 } 1575 }
1576
1822 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1823 { 1578 {
1824 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1825 return 0; 1580 return 0;
1826 } 1581 }
1827
1828 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1829
1830 /* penalize ROF for bestarrow */
1831 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1832 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1833 if (bowspeed < 1)
1834 bowspeed = 1;
1835 1582
1836 if (arrow == NULL) 1583 if (arrow == NULL)
1837 { 1584 {
1838 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1839 { 1586 {
1840 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1841 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1842 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1589 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1843 else 1590 else
1844 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1845 return 0; 1593 return 0;
1846 } 1594 }
1847 } 1595 }
1596
1848 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1849 if (mflags & P_OUT_OF_MAP) 1598 if (mflags & P_OUT_OF_MAP)
1850 {
1851 return 0; 1599 return 0;
1852 } 1600
1853 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1601 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1854 { 1602 {
1855 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1603 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1856 return 0; 1604 return 0;
1857 } 1605 }
1863 return 0; 1611 return 0;
1864 } 1612 }
1865 1613
1866 left = arrow; /* these are arrows left to the player */ 1614 left = arrow; /* these are arrows left to the player */
1867 arrow = get_split_ob (arrow, 1); 1615 arrow = get_split_ob (arrow, 1);
1868 if (arrow == NULL) 1616 if (!arrow)
1869 { 1617 {
1870 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1618 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1871 return 0; 1619 return 0;
1872 } 1620 }
1621
1873 arrow->set_owner (op); 1622 arrow->set_owner (op);
1874 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1875
1876 arrow->direction = dir; 1624 arrow->direction = dir;
1877 arrow->x = sx; 1625
1878 arrow->y = sy; 1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype;
1629
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632
1633#if 0
1634 if (player *pl = op->contr)
1635 {
1636 float speed = pl->weapon_sp;
1637
1638 /* penalize ROF for bestarrow */
1639 if (pl->bowtype == bow_bestarrow)
1640 speed *= .9f;
1641 else
1642 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1643
1644 op->speed_left += speed - op->speed;
1645 }
1646#endif
1647
1648 SET_ANIMATION (arrow, arrow->direction);
1649
1650 /* update the speed */
1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1652 + bow->stats.dam / 7.f;
1653
1654 arrow->set_speed (max (arrow->speed, 2.f));
1655 arrow->speed_left = 0;
1656
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1879 1658
1880 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1881 { 1660 {
1882 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1883 fix_player (op);
1884 }
1885
1886 SET_ANIMATION (arrow, arrow->direction);
1887 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1888 arrow->stats.hp = arrow->stats.dam;
1889 arrow->stats.grace = arrow->attacktype;
1890 if (arrow->slaying != NULL)
1891 arrow->spellarg = strdup (arrow->slaying);
1892
1893 /* Note that this was different for monsters - they got their level
1894 * added to the damage. I think the strength bonus is more proper.
1895 */
1896
1897 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1898
1899 /* update the speed */
1900 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1901 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1902
1903 if (arrow->speed < 1.0)
1904 arrow->speed = 1.0;
1905 update_ob_speed (arrow);
1906 arrow->speed_left = 0;
1907
1908 if (op->type == PLAYER)
1909 {
1910 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1911 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1912 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1913
1914 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1662 wc -= dex_bonus[op->stats.Dex];
1663
1664 if (!arrow->slaying)
1665 arrow->slaying = op->slaying;
1666
1667 arrow->attacktype |= op->attacktype;
1915 } 1668 }
1916 else 1669 else
1917 { 1670 {
1918 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1919 arrow->level = op->level; 1671 arrow->level = op->level;
1920 } 1672 arrow->stats.wc -= bow->magic;
1921 1673
1922 if (arrow->attacktype == AT_PHYSICAL) 1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1923 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1924 1679
1925 if (bow->slaying != NULL) 1680 wc -= arrow->level;
1926 arrow->slaying = bow->slaying; 1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1927 1682
1928 arrow->map = m; 1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1929 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1930 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1931 1686
1932 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1933 insert_ob_in_map (arrow, m, op, 0); 1688 m->insert (arrow, sx, sy, op);
1934 1689
1935 if (!arrow->destroyed ()) 1690 if (!arrow->destroyed ())
1936 move_arrow (arrow); 1691 move_arrow (arrow);
1937 1692
1938 if (op->type == PLAYER) 1693 if (op->type == PLAYER)
1958{ 1713{
1959 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
1960 1715
1961 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
1962 { 1717 {
1963 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1964 } 1719 }
1965 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1966 { 1721 {
1967 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1968 wcmod = -1; 1723 wcmod = -1;
1724
1969 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1970 } 1726 }
1971 else if (op->contr->bowtype == bow_threewide) 1727 else if (op->contr->bowtype == bow_threewide)
1972 { 1728 {
1973 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1977 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
1978 { 1734 {
1979 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1981 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1982
1983 } 1738 }
1984 else 1739 else
1985 { 1740 {
1986 /* Simple case */ 1741 /* Simple case */
1987 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1988 } 1743 }
1744
1989 return ret; 1745 return ret;
1990} 1746}
1991
1992 1747
1993/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1994 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1995 */ 1750 */
1996void 1751void
1997fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
1998{ 1753{
1999 object *item; 1754 object *item = op->contr->ranged_ob;
2000 1755
2001 if (!op->contr->ranges[range_misc]) 1756 if (!item)
2002 { 1757 {
2003 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2004 return; 1759 return;
2005 } 1760 }
2006 1761
2007 item = op->contr->ranges[range_misc];
2008 if (!item->inv) 1762 if (!item->inv)
2009 { 1763 {
2010 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2011 return; 1765 return;
2012 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
2013 if (item->type == WAND) 1771 if (item->type == WAND)
2014 { 1772 {
2015 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
2016 { 1774 {
2017 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2018 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777
2019 return; 1778 return;
2020 } 1779 }
2021 } 1780 }
2022 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
2023 { 1782 {
2024 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2025 { 1784 {
2026 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
2027 if (item->type == ROD) 1787 if (item->type == ROD)
2028 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2029 else 1789 else
2030 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791
2031 return; 1792 return;
2032 } 1793 }
2033 } 1794 }
2034 1795
2035 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
2042 object *tmp; 1803 object *tmp;
2043 1804
2044 if (item->arch) 1805 if (item->arch)
2045 { 1806 {
2046 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2047 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
2048 item->speed = 0; 1809 item->set_speed (0);
2049 update_ob_speed (item);
2050 } 1810 }
1811
2051 if ((tmp = is_player_inv (item))) 1812 if ((tmp = item->in_player ()))
2052 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2053 } 1814 }
2054 } 1815 }
2055 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2056 {
2057 drain_rod_charge (item); 1817 drain_rod_charge (item);
2058 }
2059 } 1818 }
2060} 1819}
2061 1820
2062/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2063 */ 1822 */
2064void 1823bool
2065fire (object *op, int dir) 1824fire (object *op, int dir)
2066{ 1825{
2067 int spellcost = 0; 1826 int spellcost = 0;
2068 1827
2069 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
2070 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
2071 make_visible (op); 1830 make_visible (op);
2072 1831
2073 switch (op->contr->shoottype) 1832 player *pl = op->contr;
1833
1834 if (pl->golem)
1835 {
1836 control_golem (op->contr->golem, dir);
1837 return false;
2074 { 1838 }
2075 case range_none:
2076 return;
2077 1839
2078 case range_bow: 1840 object *ob = pl->ranged_ob;
1841
1842 if (!ob)
1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false;
1847
1848 if (op->speed_left > 0.f)
1849 --op->speed_left;
1850 else
1851 return false;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
2079 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
2080 return; 1857 break;
2081 1858
2082 case range_magic: /* Casting spells */ 1859 case SPELL:
2083 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2084 return; 1861 break;
2085 1862
2086 case range_misc: 1863 case BUILDER:
1864 apply_map_builder (op, dir);
1865 break;
1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1870
1871 default:
2087 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
2088 return; 1873 break;
2089
2090 case range_golem: /* Control summoned monsters from scrolls */
2091 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2092 {
2093 op->contr->ranges[range_golem] = 0;
2094 op->contr->shoottype = range_none;
2095 }
2096 else
2097 control_golem (op->contr->ranges[range_golem], dir);
2098 return;
2099
2100 case range_skill:
2101 if (!op->chosen_skill)
2102 {
2103 if (op->type == PLAYER)
2104 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2105 return;
2106 }
2107 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2108 return;
2109 case range_builder:
2110 apply_map_builder (op, dir);
2111 return;
2112 default:
2113 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2114 return;
2115 } 1874 }
2116}
2117 1875
2118 1876 return true;
1877}
2119 1878
2120/* find_key 1879/* find_key
2121 * We try to find a key for the door as passed. If we find a key 1880 * We try to find a key for the door as passed. If we find a key
2122 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
2123 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
2125 * pl is the player, 1884 * pl is the player,
2126 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
2127 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
2128 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
2129 */ 1888 */
2130
2131object * 1889object *
2132find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
2133{ 1891{
2134 object *tmp, *key; 1892 object *tmp, *key;
2135 1893
2136 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
2137 if (container->inv == NULL) 1895 if (!container->inv)
2138 return NULL; 1896 return 0;
2139 1897
2140 /* First, lets try to find a key in the top level inventory */ 1898 /* First, lets try to find a key in the top level inventory */
2141 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
2142 { 1900 {
2143 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
2144 break; 1902 break;
2145 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
2146 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
2147 */ 1905 */
2148 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2149 break; 1907 break;
2150 } 1908 }
1909
2151 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
2152 /* If we find and use a key in an inventory, return at that time. 1911 /* If we find and use a key in an inventory, return at that time.
2153 * otherwise, if we search all the inventories and still don't find 1912 * otherwise, if we search all the inventories and still don't find
2154 * a key, return 1913 * a key, return
2155 */ 1914 */
2156 if (!tmp) 1915 if (!tmp)
2157 { 1916 {
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1918 {
2160 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
2161 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
2162 { 1921 {
2163 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
2164 return key; 1923 return key;
2165 } 1924 }
2166 } 1925 }
1926
2167 if (!tmp) 1927 if (!tmp)
2168 return NULL; 1928 return NULL;
2169 } 1929 }
1930
2170 /* We get down here if we have found a key. Now if its in a container, 1931 /* We get down here if we have found a key. Now if its in a container,
2171 * see if we actually want to use it 1932 * see if we actually want to use it
2172 */ 1933 */
2173 if (pl != container) 1934 if (pl != container)
2174 { 1935 {
2195 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2196 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2197 return NULL; 1958 return NULL;
2198 } 1959 }
2199 } 1960 }
1961
2200 return tmp; 1962 return tmp;
2201} 1963}
2202 1964
2203/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
2204 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
2206 * 0 otherwise 1968 * 0 otherwise
2207 */ 1969 */
2208static int 1970static int
2209player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2210{ 1972{
2211
2212 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* If its a door, try to find a key. If we do destroy the door,
2213 * might as well return immediately as there is nothing more to do - 1974 * might as well return immediately as there is nothing more to do -
2214 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2215 */ 1976 */
2216 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2217 1978
2218 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
2219 if (key) 1980 if (key)
2220 { 1981 {
2221 object *container = key->env; 1982 object *container = key->env;
2222 1983
2223 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
2224 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2225 make_visible (op); 1987 make_visible (op);
1988
2226 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2227 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2228 if (door->type == DOOR) 1992 if (door->type == DOOR)
2229 {
2230 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2231 }
2232 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2233 { 1995 {
2234 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2235 remove_door2 (door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2236 } 1998 }
1999
2237 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2238 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2239 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2240 if (container != op) 2003 if (container != op)
2241 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2242 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2243 } 2007 }
2244 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2245 { 2009 {
2246 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2247 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2248 return 1; 2012 return 1;
2249 } 2013 }
2014
2250 return 0; 2015 return 0;
2251} 2016}
2252 2017
2253/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2254 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2255 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2256 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2257 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2258 */ 2023 */
2259 2024bool
2260void
2261move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2262{ 2026{
2263 object *tmp, *mon;
2264 sint16 nx, ny;
2265 int on_battleground; 2027 int on_battleground;
2266 maptile *m;
2267 2028
2268 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2269 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2270 2031
2271 on_battleground = op_on_battleground (op, NULL, NULL); 2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny))
2035 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2272 2042
2273 /* If braced, or can't move to the square, and it is not out of the 2043 /* If braced, or can't move to the square, and it is not out of the
2274 * map, attack it. Note order of if statement is important - don't 2044 * map, attack it. Note order of if statement is important - don't
2275 * want to be calling move_ob if braced, because move_ob will move the 2045 * want to be calling move_ob if braced, because move_ob will move the
2276 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2277 * move to some space, it then means that if we are braced, we should 2047 * move to some space, it then means that if we are braced, we should
2278 * do nothing at all. As it is, if we are braced, we go through 2048 * do nothing at all. As it is, if we are braced, we go through
2279 * quite a bit of processing. However, it probably is less than what 2049 * quite a bit of processing. However, it probably is less than what
2280 * move_ob uses. 2050 * move_ob uses.
2281 */ 2051 */
2282 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2052 maptile *m = op->map->xy_find (nx, ny);
2283 {
2284 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2285 {
2286 m = get_map_from_coord (op->map, &nx, &ny);
2287 if (!m)
2288 return; /* Don't think this should happen */
2289 }
2290 else
2291 m = op->map;
2292 2053
2293 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2294 {
2295 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2296 return;
2297 }
2298
2299 mon = NULL;
2300 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* Go through all the objects, and find ones of interest. Only stop if
2301 * we find a monster - that is something we know we want to attack. 2055 * we find a monster - that is something we know we want to attack.
2302 * if its a door or barrel (can roll) see if there may be monsters 2056 * if its a door or barrel (can roll) see if there may be monsters
2303 * on the space 2057 * on the space
2304 */ 2058 */
2305 while (tmp != NULL) 2059 object *mon;
2306 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2307 if (tmp == op) 2061 {
2308 { 2062 if ((mon->flag [FLAG_ALIVE]
2309 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2310 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2311 }
2312
2313 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2314 {
2315 mon = tmp; 2065 && mon != op)
2316 break; 2066 break;
2317 } 2067 }
2318 2068
2319 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2320 mon = tmp;
2321
2322 tmp = tmp->above;
2323 }
2324
2325 if (mon == NULL) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2326 return; /* into a wall */ 2070 return false; /* into a wall */
2327 2071
2328 if (mon->head != NULL)
2329 mon = mon->head; 2072 mon = mon->head_ ();
2330 2073
2331 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f)
2332 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2333 return; 2079 return true;
2080 }
2334 2081
2335 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2336 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2337 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2338 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2339 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2340 * and thus will not push them. 2087 * and thus will not push them.
2341 */ 2088 */
2342 2089
2343 /* If the creature is a pet, push it even if the player is not 2090 /* If the creature is a pet, push it even if the player is not
2344 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2345 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2346 */ 2093 */
2347 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2348#if COZY_SERVER
2349 &&
2350 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2351 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2352#else
2353 && mon->owner == op 2097 || mon->owner == op)
2354#endif
2355 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2356 { 2099 {
2357 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2358 if (op->contr->braced) 2101 if (op->contr->braced)
2359 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2360 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2361 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2362 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2363 make_visible (op); 2112 make_visible (op);
2113
2364 return; 2114 return true;
2365 } 2115 }
2116 else
2117 return false;
2118 }
2366 2119
2367 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2368 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2369 * someone, but put it inside this loop so that you won't 2122 * someone, but put it inside this loop so that you won't
2370 * attack them either. 2123 * attack them either.
2371 */ 2124 */
2372 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2373 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2374#ifdef PROHIBIT_PLAYERKILL 2127 && ((op->contr->peaceful
2375 (op->contr->peaceful 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2376 || (mon->type == PLAYER 2129 && !on_battleground))
2377 && mon->contr-> 2130 {
2378 peaceful)) && 2131 if (op->speed_left > 0.f)
2379#else
2380 op->contr->peaceful &&
2381#endif
2382 !on_battleground))
2383 { 2132 {
2133 --op->speed_left;
2134
2384 if (!op->contr->braced) 2135 if (!op->contr->braced)
2385 { 2136 {
2386 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2387 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2388 } 2139 }
2389 else 2140 else
2390 {
2391 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2392 } 2142
2393 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2394 make_visible (op); 2144 make_visible (op);
2395 }
2396 2145
2146 return true;
2147 }
2148 }
2397 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2398 * roll it if not braced. You can't roll it if you are braced. 2150 * roll it if not braced. You can't roll it if you are braced.
2399 */ 2151 */
2400 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 if (op->speed_left > 0.f)
2401 { 2155 {
2156 --op->speed_left;
2157
2402 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2403 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2404 make_visible (op); 2160 make_visible (op);
2405 }
2406 2161
2162 return true;
2163 }
2164 }
2407 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2408 * Way it works is like this: First, it must have some hit points 2166 * Way it works is like this: First, it must have some hit points
2409 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2410 * 1) Not a player, 2) A player, but of a different party. Note 2168 * 1) Not a player, 2) A player, but of a different party. Note
2411 * that party_number -1 is no party, so attacks can still happen. 2169 * that party_number -1 is no party, so attacks can still happen.
2412 */ 2170 */
2413
2414 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2415 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2416 { 2173 {
2417 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2418 /* If the player hasn't hit something this tick, and does
2419 * so, give them speed boost based on weapon speed. Doing
2420 * it here is better than process_players2, which basically
2421 * incurred a 1 tick offset.
2422 */
2423 if (!op->contr->has_hit)
2424 { 2175 {
2425 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2426 2177
2427 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2428 }
2429
2430 skill_attack (mon, op, 0, NULL, NULL); 2178 skill_attack (mon, op, 0, 0, 0);
2431 2179
2432 /* If attacking another player, that player gets automatic
2433 * hitback, and doesn't loose luck either.
2434 * Disable hitback on the battleground or if the target is
2435 * the wiz.
2436 */
2437 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2438 {
2439 short luck = mon->stats.luck;
2440
2441 mon->contr->has_hit = 1;
2442 skill_attack (op, mon, 0, NULL, NULL);
2443 mon->stats.luck = luck;
2444 }
2445 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2446 make_visible (op); 2181 make_visible (op);
2447 }
2448 } /* if player should attack something */
2449}
2450 2182
2451int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2452move_player (object *op, int dir) 2191move_player (object *op, int dir)
2453{ 2192{
2454 int pick; 2193 int pick;
2455 2194
2456 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2457 return 0; 2196 return 0;
2458 2197
2459 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2460 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2461 { 2200 {
2462 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2463 return 0; 2202 return 0;
2464 } 2203 }
2465 2204
2466 /* peterm: added following line */ 2205 /* peterm: added following line */
2467 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2468 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2469 2208
2470 op->facing = dir; 2209 op->facing = dir;
2471 2210
2472 if (op->hide) 2211 if (op->hide)
2473 do_hidden_move (op); 2212 do_hidden_move (op);
2474 2213
2214 bool retval;
2215
2475 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2476 /*nop */ ; 2217 retval = RESULT_INT (0);
2477 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2478 fire (op, dir); 2219 retval = fire (op, dir);
2479 else 2220 else
2480 { 2221 {
2481 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2482 pick = check_pick (op); 2223 pick = check_pick (op);
2483 } 2224 }
2484 2225
2485 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2486 * server can handle repeat firing. 2227 * server can handle repeat firing.
2487 */ 2228 */
2488 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2489 {
2490 op->direction = dir; 2230 op->direction = dir;
2491 }
2492 else 2231 else
2493 {
2494 op->direction = 0; 2232 op->direction = 0;
2495 } 2233
2496 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2497 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2498 * for players. 2236 * for players.
2499 */ 2237 */
2500 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2501 return 0; 2239
2240 return retval;
2502} 2241}
2503 2242
2504/* This is similar to handle_player, below, but is only used by the 2243/* This is similar to handle_player, below, but is only used by the
2505 * new client/server stuff. 2244 * new client/server stuff.
2506 * This is sort of special, in that the new client/server actually uses 2245 * This is sort of special, in that the new client/server actually uses
2507 * the new speed values for commands. 2246 * the new speed values for commands.
2508 * 2247 *
2509 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do. Should not do
2249 * many actions in a row, as that would be too unfair to other
2250 * players.
2510 */ 2251 */
2511int 2252bool
2512handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2513{ 2254{
2514 if (op->contr->hidden)
2515 {
2516 op->invisible = 1000;
2517 /* the socket code flashes the player visible/invisible
2518 * depending on the value of invisible, so we need to
2519 * alternate it here for it to work correctly.
2520 */
2521 if (pticks & 2)
2522 op->invisible--;
2523 }
2524 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2525 {
2526 op->invisible--;
2527 if (!op->invisible)
2528 {
2529 make_visible (op);
2530 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2531 }
2532 }
2533
2534 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2535 { 2256 {
2536 flee_player (op); 2257 if (op->speed_left > 0.f)
2537 /* If player is still scared, that is his action for this tick */
2538 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2258 {
2540 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2541 return 0; 2262 return true;
2542 } 2263 }
2264 else
2265 return false;
2543 } 2266 }
2544
2545 /* I've been seeing crashes where the golem has been destroyed, but
2546 * the player object still points to the defunct golem. The code that
2547 * destroys the golem looks correct, and it doesn't always happen, so
2548 * put this in a a workaround to clean up the golem pointer.
2549 */
2550 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2551 op->contr->ranges[range_golem] = 0;
2552 2267
2553 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2554 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2555 * called, so we recheck it here. 2270 * called, so we recheck it here.
2556 */ 2271 */
2557 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2272 if (op->contr->ns->handle_command ())
2558 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2559 ;
2560
2561 if (op->speed_left < 0)
2562 return 0; 2273 return true;
2563 2274
2564 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2565 {
2566 /* All move commands take 1 tick, at least for now */
2567 op->speed_left--;
2568
2569 /* Instead of all the stuff below, let move_player take care
2570 * of it. Also, some of the skill stuff is only put in
2571 * there, as well as the confusion stuff.
2572 */
2573 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2574 if (op->speed_left > 0)
2575 return 1;
2576 else
2577 return 0;
2578 }
2579 2277
2580 return 0; 2278 return false;
2581} 2279}
2582 2280
2583int 2281int
2584save_life (object *op) 2282save_life (object *op)
2585{ 2283{
2602 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2603 2301
2604 if (op->stats.food < 0) 2302 if (op->stats.food < 0)
2605 op->stats.food = 999; 2303 op->stats.food = 999;
2606 2304
2607 fix_player (op); 2305 op->update_stats ();
2608 return 1; 2306 return 1;
2609 } 2307 }
2610 2308
2611 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2612 CLEAR_FLAG (op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2620 * from. 2318 * from.
2621 */ 2319 */
2622void 2320void
2623remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2624{ 2322{
2625 object *next;
2626
2627 while (op) 2323 while (op)
2628 { 2324 {
2629 next = op->below; /* Make sure we have a good value, in case 2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2630 * we remove object 'op' 2326
2631 */
2632 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2633 { 2328 {
2634 op->remove ();
2635 op->x = env->x;
2636 op->y = env->y;
2637 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2638 esrv_del_item (env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2639 insert_ob_in_map (op, env->map, NULL, 0); 2331
2332 op->insert_at (env);
2640 } 2333 }
2641 else if (op->inv) 2334 else if (op->inv)
2642 remove_unpaid_objects (op->inv, env); 2335 remove_unpaid_objects (op->inv, env);
2643 2336
2644 op = next; 2337 op = next;
2645 } 2338 }
2646} 2339}
2647
2648 2340
2649/* 2341/*
2650 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2651 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2652 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2686 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2687 strcat (buf2, buf); 2379 strcat (buf2, buf);
2688 2380
2689 return buf2; 2381 return buf2;
2690} 2382}
2691
2692
2693 2383
2694void 2384void
2695do_some_living (object *op) 2385do_some_living (object *op)
2696{ 2386{
2697 int last_food = op->stats.food; 2387 int last_food = op->stats.food;
2703 int rate_grace = 2000; 2393 int rate_grace = 2000;
2704 const int max_hp = 1; 2394 const int max_hp = 1;
2705 const int max_sp = 1; 2395 const int max_sp = 1;
2706 const int max_grace = 1; 2396 const int max_grace = 1;
2707 2397
2708 if (op->contr->outputs_sync) 2398 if (op->contr->hidden)
2709 {
2710 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2711 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2712 flush_output_element (op, &op->contr->outputs[i]);
2713 } 2399 {
2400 op->invisible = 1000;
2401 /* the socket code flashes the player visible/invisible
2402 * depending on the value of invisible, so we need to
2403 * alternate it here for it to work correctly.
2404 */
2405 if (pticks & 2)
2406 op->invisible--;
2407 }
2408 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2409 {
2410 if (!op->invisible--)
2411 {
2412 make_visible (op);
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2414 }
2415 }
2714 2416
2715 if (op->contr->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2716 { 2418 {
2717
2718 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2719 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2720 if (op->contr->gen_hp >= 0) 2421 if (op->contr->gen_hp >= 0)
2721 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2722 else 2423 else
2723 { 2424 {
2724 gen_hp = op->stats.maxhp; 2425 gen_hp = op->stats.maxhp;
2725 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2726 } 2427 }
2428
2727 if (op->contr->gen_sp >= 0) 2429 if (op->contr->gen_sp >= 0)
2728 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2729 else 2431 else
2730 { 2432 {
2731 gen_sp = op->stats.maxsp; 2433 gen_sp = op->stats.maxsp;
2732 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2733 } 2435 }
2436
2734 if (op->contr->gen_grace >= 0) 2437 if (op->contr->gen_grace >= 0)
2735 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2736 else 2439 else
2737 { 2440 {
2738 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2739 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2740 } 2443 }
2741 2444
2742 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2743 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2744 { 2447 {
2745 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2448 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2746 if (op->stats.sp < op->stats.maxsp) 2449 if (op->stats.sp < op->stats.maxsp)
2747 { 2450 {
2748 op->stats.sp++; 2451 op->stats.sp++;
2754 op->stats.food += op->contr->digestion; 2457 op->stats.food += op->contr->digestion;
2755 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2756 op->stats.food = last_food; 2459 op->stats.food = last_food;
2757 } 2460 }
2758 } 2461 }
2462
2759 if (max_sp > 1) 2463 if (max_sp > 1)
2760 { 2464 {
2761 over_sp = (gen_sp + 10) / rate_sp; 2465 over_sp = (gen_sp + 10) / rate_sp;
2762 if (over_sp > 0) 2466 if (over_sp > 0)
2763 { 2467 {
2764 if (op->stats.sp < op->stats.maxsp) 2468 if (op->stats.sp < op->stats.maxsp)
2765 { 2469 {
2766 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2767 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2768 op->stats.sp--; 2473 op->stats.sp--;
2474
2769 if (op->stats.sp > op->stats.maxsp) 2475 if (op->stats.sp > op->stats.maxsp)
2770 op->stats.sp = op->stats.maxsp; 2476 op->stats.sp = op->stats.maxsp;
2771 } 2477 }
2772 op->last_sp = 0; 2478 op->last_sp = 0;
2773 } 2479 }
2774 else 2480 else
2775 {
2776 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2777 }
2778 } 2482 }
2779 else 2483 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 } 2485 }
2784 2486
2785 /* Regenerate Grace */ 2487 /* Regenerate Grace */
2786 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2787 if (--op->last_grace < 0) 2489 if (--op->last_grace < 0)
2788 { 2490 {
2789 if (op->stats.grace < op->stats.maxgrace / 2) 2491 if (op->stats.grace < op->stats.maxgrace / 2)
2790 op->stats.grace++; /* no penalty in food for regaining grace */ 2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2791 if (max_grace > 1) 2494 if (max_grace > 1)
2792 { 2495 {
2793 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2794 if (over_grace > 0) 2497 if (over_grace > 0)
2795 { 2498 {
2823 op->stats.food += op->contr->digestion; 2526 op->stats.food += op->contr->digestion;
2824 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2825 op->stats.food = last_food; 2528 op->stats.food = last_food;
2826 } 2529 }
2827 } 2530 }
2531
2828 if (max_hp > 1) 2532 if (max_hp > 1)
2829 { 2533 {
2830 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2831 if (over_hp > 0) 2535 if (over_hp > 0)
2832 { 2536 {
2845 } 2549 }
2846 2550
2847 /* Digestion */ 2551 /* Digestion */
2848 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2849 { 2553 {
2850#ifdef COZY_SERVER
2851 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2852 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2853#else
2854 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2855#endif
2856 2555
2857 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2858 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2859 else 2558 else
2860 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2861 /* dms do not consume food */ 2561 /* dms do not consume food */
2862 if (!QUERY_FLAG (op, FLAG_WIZ)) 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2863 op->stats.food--; 2563 op->stats.food--;
2864 } 2564 }
2865 }
2866 2565
2867 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2868 { 2567 {
2869 object *tmp, *flesh = NULL; 2568 object *tmp, *flesh = 0;
2870 2569
2871 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2872 {
2873 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2874 { 2571 {
2875 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2876 { 2573 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2877 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2878 manual_apply (op, tmp, 0); 2577 manual_apply (op, tmp, 0);
2879 if (op->stats.food >= 0 || op->stats.hp < 0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2880 break; 2579 break;
2881 } 2580 }
2882 else if (tmp->type == FLESH) 2581 else if (tmp->type == FLESH)
2883 flesh = tmp; 2582 flesh = tmp;
2884 } /* End if paid for object */ 2583 } /* End if paid for object */
2885 } /* end of for loop */ 2584 } /* end of for loop */
2585
2886 /* If player is still starving, it means they don't have any food, so 2586 /* If player is still starving, it means they don't have any food, so
2887 * eat flesh instead. 2587 * eat flesh instead.
2888 */ 2588 */
2889 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2890 { 2590 {
2891 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2892 manual_apply (op, flesh, 0); 2592 manual_apply (op, flesh, 0);
2893 } 2593 }
2894 } /* end if player is starving */ 2594 }
2895 2595
2896 while (op->stats.food < 0 && op->stats.hp > 0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2897 op->stats.food++, op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2898 2598
2899 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2900 kill_player (op); 2600 kill_player (op);
2601 }
2901} 2602}
2902
2903
2904 2603
2905/* If the player should die (lack of hp, food, etc), we call this. 2604/* If the player should die (lack of hp, food, etc), we call this.
2906 * op is the player in jeopardy. If the player can not be saved (not 2605 * op is the player in jeopardy. If the player can not be saved (not
2907 * permadeath, no lifesave), this will take care of removing the player 2606 * permadeath, no lifesave), this will take care of removing the player
2908 * file. 2607 * file.
2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2940 2639
2941 /* restore player */ 2640 /* restore player */
2942 at = archetype::find ("poisoning"); 2641 at = archetype::find ("poisoning");
2943 tmp = present_arch_in_ob (at, op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2944 if (tmp)
2945 { 2643 {
2946 tmp->destroy (); 2644 tmp->destroy ();
2947 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2948 } 2646 }
2949 2647
2950 at = archetype::find ("confusion"); 2648 at = archetype::find ("confusion");
2951 tmp = present_arch_in_ob (at, op); 2649 if (object *tmp = present_arch_in_ob (at, op))
2952 if (tmp)
2953 { 2650 {
2954 tmp->destroy (); 2651 tmp->destroy ();
2955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2956 } 2653 }
2957 2654
2959 op->stats.hp = op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
2960 if (op->stats.food <= 0) 2657 if (op->stats.food <= 0)
2961 op->stats.food = 999; 2658 op->stats.food = 999;
2962 2659
2963 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
2964 tmp = arch_to_object (archetype::find ("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
2965 if (tmp != NULL)
2966 { 2662 {
2967 sprintf (buf, "%s's finger", &op->name); 2663 sprintf (buf, "%s's finger", &op->name);
2968 tmp->name = buf; 2664 tmp->name = buf;
2969 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2970 " the %s, when he was defeated at\n level %d by %s.\n", 2666 " the %s, when he was defeated at\n level %d by %s.\n",
2971 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2972 tmp->msg = buf; 2668 tmp->msg = buf;
2973 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
2974 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
2975 tmp->x = op->x, tmp->y = op->y; 2671 tmp->insert_at (op, tmp);
2976 insert_ob_in_map (tmp, op->map, op, 0);
2977 } 2672 }
2978 2673
2979 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
2980 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2981 op->contr->braced = 0; 2676 op->contr->braced = 0;
2986 2681
2987 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2988 2683
2989 if (op->stats.food < 0) 2684 if (op->stats.food < 0)
2990 { 2685 {
2991 if (op->contr->explore)
2992 {
2993 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2994 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2995 op->stats.food = 999;
2996 return;
2997 }
2998 sprintf (buf, "%s starved to death.", &op->name); 2686 sprintf (buf, "%s starved to death.", &op->name);
2999 strcpy (op->contr->killer, "starvation"); 2687 strcpy (op->contr->killer, "starvation");
3000 } 2688 }
3001 else 2689 else
3002 {
3003 if (op->contr->explore)
3004 {
3005 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3006 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3007 op->stats.hp = op->stats.maxhp;
3008 return;
3009 }
3010 sprintf (buf, "%s died.", &op->name); 2690 sprintf (buf, "%s died.", &op->name);
3011 } 2691
3012 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3013 2693
3014 /* save the map location for corpse, gravestone */ 2694 /* save the map location for corpse, gravestone */
3015 x = op->x; 2695 x = op->x;
3016 y = op->y; 2696 y = op->y;
3017 map = op->map; 2697 map = op->map;
3018 2698
3019
3020 if (settings.not_permadeth == TRUE)
3021 {
3022 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
3023 * life if they are dead - it takes some exp and a random stat. 2700 * life if they are dead - it takes some exp and a random stat.
3024 * See the config.h file for a little more in depth detail about this. 2701 * See the config.h file for a little more in depth detail about this.
3025 */ 2702 */
3026 2703
3027 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
3028 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
3029 * of death. 2706 * of death.
3030 */ 2707 */
3031#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
3032 if (settings.balanced_stat_loss) 2709 if (settings.balanced_stat_loss)
3033 { 2710 {
3034 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
3035 /* Lower level chars don't lose as many stats because they suffer 2712 /* Lower level chars don't lose as many stats because they suffer
3036 more if they do. */ 2713 more if they do. */
3037 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
3038 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
3039 little bit harder. */ 2716 little bit harder. */
3040 /* GD */ 2717 /* GD */
3041 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
3042 num_stats_lose = 1; 2719 num_stats_lose = 1;
3043 else
3044 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3045 }
3046 else 2720 else
3047 { 2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722 }
2723 else
3048 num_stats_lose = 1; 2724 num_stats_lose = 1;
3049 } 2725
3050 lost_a_stat = 0; 2726 lost_a_stat = 0;
3051 2727
3052 for (z = 0; z < num_stats_lose; z++) 2728 for (z = 0; z < num_stats_lose; z++)
3053 { 2729 {
3054 i = RANDOM () % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
3055 2731
3056 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
2733 {
2734 /* Pick a random stat and take a point off it. Tell the player
2735 * what he lost.
2736 */
2737 change_attr_value (&(op->stats), i, -1);
2738 check_stat_bounds (&(op->stats));
2739 change_attr_value (&(op->contr->orig_stats), i, -1);
2740 check_stat_bounds (&(op->contr->orig_stats));
2741 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2742 lost_a_stat = 1;
2743 }
2744 else
2745 {
2746 /* deplete a stat */
2747 archetype *deparch = archetype::find ("depletion");
2748 object *dep;
2749
2750 dep = present_arch_in_ob (deparch, op);
2751 if (!dep)
3057 { 2752 {
3058 /* Pick a random stat and take a point off it. Tell the player 2753 dep = arch_to_object (deparch);
3059 * what he lost. 2754 insert_ob_in_ob (dep, op);
3060 */
3061 change_attr_value (&(op->stats), i, -1);
3062 check_stat_bounds (&(op->stats));
3063 change_attr_value (&(op->contr->orig_stats), i, -1);
3064 check_stat_bounds (&(op->contr->orig_stats));
3065 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3066 lost_a_stat = 1;
3067 } 2755 }
3068 else 2756 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss)
3069 { 2758 {
3070 /* deplete a stat */ 2759 /* GD */
3071 archetype *deparch = archetype::find ("depletion"); 2760 /* Get the stat that we're about to deplete. */
3072 object *dep; 2761 this_stat = get_attr_value (&(dep->stats), i);
3073 2762 if (this_stat < 0)
3074 dep = present_arch_in_ob (deparch, op);
3075 if (!dep)
3076 { 2763 {
3077 dep = arch_to_object (deparch); 2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 insert_ob_in_ob (dep, op); 2765 int keep_chance = this_stat * this_stat;
3079 } 2766
3080 lose_this_stat = 1; 2767 /* Yes, I am paranoid. Sue me. */
3081 if (settings.balanced_stat_loss)
3082 {
3083 /* GD */
3084 /* Get the stat that we're about to deplete. */
3085 this_stat = get_attr_value (&(dep->stats), i);
3086 if (this_stat < 0) 2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 { 2773 {
3088 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3089 int keep_chance = this_stat * this_stat;
3090
3091 /* Yes, I am paranoid. Sue me. */
3092 if (keep_chance < 1)
3093 keep_chance = 1;
3094
3095 /* There is a maximum depletion total per level. */
3096 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 {
3098 lose_this_stat = 0; 2774 lose_this_stat = 0;
3099 /* Take loss chance vs keep chance to see if we 2775 /* Take loss chance vs keep chance to see if we
3100 retain the stat. */ 2776 retain the stat. */
3101 }
3102 else
3103 {
3104 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3105 lose_this_stat = 0;
3106 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3107 this_stat, keep_chance, loss_chance,
3108 lose_this_stat?"LOSE":"KEEP"); */
3109 }
3110 } 2777 }
3111 }
3112
3113 if (lose_this_stat)
3114 {
3115 this_stat = get_attr_value (&(dep->stats), i);
3116 /* We could try to do something clever like find another
3117 * stat to reduce if this fails. But chances are, if
3118 * stats have been depleted to -50, all are pretty low
3119 * and should be roughly the same, so it shouldn't make a
3120 * difference.
3121 */ 2778 else
3122 if (this_stat >= -50)
3123 { 2779 {
3124 change_attr_value (&(dep->stats), i, -1); 2780 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3125 SET_FLAG (dep, FLAG_APPLIED);
3126 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3127 fix_player (op);
3128 lost_a_stat = 1; 2781 lose_this_stat = 0;
2782 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2783 this_stat, keep_chance, loss_chance,
2784 lose_this_stat?"LOSE":"KEEP"); */
3129 } 2785 }
3130 } 2786 }
3131 } 2787 }
2788
2789 if (lose_this_stat)
2790 {
2791 this_stat = get_attr_value (&(dep->stats), i);
2792 /* We could try to do something clever like find another
2793 * stat to reduce if this fails. But chances are, if
2794 * stats have been depleted to -50, all are pretty low
2795 * and should be roughly the same, so it shouldn't make a
2796 * difference.
2797 */
2798 if (this_stat >= -50)
2799 {
2800 change_attr_value (&(dep->stats), i, -1);
2801 SET_FLAG (dep, FLAG_APPLIED);
2802 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2803 op->update_stats ();
2804 lost_a_stat = 1;
2805 }
3132 } 2806 }
2807 }
2808 }
3133 /* If no stat lost, tell the player. */ 2809 /* If no stat lost, tell the player. */
3134 if (!lost_a_stat) 2810 if (!lost_a_stat)
3135 { 2811 {
3136 /* determine_god() seems to not work sometimes... why is this? 2812 /* determine_god() seems to not work sometimes... why is this?
3137 Should I be using something else? GD */ 2813 Should I be using something else? GD */
3138 const char *god = determine_god (op); 2814 const char *god = determine_god (op);
3139 2815
3140 if (god && (strcmp (god, "none"))) 2816 if (god && (strcmp (god, "none")))
3141 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2817 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3142 else 2818 else
3143 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3144 } 2820 }
3145#else 2821#else
3146 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3147#endif 2823#endif
3148 2824
3149 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
3150 * exp loss on the stone. 2826 * exp loss on the stone.
3151 */ 2827 */
3152 tmp = arch_to_object (archetype::find ("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
3153 sprintf (buf, "%s's gravestone", &op->name); 2829 sprintf (buf, "%s's gravestone", &op->name);
3154 tmp->name = buf; 2830 tmp->name = buf;
3155 sprintf (buf, "%s's gravestones", &op->name); 2831 sprintf (buf, "%s's gravestones", &op->name);
3156 tmp->name_pl = buf; 2832 tmp->name_pl = buf;
3157 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); 2833 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);
3158 tmp->msg = buf; 2834 tmp->msg = buf;
3159 tmp->x = op->x, tmp->y = op->y; 2835 tmp->x = op->x, tmp->y = op->y;
3160 insert_ob_in_map (tmp, op->map, NULL, 0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
3161 2837
3162 /**************************************/ 2838 /**************************************/
3163 /* */ 2839 /* */
3164 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
3165 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
3166 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
3167 /* */ 2843 /* */
3168 /**************************************/ 2844 /**************************************/
3169 2845
3170 /* remove any poisoning and confusion the character may be suffering. */ 2846 /* remove any poisoning and confusion the character may be suffering. */
3171 /* restore player */ 2847 /* restore player */
3172 at = archetype::find ("poisoning"); 2848 at = archetype::find ("poisoning");
3173 tmp = present_arch_in_ob (at, op); 2849 tmp = present_arch_in_ob (at, op);
3174 2850
3175 if (tmp) 2851 if (tmp)
3176 { 2852 {
3177 tmp->destroy (); 2853 tmp->destroy ();
3178 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3179 } 2855 }
3180 2856
3181 at = archetype::find ("confusion"); 2857 at = archetype::find ("confusion");
3182 tmp = present_arch_in_ob (at, op); 2858 tmp = present_arch_in_ob (at, op);
3183 if (tmp) 2859 if (tmp)
3184 { 2860 {
3185 tmp->destroy (); 2861 tmp->destroy ();
3186 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3187 } 2863 }
3188 2864
3189 cure_disease (op, 0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
3190 2866
3191 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
3192 apply_death_exp_penalty (op); 2868 apply_death_exp_penalty (op);
3193 if (op->stats.food < 100) 2869 if (op->stats.food < 100)
3194 op->stats.food = 900; 2870 op->stats.food = 900;
3195 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
3196 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3197 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3198 2874
3199 /* 2875 /*
3200 * Check to see if the player is in a shop. IF so, then check to see if 2876 * Check to see if the player has any unpaid items. If so, remove them
3201 * the player has any unpaid items. If so, remove them and put them back 2877 * and put them back in the map.
3202 * in the map. 2878 */
3203 */
3204
3205 if (is_in_shop (op))
3206 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
3207 2880
3208 /****************************************/ 2881 /****************************************/
3209 /* */ 2882 /* */
3210 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
3211 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
3212 /* */ 2885 /* */
3213 /****************************************/ 2886 /****************************************/
3214 2887
3215 enter_player_savebed (op); 2888 enter_player_savebed (op);
3216 2889
3217 /* Save the player before inserting the force to reduce
3218 * chance of abuse.
3219 */
3220 op->contr->braced = 0; 2890 op->contr->braced = 0;
3221 save_player (op, 1);
3222 2891
3223 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
3224 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
3225 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
3226 * on the space that might harm the player. 2895 * on the space that might harm the player.
3227 */ 2896 */
3228 will_kill_again = 0; 2897 will_kill_again = 0;
3229 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2898 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3230 if (tmp->type == SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
3231 will_kill_again |= tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
3232 2901
3233 if (will_kill_again) 2902 if (will_kill_again)
3234 { 2903 {
3235 object *force; 2904 object *force;
3236 int at; 2905 int at;
3237 2906
3238 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
3239 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
3240 force->speed = 0.1; 2909 force->speed = 0.1f;
3241 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
3242 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
3243 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
3244 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
3245 force->resist[at] = 100; 2914 force->resist[at] = 100;
3246 2915
3247 insert_ob_in_ob (force, op); 2916 insert_ob_in_ob (force, op);
3248 fix_player (op); 2917 op->update_stats ();
3249 2918
3250 } 2919 }
3251 2920
3252 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3253 return;
3254 } /* NOT_PERMADETH */
3255 else
3256 {
3257 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3258 * should probably be embedded in an else statement.
3259 */
3260
3261 op->contr->party = NULL;
3262 if (settings.set_title == TRUE)
3263 op->contr->own_title[0] = '\0';
3264 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3265 check_score (op);
3266
3267 if (op->contr->ranges[range_golem])
3268 {
3269 remove_friendly_object (op->contr->ranges[range_golem]);
3270 op->contr->ranges[range_golem]->destroy ();
3271 op->contr->ranges[range_golem] = 0;
3272 }
3273
3274 loot_object (op); /* Remove some of the items for good */
3275 op->remove ();
3276 op->direction = 0;
3277
3278 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3279 {
3280 delete_character (op->name, 0);
3281 if (settings.resurrection == TRUE)
3282 {
3283 /* save playerfile sans equipment when player dies
3284 ** then save it as player.pl.dead so that future resurrection
3285 ** type spells will work on them nicely
3286 */
3287 delete_character (op->name, 0);
3288 op->stats.hp = op->stats.maxhp;
3289 op->stats.food = 999;
3290
3291 /* set the location of where the person will reappear when */
3292 /* maybe resurrection code should fix map also */
3293 strcpy (op->contr->maplevel, settings.emergency_mapname);
3294 if (op->map != NULL)
3295 op->map = NULL;
3296 op->x = settings.emergency_x;
3297 op->y = settings.emergency_y;
3298 save_player (op, 0);
3299 op->map = map;
3300 /* please see resurrection.c: peterm */
3301 dead_player (op);
3302 }
3303 else
3304 delete_character (op->name, 1);
3305 }
3306
3307 play_again (op);
3308
3309 /* peterm: added to create a corpse at deathsite. */
3310 tmp = arch_to_object (archetype::find ("corpse_pl"));
3311 sprintf (buf, "%s", &op->name);
3312 tmp->name = tmp->name_pl = buf;
3313 tmp->level = op->level;
3314 tmp->x = x;
3315 tmp->y = y;
3316 tmp->msg = gravestone_text (op);
3317 SET_FLAG (tmp, FLAG_UNIQUE);
3318 insert_ob_in_map (tmp, map, NULL, 0);
3319 }
3320} 2922}
3321
3322 2923
3323void 2924void
3324loot_object (object *op) 2925loot_object (object *op)
3325{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
3326 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
3327 2928
3328 if (op->container) 2929 op->close_container (); /* close open sack first */
3329 { /* close open sack first */
3330 esrv_apply_container (op, op->container);
3331 }
3332 2930
3333 for (tmp = op->inv; tmp != NULL; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
3334 { 2932 {
3335 next = tmp->below; 2933 next = tmp->below;
3336 if (tmp->type == EXPERIENCE || tmp->invisible) 2934
2935 if (tmp->invisible)
3337 continue; 2936 continue;
2937
3338 tmp->remove (); 2938 tmp->remove ();
3339 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3340 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3341 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3342 loot_object (tmp); 2943
3343 }
3344 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3345 { 2945 {
3346 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3347 { 2947 {
3348 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3349 tmp2->destroy (); 2949 tmp2->destroy ();
3360/* 2960/*
3361 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3362 * what needs to be fixed. Refresh windows and fix speed if anything 2962 * what needs to be fixed. Refresh windows and fix speed if anything
3363 * was changed. 2963 * was changed.
3364 */ 2964 */
3365
3366void 2965void
3367fix_weight (void) 2966fix_weight (void)
3368{ 2967{
3369 player *pl; 2968 for_all_players (pl)
3370
3371 for (pl = first_player; pl != NULL; pl = pl->next)
3372 { 2969 {
3373 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3374 2971
3375 if (old == sum) 2972 if (old == sum)
3376 continue; 2973 continue;
3377 fix_player (pl->ob); 2974 pl->ob->update_stats ();
3378 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3379 } 2976 }
3380} 2977}
3381 2978
3382void 2979void
3383fix_luck (void) 2980fix_luck (void)
3384{ 2981{
3385 player *pl; 2982 for_all_players (pl)
3386
3387 for (pl = first_player; pl != NULL; pl = pl->next)
3388 if (!pl->ob->contr->state) 2983 if (!pl->ob->contr->ns->state)
3389 change_luck (pl->ob, 0); 2984 pl->ob->change_luck (0);
3390} 2985}
3391
3392 2986
3393/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3394 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3395 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3396 */ 2990 */
3397
3398void 2991void
3399cast_dust (object *op, object *throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3400{ 2993{
3401 object *skop, *spob; 2994 object *skop, *spob;
3402 2995
3436 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3437 { 3030 {
3438 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3439 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3440 } 3033 }
3034
3441 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3442} 3036}
3443 3037
3444int 3038int
3445is_true_undead (object *op) 3039is_true_undead (object *op)
3446{ 3040{
3447 object *tmp = NULL;
3448
3449 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3450 return 1; 3042 return 1;
3451 3043
3452 if (op->type == PLAYER)
3453 for (tmp = op->inv; tmp; tmp = tmp->below)
3454 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3455 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3456 return 1;
3457 return 0; 3044 return 0;
3458} 3045}
3459 3046
3460/* look at the surrounding terrain to determine 3047/* look at the surrounding terrain to determine
3461 * the hideability of this object. Positive levels 3048 * the hideability of this object. Positive levels
3503/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3504 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3505 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3506 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3507 */ 3094 */
3508
3509void 3095void
3510do_hidden_move (object *op) 3096do_hidden_move (object *op)
3511{ 3097{
3512 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3513 object *skop; 3099 object *skop;
3517 3103
3518 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3519 3105
3520 /* its *extremely* hard to run and sneak/hide at the same time! */ 3106 /* its *extremely* hard to run and sneak/hide at the same time! */
3521 if (op->type == PLAYER && op->contr->run_on) 3107 if (op->type == PLAYER && op->contr->run_on)
3522 {
3523 if (!skop || num >= skop->level) 3108 if (!skop || num >= skop->level)
3524 { 3109 {
3525 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3526 make_visible (op); 3111 make_visible (op);
3527 return; 3112 return;
3528 } 3113 }
3529 else 3114 else
3530 num += 20; 3115 num += 20;
3531 } 3116
3532 num += op->map->difficulty; 3117 num += op->map->difficulty;
3533 hide = hideability (op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3534 num -= hide; 3119 num -= hide;
3120
3535 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3536 { 3122 {
3537 make_visible (op); 3123 make_visible (op);
3538 if (op->type == PLAYER) 3124 if (op->type == PLAYER)
3539 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3540 } 3126 }
3541 else if (op->type == PLAYER && skop) 3127 else if (op->type == PLAYER && skop)
3542 {
3543 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3544 }
3545} 3129}
3546 3130
3547/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3548 3132
3549int 3133int
3576 if (mflags & P_OUT_OF_MAP) 3160 if (mflags & P_OUT_OF_MAP)
3577 continue; 3161 continue;
3578 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3162 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3579 continue; 3163 continue;
3580 3164
3581 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3165 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3582 { 3166 {
3583 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3167 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3584 return 1; 3168 return 1;
3585 else if (tmp->type == PLAYER) 3169 else if (tmp->type == PLAYER)
3586 { 3170 {
3616 if (pl->type != PLAYER) 3200 if (pl->type != PLAYER)
3617 { 3201 {
3618 LOG (llevError, "player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3619 return -1; 3203 return -1;
3620 } 3204 }
3205
3621 if (!pl || !op) 3206 if (!pl || !op)
3622 return 0; 3207 return 0;
3623 3208
3624 if (op->head)
3625 {
3626 op = op->head; 3209 op = op->head_ ();
3627 } 3210
3628 get_rangevector (pl, op, &rv, 0x1); 3211 get_rangevector (pl, op, &rv, 0x1);
3629 3212
3630 /* starting with the 'head' part, lets loop 3213 /* starting with the 'head' part, lets loop
3631 * through the object and find if it has any 3214 * through the object and find if it has any
3632 * part that is in the los array but isnt on 3215 * part that is in the los array but isnt on
3633 * a blocked los square. 3216 * a blocked los square.
3634 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3635 */ 3218 */
3636 while (op) 3219 while (op)
3637 { 3220 {
3638 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3639 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3640 3223
3641 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3642 * code, so we need to restrict ourselves to that range of values 3225 * code, so we need to restrict ourselves to that range of values
3643 * for any meaningful values. 3226 * for any meaningful values.
3644 */ 3227 */
3645 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3646 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3647 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3648 return 1; 3231 return 1;
3649 op = op->more; 3232 op = op->more;
3650 } 3233 }
3651 return 0; 3234 return 0;
3652} 3235}
3749 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3750 int i = 0, j = 0; 3333 int i = 0, j = 0;
3751 3334
3752 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3753 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3754 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3755 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3756 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3757 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3758 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3759 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3760 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3761 3344
3762 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3763 return; 3346 return;
3764 3347
3765 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3766 3349
3767 if (tr == NULL || tr->item == NULL) 3350 if (!tr || !tr->item)
3768 { 3351 {
3769 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3770 return; 3353 return;
3771 } 3354 }
3772 3355
3773 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3774 item = &(tr->item->clone); 3357 item = tr->item;
3775 3358
3776 if (item->type == SPELL) 3359 if (item->type == SPELL)
3777 { 3360 {
3778 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3779 return; 3362 return;
3838 { 3421 {
3839 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3840 object *skin; 3423 object *skin;
3841 3424
3842 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3843 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3428 ;
3429
3844 if (skin == NULL) 3430 if (!skin)
3845 return; 3431 return;
3846 3432
3847 /* adding new spellpath attunements */ 3433 /* adding new spellpath attunements */
3848 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3849 { 3435 {
3894 * not readied. 3480 * not readied.
3895 */ 3481 */
3896void 3482void
3897player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3898{ 3484{
3899 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3900 3487
3901 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3902 { 3489 pl->combat_ob = 0;
3490
3903 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3904 { 3492 pl->ranged_ob = 0;
3905 pl->ranges[i] = NULL;
3906 if (pl->shoottype == i)
3907 {
3908 pl->shoottype = range_none;
3909 }
3910 }
3911 }
3912} 3493}
3494
3495sint8
3496player::visibility_at (maptile *map, int x, int y) const
3497{
3498 if (!ns)
3499 return 0;
3500
3501 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0;
3504
3505 x += dx - ns->current_x + ns->mapx / 2;
3506 y += dy - ns->current_y + ns->mapy / 2;
3507
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512}

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