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Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.152 by root, Sun Jul 1 05:00:20 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <newclient.h>
33 31
34#ifdef COZY_SERVER 32#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 33#include <functional>
36#endif
37 34
38player * 35playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 36
77void 37void
78display_motd (const object *op) 38display_motd (const object *op)
79{ 39{
80 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
83 int comp; 43 int comp;
84 int size; 44 int size;
85 45
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 48 return;
90 } 49
91 motd[0] = '\0'; 50 motd[0] = '\0';
92 size = 0; 51 size = 0;
52
93 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
94 { 54 {
95 if (*buf == '#') 55 if (*buf == '#')
96 continue; 56 continue;
57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 59 size += strlen (buf);
99 } 60 }
61
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
102} 64}
103 65
104void 66void
110 int comp; 72 int comp;
111 int size; 73 int size;
112 74
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 77 return;
117 } 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
81
120 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
121 { 83 {
122 if (*buf == '#') 84 if (*buf == '#')
123 continue; 85 continue;
86
124 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
125 { 88 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 90 break;
128 } 91 }
92
129 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 94 size += strlen (buf);
131 } 95 }
96
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
134} 99}
135 100
136void 101void
144 int size; 109 int size;
145 110
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 113 return;
114
149 news[0] = '\0'; 115 news[0] = '\0';
150 subject[0] = '\0'; 116 subject[0] = '\0';
151 size = 0; 117 size = 0;
118
152 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
153 { 120 {
154 if (*buf == '#') 121 if (*buf == '#')
155 continue; 122 continue;
123
156 if (*buf == '%') 124 if (*buf == '%')
157 { /* send one news */ 125 { /* send one news */
158 if (size > 0) 126 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 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 */
128
160 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
161 strip_endline (subject); 130 strip_endline (subject);
162 size = 0; 131 size = 0;
163 news[0] = '\0'; 132 news[0] = '\0';
164 } 133 }
173 size += strlen (buf); 142 size += strlen (buf);
174 } 143 }
175 } 144 }
176 145
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
179 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 149}
289 150
290/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
291static void 152static void
292set_first_map (object *op) 153set_first_map (object *op)
293{ 154{
294 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
295 op->x = -1; 156 op->x = -1;
296 op->y = -1; 157 op->y = -1;
297 enter_exit (op, NULL);
298} 158}
299 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 shstr_cmp dragon_ability_force ("dragon_ability_force");
232 shstr_cmp dragon_skin_force ("dragon_skin_force");
233
234 for (tmp = ob->inv; tmp; tmp = tmp->below)
235 if (tmp->type == FORCE)
236 if (tmp->arch->archname == dragon_ability_force)
237 abil = tmp;
238 else if (tmp->arch->archname == dragon_skin_force)
239 skin = tmp;
240
241 set_dragon_name (ob, abil, skin);
242 }
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->flag [FLAG_READY_WEAPON] = false;
249 ob->flag [FLAG_READY_SKILL] = false;
250 ob->flag [FLAG_READY_BOW] = false;
251
252 for (object *op = ob->inv; op; op = op->below)
253 if (op->flag [FLAG_APPLIED])
254 switch (op->type)
255 {
256 case SKILL:
257 ob->flag [FLAG_APPLIED] = false;
258 break;
259
260 case WAND:
261 case ROD:
262 case HORN:
263 case BOW:
264 ranged_ob = op;
265 break;
266
267 case WEAPON:
268 combat_ob = op;
269 break;
270 }
271
272 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
273 ob->update_stats ();
274
275 ns->floorbox_update ();
276 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0);
278
279 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this);
287}
288
289void
290player::disconnect ()
291{
292 if (ns)
293 {
294 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296
297 INVOKE_PLAYER (DISCONNECT, this);
298
299 ns->reset_stats ();
300 ns->pl = 0;
301 ns = 0;
302 }
303
304 if (ob)
305 ob->close_container (); //TODO: client-specific
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
335 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point.
337 */
338 outputs_sync = 4;
339 outputs_count = 4;
340 unapply = unapply_nochoice;
341
342 savebed_map = first_map_path; /* Init. respawn position */
343
344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy ();
367 }
368
369 ob = observe = 0;
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
300/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
301 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
302 * mode. 380 * mode.
303 */ 381 */
304 382player *
305int 383player::create ()
306add_player (client_socket *ns)
307{ 384{
308 player *p = new player; 385 player *pl = new player;
309 386
310 p->socket = ns; 387 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 388
313 p->next = first_player; 389 pl->ob->roll_stats ();
314 first_player = p; 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
315 392
316 p = get_player (p);
317
318 set_first_map (p->ob); 393 set_first_map (pl->ob);
319 394
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 395 return pl;
328} 396}
329 397
330/* 398/*
331 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
333 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
334 */ 402 */
335archetype * 403archetype *
336get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
337{ 405{
338 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
339 407
340 for (;;) 408 for (;;)
341 { 409 {
342 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
343 at = first_archetype; 411 i = archetypes.begin ();
344 else 412 else if (*i == at)
345 at = at->next; 413 cleanup ("not a single player archetype found");
414
346 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
347 return at; 416 return *i;
348 if (at == start)
349 {
350 LOG (llevError, "No Player archetypes\n");
351 exit (-1);
352 }
353 } 417 }
354} 418}
355
356 419
357object * 420object *
358get_nearest_player (object *mon) 421get_nearest_player (object *mon)
359{ 422{
360 object *op = NULL; 423 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 424 objectlink *ol;
363 unsigned lastdist; 425 unsigned lastdist;
364 rv_vector rv; 426 rv_vector rv;
365 427
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 429 {
368 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 437 object *tmp = ol->ob;
376 438
377 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared. 440 * itself will have been cleared.
379 */ 441 */
380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
381 ol = ol->next; 444 ol = ol->next;
382 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
383 if (!ol) 446 if (!ol)
384 return op; 447 return op;
385 } 448 }
398 { 461 {
399 op = ol->ob; 462 op = ol->ob;
400 lastdist = rv.distance; 463 lastdist = rv.distance;
401 } 464 }
402 } 465 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 466
404 { 467 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
409 { 470 {
410 op = pl->ob; 471 op = pl->ob;
411 lastdist = rv.distance; 472 lastdist = rv.distance;
412 } 473 }
413 } 474
414 }
415#if 0 475#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 476 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 477#endif
418 return op; 478 return op;
419} 479}
437 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 498 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 499 * is probably not a good thing.
440 */ 500 */
441#define MAX_SPACES 50 501#define MAX_SPACES 50
442
443 502
444/* 503/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 505 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 506 * player and if path is blocked then see if blockage is close enough to player that
478 x = mon->x; 537 x = mon->x;
479 y = mon->y; 538 y = mon->y;
480 m = mon->map; 539 m = mon->map;
481 dir = rv.direction; 540 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
483 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
484 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
485 if (diff > max) 545 if (diff > max)
486 return 0; 546 return 0;
547
487 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
488 { 549 {
489 lastx = x; 550 lastx = x;
490 lasty = y; 551 lasty = y;
491 lastmap = m; 552 lastmap = m;
573 max--; 634 max--;
574 lastdir = dir; 635 lastdir = dir;
575 if (!firstdir) 636 if (!firstdir)
576 firstdir = dir; 637 firstdir = dir;
577 } 638 }
639
578 if (diff <= 1) 640 if (diff <= 1)
579 { 641 {
580 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 643 * headed toward player for entire distance.
582 */ 644 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 647 }
648
586 if (diff > max) 649 if (diff > max)
587 return 0; 650 return 0;
588 } 651 }
652
589 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
590 if (!max) 654 if (!max)
591 return 0; 655 return 0;
592 656
593 return firstdir; 657 return firstdir;
686 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
687 link_player_skills (pl); 751 link_player_skills (pl);
688} 752}
689 753
690void 754void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
775{ 756{
776 if (party == NULL) 757 if (party == NULL)
777 { 758 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 760 return;
780 } 761 }
762
781 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 767}
786
787 768
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 770static int
790roll_stat (void) 771roll_stat (void)
791{ 772{
792 int a[4], i, j, k; 773 int a[4], i, j, k;
793 774
794 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
796 777
797 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 779 if (a[i] < k)
799 k = a[i], j = i; 780 k = a[i], j = i;
800 781
801 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 783 if (i != j)
804 k += a[i]; 784 k += a[i];
805 } 785
806 return k; 786 return k;
807} 787}
808 788
809void 789void
810roll_stats (object *op) 790object::roll_stats ()
811{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
812 int sum = 0; 796 int sum = 0;
813 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
815 799
816 do 800 if (sum >= 82 && sum <= 116)
801 break;
817 { 802 }
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 }
827 while (sum < 82 || sum > 116);
828 803
829 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 806
838 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
839 do 808 stats.stat (i) = statsort [i];
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854 809
855 op->stats.Str = statsort[0];
856 op->stats.Dex = statsort[1];
857 op->stats.Con = statsort[2];
858 op->stats.Int = statsort[3];
859 op->stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6];
862
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 810 stats.exp = 0;
874 op->stats.ac = 0; 811 stats.ac = 0;
875 812
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 813 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
819 contr->levhp[1] = 9;
820 contr->levsp[1] = 6;
821 contr->levgrace[1] = 3;
822
884 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
885} 825}
886 826
887void 827void
888Roll_Again (object *op) 828object::swap_stats (int a, int b)
889{ 829{
890 esrv_new_player (op->contr, 0); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
893}
894 831
895void 832 for (int i = 0; i < NUM_STATS; ++i)
896Swap_Stat (object *op, int Swap_Second) 833 stats.stat (i) = contr->orig_stats.stat (i);
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
843 stats.hp = stats.maxhp;
844 stats.sp = stats.maxsp;
845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
853 contr->orig_stats = stats;
854 }
855}
856
857static void
858start_info (object *op)
897{ 859{
898 signed char tmp;
899 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
900 861
901 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 866}
1016 867
1017/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1021 * not the class. 872 * not the class.
1022 */ 873 */
1023 874void
1024int 875player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 876{
1027 int tmp_loop;
1028
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D')
1036 {
1037 char buf[MAX_BUF];
1038
1039 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 879
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 881 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
1045 883
1046 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1048 886
1049 op->contr->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1050 888
1051 if (op->msg) 889 if (ob->msg)
1052 op->msg = NULL; 890 ob->msg = 0;
1053 891
1054 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
1055 * to save here. 893 * to save here.
1056 */ 894 */
895 {
896 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1059 900
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 901 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 904 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1068 fix_player (op); 906 ob->update_stats ();
1069 907
1070 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1071 * is one for this race 909 * is one for this race
1072 */ 910 */
1073 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1074 { 912 {
1075 object *tmp; 913 object *tmp;
1076 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1077 915
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1079 tmp = object::create (); 917 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1085 * default initial map */ 923 * default initial map */
1086 tmp->destroy (); 924 tmp->destroy ();
1087 } 925 }
1088 else 926 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 928}
1092 return 0;
1093 }
1094 929
930void
931player::chargen_race_next ()
932{
1095 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1097 */ 935 */
1098 936
1099 tmp_loop = 0; 937 do
1100 while (!tmp_loop)
1101 { 938 {
1102 shstr name = op->name; 939 shstr name = ob->name;
1103 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1104 941
1105 remove_statbonus (op); 942 ob->remove_statbonus ();
1106 op->remove (); 943 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
1109 op->instantiate (); 946 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1112 op->x = x; 949 ob->x = x;
1113 op->y = y; 950 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
1117 add_statbonus (op); 954 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 955 }
956 while (!allowed_class (ob));
1120 957
1121 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 960 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 963 ob->stats.grace = 0;
1127
1128 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 964}
1183 965
1184void 966void
1185flee_player (object *op) 967flee_player (object *op)
1186{ 968{
1216 { 998 {
1217 op->enemy = NULL; 999 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1001 return;
1220 } 1002 }
1003
1221 get_rangevector (op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1222 1005
1223 dir = absdir (4 + rv.direction); 1006 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1007 for (diff = 0; diff < 3; diff++)
1225 { 1008 {
1226 int m = 1 - (RANDOM () & 2); 1009 int m = 1 - (RANDOM () & 2);
1227 1010
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1012 return;
1231 }
1232 } 1013 }
1014
1233 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1017 op->enemy = NULL;
1236} 1018}
1237 1019
1238
1239/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1240 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1241 * stop. 1022 * stop.
1242 */ 1023 */
1243int 1024int
1244check_pick (object *op) 1025check_pick (object *op)
1245{ 1026{
1246 object *tmp, *next; 1027 object *tmp, *next;
1247 int stop = 0; 1028 int stop = 0;
1248 int j, k, wvratio; 1029 int wvratio;
1249 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1250 1031
1251 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1253 return 1; 1034 return 1;
1254 1035
1322 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1106 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1111 }
1112
1359 /* philosophy: 1113 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1361 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1118 * example.
1365 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1366 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1552 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1553 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1554 { 1308 {
1555 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1556 { 1310 {
1557 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1559 { 1313 {
1560 pick_up (op, tmp); 1314 pick_up (op, tmp);
1561 continue; 1315 continue;
1562 } 1316 }
1563 } 1317 }
1564 1318
1565 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1566 { 1320 {
1567 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1568 { 1322 {
1569 pick_up (op, tmp); 1323 pick_up (op, tmp);
1570 continue; 1324 continue;
1571 } 1325 }
1572 } 1326 }
1597 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1598 { 1352 {
1599 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1600 } 1354 }
1601 else 1355 else
1602 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1603 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1604 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1605#endif 1359#endif
1606 continue; 1360 continue;
1607 } 1361 }
1618 * found object is returned. 1372 * found object is returned.
1619 */ 1373 */
1620object * 1374object *
1621find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1622{ 1376{
1623 object *tmp = NULL; 1377 object *tmp = 0;
1624 1378
1625 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1627 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1629 return op; 1383 return op;
1384
1630 return tmp; 1385 return tmp;
1631} 1386}
1632 1387
1633/* 1388/*
1634 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1635 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1636 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1637 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1638 */ 1393 */
1639
1640object * 1394object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1396{
1643 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1677 else 1431 else
1678 { 1432 {
1679 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1680 { 1434 {
1681 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1682 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1683 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1684 { 1438 {
1685 tmp = arrow; 1439 tmp = arrow;
1686 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1687 } 1441 }
1688 } 1442 }
1689 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1690 { 1444 {
1691 tmp = arrow; 1445 tmp = arrow;
1710 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1465 * op = the shooter
1712 * type = bow->race 1466 * type = bow->race
1713 * dir = fire direction 1467 * dir = fire direction
1714 */ 1468 */
1715
1716object * 1469object *
1717pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1718{ 1471{
1719 object *tmp = NULL; 1472 object *tmp = NULL;
1720 maptile *m; 1473 maptile *m;
1785 */ 1538 */
1786int 1539int
1787fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1788{ 1541{
1789 object *left, *bow; 1542 object *left, *bow;
1790 int bowspeed, mflags; 1543 int mflags;
1791 maptile *m; 1544 maptile *m;
1792 1545
1793 if (!dir) 1546 if (!dir)
1794 { 1547 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1549 return 0;
1797 } 1550 }
1798 if (op->type == PLAYER) 1551
1799 bow = op->contr->ranges[range_bow]; 1552 if (op->contr)
1553 bow = op->current_weapon;
1800 else 1554 else
1801 { 1555 {
1802 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1803 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1804 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1809 if (!bow) 1563 if (!bow)
1810 { 1564 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1566 return 0;
1813 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1814 } 1576 }
1577
1815 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1816 { 1579 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1581 return 0;
1819 } 1582 }
1820
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822
1823 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1826 if (bowspeed < 1)
1827 bowspeed = 1;
1828 1583
1829 if (arrow == NULL) 1584 if (arrow == NULL)
1830 { 1585 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1587 {
1833 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1835 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1836 else 1591 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1838 return 0; 1594 return 0;
1839 } 1595 }
1840 } 1596 }
1597
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1599 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1600 return 0;
1845 } 1601
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1603 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1604 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1605 return 0;
1850 } 1606 }
1856 return 0; 1612 return 0;
1857 } 1613 }
1858 1614
1859 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1617 if (!arrow)
1862 { 1618 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1620 return 0;
1865 } 1621 }
1622
1866 arrow->set_owner (op); 1623 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1625 arrow->direction = dir;
1870 arrow->x = sx; 1626
1871 arrow->y = sy; 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1872 1659
1873 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1874 { 1661 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op);
1877 }
1878
1879 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam;
1882 arrow->stats.grace = arrow->attacktype;
1883 if (arrow->slaying != NULL)
1884 arrow->spellarg = strdup (arrow->slaying);
1885
1886 /* Note that this was different for monsters - they got their level
1887 * added to the damage. I think the strength bonus is more proper.
1888 */
1889
1890 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891
1892 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895
1896 if (arrow->speed < 1.0)
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0;
1900
1901 if (op->type == PLAYER)
1902 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1905 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1906
1907 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1908 } 1669 }
1909 else 1670 else
1910 { 1671 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1672 arrow->level = op->level;
1913 } 1673 arrow->stats.wc -= bow->magic;
1914 1674
1915 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1916 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1917 1680
1918 if (bow->slaying != NULL) 1681 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1683
1921 arrow->map = m; 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1687
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926 insert_ob_in_map (arrow, m, op, 0); 1689 m->insert (arrow, sx, sy, op);
1927 1690
1928 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1692 move_arrow (arrow);
1930 1693
1931 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1951{ 1714{
1952 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1953 1716
1954 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1955 { 1718 {
1956 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1957 } 1720 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1722 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1724 wcmod = -1;
1725
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1727 }
1964 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
1965 { 1729 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1970 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1735 {
1972 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1973 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1974 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1975
1976 } 1739 }
1977 else 1740 else
1978 { 1741 {
1979 /* Simple case */ 1742 /* Simple case */
1980 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 } 1744 }
1745
1982 return ret; 1746 return ret;
1983} 1747}
1984
1985 1748
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1988 */ 1751 */
1989void 1752void
1990fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1991{ 1754{
1992 object *item; 1755 object *item = op->contr->ranged_ob;
1993 1756
1994 if (!op->contr->ranges[range_misc]) 1757 if (!item)
1995 { 1758 {
1996 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1997 return; 1760 return;
1998 } 1761 }
1999 1762
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1763 if (!item->inv)
2002 { 1764 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1766 return;
2005 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2006 if (item->type == WAND) 1772 if (item->type == WAND)
2007 { 1773 {
2008 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2009 { 1775 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2011 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
2012 return; 1779 return;
2013 } 1780 }
2014 } 1781 }
2015 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2016 { 1783 {
2017 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2018 { 1785 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1787
2020 if (item->type == ROD) 1788 if (item->type == ROD)
2021 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2022 else 1790 else
2023 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792
2024 return; 1793 return;
2025 } 1794 }
2026 } 1795 }
2027 1796
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2035 object *tmp; 1804 object *tmp;
2036 1805
2037 if (item->arch) 1806 if (item->arch)
2038 { 1807 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2041 item->speed = 0; 1810 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1811 }
1812
2044 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1815 }
2047 } 1816 }
2048 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1818 drain_rod_charge (item);
2051 }
2052 } 1819 }
2053} 1820}
2054 1821
2055/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2056 */ 1823 */
2057void 1824bool
2058fire (object *op, int dir) 1825fire (object *op, int dir)
2059{ 1826{
2060 int spellcost = 0; 1827 int spellcost = 0;
2061 1828
2062 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2064 make_visible (op); 1831 make_visible (op);
2065 1832
2066 switch (op->contr->shoottype) 1833 player *pl = op->contr;
1834
1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
2067 { 1839 }
2068 case range_none:
2069 return;
2070 1840
2071 case range_bow: 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
2072 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2073 return; 1858 break;
2074 1859
2075 case range_magic: /* Casting spells */ 1860 case SPELL:
2076 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2077 return; 1862 break;
2078 1863
2079 case range_misc: 1864 case BUILDER:
1865 apply_map_builder (op, dir);
1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
2080 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2081 return; 1874 break;
2082
2083 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir);
2091 return;
2092
2093 case range_skill:
2094 if (!op->chosen_skill)
2095 {
2096 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return;
2099 }
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir);
2104 return;
2105 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2107 return;
2108 } 1875 }
2109}
2110 1876
2111 1877 return true;
1878}
2112 1879
2113/* find_key 1880/* find_key
2114 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
2115 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1885 * pl is the player,
2119 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2122 */ 1889 */
2123
2124object * 1890object *
2125find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2126{ 1892{
2127 object *tmp, *key; 1893 object *tmp, *key;
2128 1894
2129 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1896 if (!container->inv)
2131 return NULL; 1897 return 0;
2132 1898
2133 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1901 {
2136 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1903 break;
2138 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2140 */ 1906 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1908 break;
2143 } 1909 }
1910
2144 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2145 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
2146 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
2147 * a key, return 1914 * a key, return
2148 */ 1915 */
2149 if (!tmp) 1916 if (!tmp)
2150 { 1917 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1919 {
2153 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1922 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2157 return key; 1924 return key;
2158 } 1925 }
2159 } 1926 }
1927
2160 if (!tmp) 1928 if (!tmp)
2161 return NULL; 1929 return NULL;
2162 } 1930 }
1931
2163 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
2164 * see if we actually want to use it 1933 * see if we actually want to use it
2165 */ 1934 */
2166 if (pl != container) 1935 if (pl != container)
2167 { 1936 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1959 return NULL;
2191 } 1960 }
2192 } 1961 }
1962
2193 return tmp; 1963 return tmp;
2194} 1964}
2195 1965
2196/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1969 * 0 otherwise
2200 */ 1970 */
2201static int 1971static int
2202player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2203{ 1973{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
2206 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2208 */ 1977 */
2209 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2210 1979
2211 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2212 if (key) 1981 if (key)
2213 { 1982 {
2214 object *container = key->env; 1983 object *container = key->env;
2215 1984
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
2217 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
2218 make_visible (op); 1988 make_visible (op);
1989
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1992
2221 if (door->type == DOOR) 1993 if (door->type == DOOR)
2222 {
2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1995 else if (door->type == LOCKED_DOOR)
2226 { 1996 {
2227 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2228 remove_door2 (door); /* remove door without violence ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
2229 } 1999 }
2000
2230 /* Do this after we print the message */ 2001 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
2233 if (container != op) 2004 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
2235 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2236 } 2008 }
2237 else if (door->type == LOCKED_DOOR) 2009 else if (door->type == LOCKED_DOOR)
2238 { 2010 {
2239 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 2013 return 1;
2242 } 2014 }
2015
2243 return 0; 2016 return 0;
2244} 2017}
2245 2018
2246/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2251 */ 2024 */
2252 2025bool
2253void
2254move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2255{ 2027{
2256 object *tmp, *mon;
2257 sint16 nx, ny;
2258 int on_battleground; 2028 int on_battleground;
2259 maptile *m;
2260 2029
2261 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2263 2032
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 if (out_of_map (op->map, nx, ny))
2036 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2265 2043
2266 /* If braced, or can't move to the square, and it is not out of the 2044 /* If braced, or can't move to the square, and it is not out of the
2267 * map, attack it. Note order of if statement is important - don't 2045 * map, attack it. Note order of if statement is important - don't
2268 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2269 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2270 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2271 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2272 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2273 * move_ob uses. 2051 * move_ob uses.
2274 */ 2052 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2053 maptile *m = op->map->xy_find (nx, ny);
2276 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 {
2279 m = get_map_from_coord (op->map, &nx, &ny);
2280 if (!m)
2281 return; /* Don't think this should happen */
2282 }
2283 else
2284 m = op->map;
2285 2054
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return;
2290 }
2291
2292 mon = NULL;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2294 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2295 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2058 * on the space
2297 */ 2059 */
2298 while (tmp != NULL) 2060 object *mon;
2299 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2300 if (tmp == op) 2062 {
2301 { 2063 if ((mon->flag [FLAG_ALIVE]
2302 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2303 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2304 }
2305
2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2307 {
2308 mon = tmp; 2066 && mon != op)
2309 break; 2067 break;
2310 } 2068 }
2311 2069
2312 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2313 mon = tmp;
2314
2315 tmp = tmp->above;
2316 }
2317
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2070 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2071 return false; /* into a wall */
2320 2072
2321 if (mon->head != NULL)
2322 mon = mon->head; 2073 mon = mon->head_ ();
2323 2074
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f)
2325 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2326 return; 2080 return true;
2081 }
2327 2082
2328 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2329 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2330 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2331 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2332 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2333 * and thus will not push them. 2088 * and thus will not push them.
2334 */ 2089 */
2335 2090
2336 /* If the creature is a pet, push it even if the player is not 2091 /* If the creature is a pet, push it even if the player is not
2337 * peaceful. Our assumption is the creature is a pet if the 2092 * peaceful. Our assumption is the creature is a pet if the
2338 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2339 */ 2094 */
2340 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2341#if COZY_SERVER
2342 &&
2343 ((mon->owner && mon->owner->contr 2096 && ((mon->owner && mon->owner->contr
2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2345#else
2346 && mon->owner == op 2098 || mon->owner == op)
2347#endif
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2100 {
2350 /* If we're braced, we don't want to switch places with it */ 2101 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced) 2102 if (op->contr->braced)
2352 return; 2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2355 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2113 make_visible (op);
2114
2357 return; 2115 return true;
2358 } 2116 }
2117 else
2118 return false;
2119 }
2359 2120
2360 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2362 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2363 * attack them either. 2124 * attack them either.
2364 */ 2125 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2367#ifdef PROHIBIT_PLAYERKILL 2128 && ((op->contr->peaceful
2368 (op->contr->peaceful 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2369 || (mon->type == PLAYER 2130 && !on_battleground))
2370 && mon->contr-> 2131 {
2371 peaceful)) && 2132 if (op->speed_left > 0.f)
2372#else
2373 op->contr->peaceful &&
2374#endif
2375 !on_battleground))
2376 { 2133 {
2134 --op->speed_left;
2135
2377 if (!op->contr->braced) 2136 if (!op->contr->braced)
2378 { 2137 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2381 } 2140 }
2382 else 2141 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2143
2386 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2145 make_visible (op);
2388 }
2389 2146
2147 return true;
2148 }
2149 }
2390 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2391 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2392 */ 2152 */
2393 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 if (op->speed_left > 0.f)
2394 { 2156 {
2157 --op->speed_left;
2158
2395 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2396 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2397 make_visible (op); 2161 make_visible (op);
2398 }
2399 2162
2163 return true;
2164 }
2165 }
2400 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2401 * Way it works is like this: First, it must have some hit points 2167 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2403 * 1) Not a player, 2) A player, but of a different party. Note 2169 * 1) Not a player, 2) A player, but of a different party. Note
2404 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2171 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2174 {
2410 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2411 /* If the player hasn't hit something this tick, and does
2412 * so, give them speed boost based on weapon speed. Doing
2413 * it here is better than process_players2, which basically
2414 * incurred a 1 tick offset.
2415 */
2416 if (!op->contr->has_hit)
2417 { 2176 {
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2177 --op->contr->weapon_sp_left;
2419 2178
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 }
2422
2423 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2424 2180
2425 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is
2428 * the wiz.
2429 */
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 {
2432 short luck = mon->stats.luck;
2433
2434 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL);
2436 mon->stats.luck = luck;
2437 }
2438 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2439 make_visible (op); 2182 make_visible (op);
2440 }
2441 } /* if player should attack something */
2442}
2443 2183
2444int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2445move_player (object *op, int dir) 2192move_player (object *op, int dir)
2446{ 2193{
2447 int pick; 2194 int pick;
2448 2195
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2197 return 0;
2451 2198
2452 /* Sanity check: make sure dir is valid */ 2199 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2200 if ((dir < 0) || (dir >= 9))
2454 { 2201 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2202 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2203 return 0;
2457 } 2204 }
2458 2205
2459 /* peterm: added following line */ 2206 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2208 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2209
2463 op->facing = dir; 2210 op->facing = dir;
2464 2211
2465 if (op->hide) 2212 if (op->hide)
2466 do_hidden_move (op); 2213 do_hidden_move (op);
2467 2214
2215 bool retval;
2216
2468 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469 /*nop */ ; 2218 retval = RESULT_INT (0);
2470 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2471 fire (op, dir); 2220 retval = fire (op, dir);
2472 else 2221 else
2473 { 2222 {
2474 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2475 pick = check_pick (op); 2224 pick = check_pick (op);
2476 } 2225 }
2477 2226
2478 /* Add special check for newcs players and fire on - this way, the 2227 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2228 * server can handle repeat firing.
2480 */ 2229 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2230 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2231 op->direction = dir;
2484 }
2485 else 2232 else
2486 {
2487 op->direction = 0; 2233 op->direction = 0;
2488 } 2234
2489 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2237 * for players.
2492 */ 2238 */
2493 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2494 return 0; 2240
2241 return retval;
2495} 2242}
2496 2243
2497/* This is similar to handle_player, below, but is only used by the 2244/* This is similar to handle_player, below, but is only used by the
2498 * new client/server stuff. 2245 * new client/server stuff.
2499 * This is sort of special, in that the new client/server actually uses 2246 * This is sort of special, in that the new client/server actually uses
2500 * the new speed values for commands. 2247 * the new speed values for commands.
2501 * 2248 *
2502 * Returns true if there are more actions we can do. 2249 * Returns true if there are more actions we can do. Should not do
2250 * many actions in a row, as that would be too unfair to other
2251 * players.
2503 */ 2252 */
2504int 2253bool
2505handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2506{ 2255{
2507 if (op->contr->hidden)
2508 {
2509 op->invisible = 1000;
2510 /* the socket code flashes the player visible/invisible
2511 * depending on the value of invisible, so we need to
2512 * alternate it here for it to work correctly.
2513 */
2514 if (pticks & 2)
2515 op->invisible--;
2516 }
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2519 op->invisible--;
2520 if (!op->invisible)
2521 {
2522 make_visible (op);
2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2524 }
2525 }
2526
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2257 {
2529 flee_player (op); 2258 if (op->speed_left > 0.f)
2530 /* If player is still scared, that is his action for this tick */
2531 if (QUERY_FLAG (op, FLAG_SCARED))
2532 { 2259 {
2533 op->speed_left--; 2260 --op->speed_left;
2261 flee_player (op);
2262
2534 return 0; 2263 return true;
2535 } 2264 }
2265 else
2266 return false;
2536 } 2267 }
2537
2538 /* I've been seeing crashes where the golem has been destroyed, but
2539 * the player object still points to the defunct golem. The code that
2540 * destroys the golem looks correct, and it doesn't always happen, so
2541 * put this in a a workaround to clean up the golem pointer.
2542 */
2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2544 op->contr->ranges[range_golem] = 0;
2545 2268
2546 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2271 * called, so we recheck it here.
2549 */ 2272 */
2550 HandleClient (op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0)
2552 return 0; 2274 return true;
2553 2275
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 {
2556 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--;
2558
2559 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff.
2562 */
2563 move_player (op, op->direction); 2277 return move_player (op, op->direction);
2564 if (op->speed_left > 0)
2565 return 1;
2566 else
2567 return 0;
2568 }
2569 2278
2570 return 0; 2279 return false;
2571} 2280}
2572 2281
2573int 2282int
2574save_life (object *op) 2283save_life (object *op)
2575{ 2284{
2592 op->stats.hp = op->stats.maxhp; 2301 op->stats.hp = op->stats.maxhp;
2593 2302
2594 if (op->stats.food < 0) 2303 if (op->stats.food < 0)
2595 op->stats.food = 999; 2304 op->stats.food = 999;
2596 2305
2597 fix_player (op); 2306 op->update_stats ();
2598 return 1; 2307 return 1;
2599 } 2308 }
2600 2309
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2310 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2610 * from. 2319 * from.
2611 */ 2320 */
2612void 2321void
2613remove_unpaid_objects (object *op, object *env) 2322remove_unpaid_objects (object *op, object *env)
2614{ 2323{
2615 object *next;
2616
2617 while (op) 2324 while (op)
2618 { 2325 {
2619 next = op->below; /* Make sure we have a good value, in case 2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2327
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2329 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2330 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2332
2333 op->insert_at (env);
2630 } 2334 }
2631 else if (op->inv) 2335 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2336 remove_unpaid_objects (op->inv, env);
2633 2337
2634 op = next; 2338 op = next;
2635 } 2339 }
2636} 2340}
2637
2638 2341
2639/* 2342/*
2640 * Returns pointer a static string containing gravestone text 2343 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2344 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2345 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2380 strcat (buf2, buf);
2678 2381
2679 return buf2; 2382 return buf2;
2680} 2383}
2681
2682
2683 2384
2684void 2385void
2685do_some_living (object *op) 2386do_some_living (object *op)
2686{ 2387{
2687 int last_food = op->stats.food; 2388 int last_food = op->stats.food;
2693 int rate_grace = 2000; 2394 int rate_grace = 2000;
2694 const int max_hp = 1; 2395 const int max_hp = 1;
2695 const int max_sp = 1; 2396 const int max_sp = 1;
2696 const int max_grace = 1; 2397 const int max_grace = 1;
2697 2398
2698 if (op->contr->outputs_sync) 2399 if (op->contr->hidden)
2699 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2701 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2702 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2400 {
2401 op->invisible = 1000;
2402 /* the socket code flashes the player visible/invisible
2403 * depending on the value of invisible, so we need to
2404 * alternate it here for it to work correctly.
2405 */
2406 if (pticks & 2)
2407 op->invisible--;
2408 }
2409 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2410 {
2411 if (!op->invisible--)
2412 {
2413 make_visible (op);
2414 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2415 }
2416 }
2704 2417
2705 if (op->contr->state == ST_PLAYING) 2418 if (op->contr->ns->state == ST_PLAYING)
2706 { 2419 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2420 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2421 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2422 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2423 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2424 else
2713 { 2425 {
2714 gen_hp = op->stats.maxhp; 2426 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2427 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2428 }
2429
2717 if (op->contr->gen_sp >= 0) 2430 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2431 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2432 else
2720 { 2433 {
2721 gen_sp = op->stats.maxsp; 2434 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2435 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2436 }
2437
2724 if (op->contr->gen_grace >= 0) 2438 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2440 else
2727 { 2441 {
2728 gen_grace = op->stats.maxgrace; 2442 gen_grace = op->stats.maxgrace;
2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2730 } 2444 }
2731 2445
2732 /* Regenerate Spell Points */ 2446 /* Regenerate Spell Points */
2733 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2447 if (!op->contr->golem && --op->last_sp < 0)
2734 { 2448 {
2735 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2449 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2736 if (op->stats.sp < op->stats.maxsp) 2450 if (op->stats.sp < op->stats.maxsp)
2737 { 2451 {
2738 op->stats.sp++; 2452 op->stats.sp++;
2744 op->stats.food += op->contr->digestion; 2458 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2459 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2460 op->stats.food = last_food;
2747 } 2461 }
2748 } 2462 }
2463
2749 if (max_sp > 1) 2464 if (max_sp > 1)
2750 { 2465 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2466 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2467 if (over_sp > 0)
2753 { 2468 {
2754 if (op->stats.sp < op->stats.maxsp) 2469 if (op->stats.sp < op->stats.maxsp)
2755 { 2470 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2471 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2472
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2473 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2474 op->stats.sp--;
2475
2759 if (op->stats.sp > op->stats.maxsp) 2476 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2477 op->stats.sp = op->stats.maxsp;
2761 } 2478 }
2762 op->last_sp = 0; 2479 op->last_sp = 0;
2763 } 2480 }
2764 else 2481 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2483 }
2769 else 2484 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2486 }
2774 2487
2775 /* Regenerate Grace */ 2488 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2489 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2490 if (--op->last_grace < 0)
2778 { 2491 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2492 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2493 op->stats.grace++; /* no penalty in food for regaining grace */
2494
2781 if (max_grace > 1) 2495 if (max_grace > 1)
2782 { 2496 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2497 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2498 if (over_grace > 0)
2785 { 2499 {
2813 op->stats.food += op->contr->digestion; 2527 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2528 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2529 op->stats.food = last_food;
2816 } 2530 }
2817 } 2531 }
2532
2818 if (max_hp > 1) 2533 if (max_hp > 1)
2819 { 2534 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2536 if (over_hp > 0)
2822 { 2537 {
2835 } 2550 }
2836 2551
2837 /* Digestion */ 2552 /* Digestion */
2838 if (--op->last_eat < 0) 2553 if (--op->last_eat < 0)
2839 { 2554 {
2840#ifdef COZY_SERVER
2841 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2842 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2843#else
2844 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2555 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2845#endif
2846 2556
2847 if (op->contr->gen_hp > 0) 2557 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2558 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2559 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561
2851 /* dms do not consume food */ 2562 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2563 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2564 op->stats.food--;
2854 } 2565 }
2855 }
2856 2566
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2567 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2568 {
2859 object *tmp, *flesh = NULL; 2569 object *tmp, *flesh = 0;
2860 2570
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2571 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 { 2572 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2573 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2866 { 2574 {
2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2576 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2577 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2578 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2579 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2580 break;
2871 } 2581 }
2872 else if (tmp->type == FLESH) 2582 else if (tmp->type == FLESH)
2873 flesh = tmp; 2583 flesh = tmp;
2874 } /* End if paid for object */ 2584 } /* End if paid for object */
2875 } /* end of for loop */ 2585 } /* end of for loop */
2586
2876 /* If player is still starving, it means they don't have any food, so 2587 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2588 * eat flesh instead.
2878 */ 2589 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2591 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2592 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2593 manual_apply (op, flesh, 0);
2883 } 2594 }
2884 } /* end if player is starving */ 2595 }
2885 2596
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2597 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2598 op->stats.food++, op->stats.hp--;
2888 2599
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2600 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2601 kill_player (op);
2602 }
2891} 2603}
2892
2893
2894 2604
2895/* If the player should die (lack of hp, food, etc), we call this. 2605/* If the player should die (lack of hp, food, etc), we call this.
2896 * op is the player in jeopardy. If the player can not be saved (not 2606 * op is the player in jeopardy. If the player can not be saved (not
2897 * permadeath, no lifesave), this will take care of removing the player 2607 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2608 * file.
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2639 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2640
2931 /* restore player */ 2641 /* restore player */
2932 at = archetype::find ("poisoning"); 2642 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2643 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2644 {
2936 tmp->destroy (); 2645 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2646 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2647 }
2939 2648
2940 at = archetype::find ("confusion"); 2649 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2650 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2651 {
2944 tmp->destroy (); 2652 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2653 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2654 }
2947 2655
2949 op->stats.hp = op->stats.maxhp; 2657 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2658 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2659 op->stats.food = 999;
2952 2660
2953 /* create a bodypart-trophy to make the winner happy */ 2661 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2662 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2663 {
2957 sprintf (buf, "%s's finger", &op->name); 2664 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2665 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2666 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2667 " the %s, when he was defeated at\n level %d by %s.\n",
2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2669 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2670 tmp->value = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2671 tmp->materialname = "organics";
2965 tmp->x = op->x, tmp->y = op->y; 2672 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2673 }
2968 2674
2969 /* teleport defeated player to new destination */ 2675 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2676 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2677 op->contr->braced = 0;
2976 2682
2977 command_kill_pets (op, 0); 2683 command_kill_pets (op, 0);
2978 2684
2979 if (op->stats.food < 0) 2685 if (op->stats.food < 0)
2980 { 2686 {
2981 if (op->contr->explore)
2982 {
2983 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2984 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2985 op->stats.food = 999;
2986 return;
2987 }
2988 sprintf (buf, "%s starved to death.", &op->name); 2687 sprintf (buf, "%s starved to death.", &op->name);
2989 strcpy (op->contr->killer, "starvation"); 2688 strcpy (op->contr->killer, "starvation");
2990 } 2689 }
2991 else 2690 else
2992 {
2993 if (op->contr->explore)
2994 {
2995 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2996 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2997 op->stats.hp = op->stats.maxhp;
2998 return;
2999 }
3000 sprintf (buf, "%s died.", &op->name); 2691 sprintf (buf, "%s died.", &op->name);
3001 } 2692
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3003 2694
3004 /* save the map location for corpse, gravestone */ 2695 /* save the map location for corpse, gravestone */
3005 x = op->x; 2696 x = op->x;
3006 y = op->y; 2697 y = op->y;
3007 map = op->map; 2698 map = op->map;
3008 2699
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2700 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2701 * life if they are dead - it takes some exp and a random stat.
3014 * See the config.h file for a little more in depth detail about this. 2702 * See the config.h file for a little more in depth detail about this.
3015 */ 2703 */
3016 2704
3017 /* Basically two ways to go - remove a stat permanently, or just 2705 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2706 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2707 * of death.
3020 */ 2708 */
3021#ifndef COZY_SERVER 2709#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2710 if (settings.balanced_stat_loss)
3023 { 2711 {
3024 /* If stat loss is permanent, lose one stat only. */ 2712 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2713 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2714 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2715 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2716 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2717 little bit harder. */
3030 /* GD */ 2718 /* GD */
3031 if (settings.stat_loss_on_death) 2719 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2720 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2721 else
3037 { 2722 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2723 }
2724 else
3038 num_stats_lose = 1; 2725 num_stats_lose = 1;
3039 } 2726
3040 lost_a_stat = 0; 2727 lost_a_stat = 0;
3041 2728
3042 for (z = 0; z < num_stats_lose; z++) 2729 for (z = 0; z < num_stats_lose; z++)
3043 { 2730 {
3044 i = RANDOM () % NUM_STATS; 2731 i = RANDOM () % NUM_STATS;
3045 2732
3046 if (settings.stat_loss_on_death) 2733 if (settings.stat_loss_on_death)
2734 {
2735 /* Pick a random stat and take a point off it. Tell the player
2736 * what he lost.
2737 */
2738 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds (&(op->stats));
2740 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1;
2744 }
2745 else
2746 {
2747 /* deplete a stat */
2748 archetype *deparch = archetype::find ("depletion");
2749 object *dep;
2750
2751 dep = present_arch_in_ob (deparch, op);
2752 if (!dep)
3047 { 2753 {
3048 /* Pick a random stat and take a point off it. Tell the player 2754 dep = arch_to_object (deparch);
3049 * what he lost. 2755 insert_ob_in_ob (dep, op);
3050 */
3051 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1;
3057 } 2756 }
3058 else 2757 lose_this_stat = 1;
2758 if (settings.balanced_stat_loss)
3059 { 2759 {
3060 /* deplete a stat */ 2760 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2761 /* Get the stat that we're about to deplete. */
3062 object *dep; 2762 this_stat = get_attr_value (&(dep->stats), i);
3063 2763 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2764 {
3067 dep = arch_to_object (deparch); 2765 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2766 int keep_chance = this_stat * this_stat;
3069 } 2767
3070 lose_this_stat = 1; 2768 /* Yes, I am paranoid. Sue me. */
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* GD */
3074 /* Get the stat that we're about to deplete. */
3075 this_stat = get_attr_value (&(dep->stats), i);
3076 if (this_stat < 0) 2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2774 {
3078 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 int keep_chance = this_stat * this_stat;
3080
3081 /* Yes, I am paranoid. Sue me. */
3082 if (keep_chance < 1)
3083 keep_chance = 1;
3084
3085 /* There is a maximum depletion total per level. */
3086 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 {
3088 lose_this_stat = 0; 2775 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2776 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2777 retain the stat. */
3091 }
3092 else
3093 {
3094 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3095 lose_this_stat = 0;
3096 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3097 this_stat, keep_chance, loss_chance,
3098 lose_this_stat?"LOSE":"KEEP"); */
3099 }
3100 } 2778 }
3101 }
3102
3103 if (lose_this_stat)
3104 {
3105 this_stat = get_attr_value (&(dep->stats), i);
3106 /* We could try to do something clever like find another
3107 * stat to reduce if this fails. But chances are, if
3108 * stats have been depleted to -50, all are pretty low
3109 * and should be roughly the same, so it shouldn't make a
3110 * difference.
3111 */ 2779 else
3112 if (this_stat >= -50)
3113 { 2780 {
3114 change_attr_value (&(dep->stats), i, -1); 2781 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 SET_FLAG (dep, FLAG_APPLIED);
3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3117 fix_player (op);
3118 lost_a_stat = 1; 2782 lose_this_stat = 0;
2783 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2784 this_stat, keep_chance, loss_chance,
2785 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2786 }
3120 } 2787 }
3121 } 2788 }
2789
2790 if (lose_this_stat)
2791 {
2792 this_stat = get_attr_value (&(dep->stats), i);
2793 /* We could try to do something clever like find another
2794 * stat to reduce if this fails. But chances are, if
2795 * stats have been depleted to -50, all are pretty low
2796 * and should be roughly the same, so it shouldn't make a
2797 * difference.
2798 */
2799 if (this_stat >= -50)
2800 {
2801 change_attr_value (&(dep->stats), i, -1);
2802 SET_FLAG (dep, FLAG_APPLIED);
2803 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2804 op->update_stats ();
2805 lost_a_stat = 1;
2806 }
3122 } 2807 }
2808 }
2809 }
3123 /* If no stat lost, tell the player. */ 2810 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2811 if (!lost_a_stat)
3125 { 2812 {
3126 /* determine_god() seems to not work sometimes... why is this? 2813 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2814 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2815 const char *god = determine_god (op);
3129 2816
3130 if (god && (strcmp (god, "none"))) 2817 if (god && (strcmp (god, "none")))
3131 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2818 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2819 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2821 }
3135#else 2822#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2824#endif
3138 2825
3139 /* Put a gravestone up where the character 'almost' died. List the 2826 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2827 * exp loss on the stone.
3141 */ 2828 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2829 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2830 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2831 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2832 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2833 tmp->name_pl = buf;
3147 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); 2834 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);
3148 tmp->msg = buf; 2835 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2836 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2837 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2838
3152 /**************************************/ 2839 /**************************************/
3153 /* */ 2840 /* */
3154 /* Subtract the experience points, */ 2841 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2842 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2843 /* food, and reset HP's... */
3157 /* */ 2844 /* */
3158 /**************************************/ 2845 /**************************************/
3159 2846
3160 /* remove any poisoning and confusion the character may be suffering. */ 2847 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2848 /* restore player */
3162 at = archetype::find ("poisoning"); 2849 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2850 tmp = present_arch_in_ob (at, op);
3164 2851
3165 if (tmp) 2852 if (tmp)
3166 { 2853 {
3167 tmp->destroy (); 2854 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2855 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2856 }
3170 2857
3171 at = archetype::find ("confusion"); 2858 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2859 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2860 if (tmp)
3174 { 2861 {
3175 tmp->destroy (); 2862 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2863 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2864 }
3178 2865
3179 cure_disease (op, 0); /* remove any disease */ 2866 cure_disease (op, 0); /* remove any disease */
3180 2867
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2868 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2869 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2870 if (op->stats.food < 100)
3184 op->stats.food = 900; 2871 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2872 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2873 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2874 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2875
3189 /* 2876 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2877 * Check to see if the player has any unpaid items. If so, remove them
3191 * the player has any unpaid items. If so, remove them and put them back 2878 * and put them back in the map.
3192 * in the map. 2879 */
3193 */
3194
3195 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2880 remove_unpaid_objects (op->inv, op);
3197 2881
3198 /****************************************/ 2882 /****************************************/
3199 /* */ 2883 /* */
3200 /* Move player to his current respawn- */ 2884 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2885 /* position (usually last savebed) */
3202 /* */ 2886 /* */
3203 /****************************************/ 2887 /****************************************/
3204 2888
3205 enter_player_savebed (op); 2889 enter_player_savebed (op);
3206 2890
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2891 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2892
3213 /* it is possible that the player has blown something up 2893 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2894 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2895 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2896 * on the space that might harm the player.
3217 */ 2897 */
3218 will_kill_again = 0; 2898 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2899 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2900 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2901 will_kill_again |= tmp->attacktype;
3222 2902
3223 if (will_kill_again) 2903 if (will_kill_again)
3224 { 2904 {
3225 object *force; 2905 object *force;
3226 int at; 2906 int at;
3227 2907
3228 force = get_archetype (FORCE_NAME); 2908 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2909 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2910 force->speed = 0.1f;
3231 force->speed_left = -5.0; 2911 force->speed_left = -5.f;
3232 SET_FLAG (force, FLAG_APPLIED); 2912 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2913 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2914 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2915 force->resist[at] = 100;
3236 2916
3237 insert_ob_in_ob (force, op); 2917 insert_ob_in_ob (force, op);
3238 fix_player (op); 2918 op->update_stats ();
3239 2919
3240 } 2920 }
3241 2921
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2922 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3243 return;
3244 } /* NOT_PERMADETH */
3245 else
3246 {
3247 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3248 * should probably be embedded in an else statement.
3249 */
3250
3251 op->contr->party = NULL;
3252 if (settings.set_title == TRUE)
3253 op->contr->own_title[0] = '\0';
3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3255 check_score (op);
3256
3257 if (op->contr->ranges[range_golem])
3258 {
3259 remove_friendly_object (op->contr->ranges[range_golem]);
3260 op->contr->ranges[range_golem]->destroy ();
3261 op->contr->ranges[range_golem] = 0;
3262 }
3263
3264 loot_object (op); /* Remove some of the items for good */
3265 op->remove ();
3266 op->direction = 0;
3267
3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3269 {
3270 delete_character (op->name, 0);
3271 if (settings.resurrection == TRUE)
3272 {
3273 /* save playerfile sans equipment when player dies
3274 ** then save it as player.pl.dead so that future resurrection
3275 ** type spells will work on them nicely
3276 */
3277 delete_character (op->name, 0);
3278 op->stats.hp = op->stats.maxhp;
3279 op->stats.food = 999;
3280
3281 /* set the location of where the person will reappear when */
3282 /* maybe resurrection code should fix map also */
3283 strcpy (op->contr->maplevel, settings.emergency_mapname);
3284 if (op->map != NULL)
3285 op->map = NULL;
3286 op->x = settings.emergency_x;
3287 op->y = settings.emergency_y;
3288 save_player (op, 0);
3289 op->map = map;
3290 /* please see resurrection.c: peterm */
3291 dead_player (op);
3292 }
3293 else
3294 delete_character (op->name, 1);
3295 }
3296
3297 play_again (op);
3298
3299 /* peterm: added to create a corpse at deathsite. */
3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
3301 sprintf (buf, "%s", &op->name);
3302 tmp->name = tmp->name_pl = buf;
3303 tmp->level = op->level;
3304 tmp->x = x;
3305 tmp->y = y;
3306 tmp->msg = gravestone_text (op);
3307 SET_FLAG (tmp, FLAG_UNIQUE);
3308 insert_ob_in_map (tmp, map, NULL, 0);
3309 }
3310} 2923}
3311
3312 2924
3313void 2925void
3314loot_object (object *op) 2926loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2927{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2928 object *tmp, *tmp2, *next;
3317 2929
3318 if (op->container) 2930 op->close_container (); /* close open sack first */
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322 2931
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2932 for (tmp = op->inv; tmp; tmp = next)
3324 { 2933 {
3325 next = tmp->below; 2934 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2935
2936 if (tmp->invisible)
3327 continue; 2937 continue;
2938
3328 tmp->remove (); 2939 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2940 tmp->x = op->x, tmp->y = op->y;
2941
3330 if (tmp->type == CONTAINER) 2942 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2943 loot_object (tmp); /* empty container to ground */
3332 loot_object (tmp); 2944
3333 }
3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2945 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3335 { 2946 {
3336 if (tmp->nrof > 1) 2947 if (tmp->nrof > 1)
3337 { 2948 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3339 tmp2->destroy (); 2950 tmp2->destroy ();
3350/* 2961/*
3351 * fix_weight(): Check recursively the weight of all players, and fix 2962 * fix_weight(): Check recursively the weight of all players, and fix
3352 * what needs to be fixed. Refresh windows and fix speed if anything 2963 * what needs to be fixed. Refresh windows and fix speed if anything
3353 * was changed. 2964 * was changed.
3354 */ 2965 */
3355
3356void 2966void
3357fix_weight (void) 2967fix_weight (void)
3358{ 2968{
3359 player *pl; 2969 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 2970 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 2972
3365 if (old == sum) 2973 if (old == sum)
3366 continue; 2974 continue;
3367 fix_player (pl->ob); 2975 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2976 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 2977 }
3370} 2978}
3371 2979
3372void 2980void
3373fix_luck (void) 2981fix_luck (void)
3374{ 2982{
3375 player *pl; 2983 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 2984 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 2985 pl->ob->change_luck (0);
3380} 2986}
3381
3382 2987
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 2988/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 2989 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 2990 * just treat this as any other spell casting object.
3386 */ 2991 */
3387
3388void 2992void
3389cast_dust (object *op, object *throw_ob, int dir) 2993cast_dust (object *op, object *throw_ob, int dir)
3390{ 2994{
3391 object *skop, *spob; 2995 object *skop, *spob;
3392 2996
3426 if (op->type == PLAYER) 3030 if (op->type == PLAYER)
3427 { 3031 {
3428 op->contr->tmp_invis = 0; 3032 op->contr->tmp_invis = 0;
3429 op->contr->invis_race = 0; 3033 op->contr->invis_race = 0;
3430 } 3034 }
3035
3431 update_object (op, UP_OBJ_FACE); 3036 update_object (op, UP_OBJ_CHANGE);
3432} 3037}
3433 3038
3434int 3039int
3435is_true_undead (object *op) 3040is_true_undead (object *op)
3436{ 3041{
3437 object *tmp = NULL;
3438
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3042 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3440 return 1; 3043 return 1;
3441 3044
3442 if (op->type == PLAYER)
3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3447 return 0; 3045 return 0;
3448} 3046}
3449 3047
3450/* look at the surrounding terrain to determine 3048/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3049 * the hideability of this object. Positive levels
3493/* For Hidden creatures - a chance of becoming 'unhidden' 3091/* For Hidden creatures - a chance of becoming 'unhidden'
3494 * every time they move - as we subtract off 'invisibility' 3092 * every time they move - as we subtract off 'invisibility'
3495 * AND, for players, if they move into a ridiculously unhideable 3093 * AND, for players, if they move into a ridiculously unhideable
3496 * spot (surrounded by clear terrain in broad daylight). -b.t. 3094 * spot (surrounded by clear terrain in broad daylight). -b.t.
3497 */ 3095 */
3498
3499void 3096void
3500do_hidden_move (object *op) 3097do_hidden_move (object *op)
3501{ 3098{
3502 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3503 object *skop; 3100 object *skop;
3507 3104
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3105 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3509 3106
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 3107 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 3108 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 3109 if (!skop || num >= skop->level)
3514 { 3110 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 3112 make_visible (op);
3517 return; 3113 return;
3518 } 3114 }
3519 else 3115 else
3520 num += 20; 3116 num += 20;
3521 } 3117
3522 num += op->map->difficulty; 3118 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 3119 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 3120 num -= hide;
3121
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3122 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 3123 {
3527 make_visible (op); 3124 make_visible (op);
3528 if (op->type == PLAYER) 3125 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3126 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 3127 }
3531 else if (op->type == PLAYER && skop) 3128 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3129 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 3130}
3536 3131
3537/* determine if who is standing near a hostile creature. */ 3132/* determine if who is standing near a hostile creature. */
3538 3133
3539int 3134int
3566 if (mflags & P_OUT_OF_MAP) 3161 if (mflags & P_OUT_OF_MAP)
3567 continue; 3162 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3163 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3164 continue;
3570 3165
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3166 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3167 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3168 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3169 return 1;
3575 else if (tmp->type == PLAYER) 3170 else if (tmp->type == PLAYER)
3576 { 3171 {
3606 if (pl->type != PLAYER) 3201 if (pl->type != PLAYER)
3607 { 3202 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3203 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3204 return -1;
3610 } 3205 }
3206
3611 if (!pl || !op) 3207 if (!pl || !op)
3612 return 0; 3208 return 0;
3613 3209
3614 if (op->head)
3615 {
3616 op = op->head; 3210 op = op->head_ ();
3617 } 3211
3618 get_rangevector (pl, op, &rv, 0x1); 3212 get_rangevector (pl, op, &rv, 0x1);
3619 3213
3620 /* starting with the 'head' part, lets loop 3214 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3215 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3216 * part that is in the los array but isnt on
3623 * a blocked los square. 3217 * a blocked los square.
3624 * we use the archetype to figure out offsets. 3218 * we use the archetype to figure out offsets.
3625 */ 3219 */
3626 while (op) 3220 while (op)
3627 { 3221 {
3628 dx = rv.distance_x + op->arch->clone.x; 3222 dx = rv.distance_x + op->arch->x;
3629 dy = rv.distance_y + op->arch->clone.y; 3223 dy = rv.distance_y + op->arch->y;
3630 3224
3631 /* only the viewable area the player sees is updated by LOS 3225 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3226 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3227 * for any meaningful values.
3634 */ 3228 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3229 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3230 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3231 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3232 return 1;
3639 op = op->more; 3233 op = op->more;
3640 } 3234 }
3641 return 0; 3235 return 0;
3642} 3236}
3739 char buf[MAX_BUF]; /* tmp. string buffer */ 3333 char buf[MAX_BUF]; /* tmp. string buffer */
3740 int i = 0, j = 0; 3334 int i = 0, j = 0;
3741 3335
3742 /* get the appropriate treasurelist */ 3336 /* get the appropriate treasurelist */
3743 if (atnr == ATNR_FIRE) 3337 if (atnr == ATNR_FIRE)
3744 trlist = find_treasurelist ("dragon_ability_fire"); 3338 trlist = treasurelist::find ("dragon_ability_fire");
3745 else if (atnr == ATNR_COLD) 3339 else if (atnr == ATNR_COLD)
3746 trlist = find_treasurelist ("dragon_ability_cold"); 3340 trlist = treasurelist::find ("dragon_ability_cold");
3747 else if (atnr == ATNR_ELECTRICITY) 3341 else if (atnr == ATNR_ELECTRICITY)
3748 trlist = find_treasurelist ("dragon_ability_elec"); 3342 trlist = treasurelist::find ("dragon_ability_elec");
3749 else if (atnr == ATNR_POISON) 3343 else if (atnr == ATNR_POISON)
3750 trlist = find_treasurelist ("dragon_ability_poison"); 3344 trlist = treasurelist::find ("dragon_ability_poison");
3751 3345
3752 if (trlist == NULL || who->type != PLAYER) 3346 if (trlist == NULL || who->type != PLAYER)
3753 return; 3347 return;
3754 3348
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3349 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3350
3757 if (tr == NULL || tr->item == NULL) 3351 if (!tr || !tr->item)
3758 { 3352 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3354 return;
3761 } 3355 }
3762 3356
3763 /* everything seems okay - now bring on the gift: */ 3357 /* everything seems okay - now bring on the gift: */
3764 item = &(tr->item->clone); 3358 item = tr->item;
3765 3359
3766 if (item->type == SPELL) 3360 if (item->type == SPELL)
3767 { 3361 {
3768 if (check_spell_known (who, item->name)) 3362 if (check_spell_known (who, item->name))
3769 return; 3363 return;
3828 { 3422 {
3829 /* forces in the treasurelist can alter the player's stats */ 3423 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3424 object *skin;
3831 3425
3832 /* first get the dragon skin force */ 3426 /* first get the dragon skin force */
3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3833 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3429 ;
3430
3834 if (skin == NULL) 3431 if (!skin)
3835 return; 3432 return;
3836 3433
3837 /* adding new spellpath attunements */ 3434 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3435 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3436 {
3884 * not readied. 3481 * not readied.
3885 */ 3482 */
3886void 3483void
3887player_unready_range_ob (player *pl, object *ob) 3484player_unready_range_ob (player *pl, object *ob)
3888{ 3485{
3889 rangetype i; 3486 if (pl->ob->current_weapon == ob)
3487 pl->ob->current_weapon = 0;
3890 3488
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3489 if (pl->combat_ob == ob)
3892 { 3490 pl->combat_ob = 0;
3491
3893 if (pl->ranges[i] == ob) 3492 if (pl->ranged_ob == ob)
3894 { 3493 pl->ranged_ob = 0;
3895 pl->ranges[i] = NULL;
3896 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none;
3899 }
3900 }
3901 }
3902} 3494}
3495
3496sint8
3497player::visibility_at (maptile *map, int x, int y) const
3498{
3499 if (!ns)
3500 return 0;
3501
3502 int dx, dy;
3503 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3504 return 0;
3505
3506 x += dx - ns->current_x + ns->mapx / 2;
3507 y += dy - ns->current_y + ns->mapy / 2;
3508
3509 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3510 return 0;
3511
3512 return 100 - blocked_los [x][y];
3513}

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