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Comparing deliantra/server/server/player.C (file contents):
Revision 1.45 by root, Sat Dec 16 17:16:52 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 31
33#ifdef COZY_SERVER 32#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 33#include <functional>
35#endif
36 34
37player * 35playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 36
76void 37void
77display_motd (const object *op) 38display_motd (const object *op)
78{ 39{
79 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 return; 48 return;
88 49
89 motd[0] = '\0'; 50 motd[0] = '\0';
90 size = 0; 51 size = 0;
91 52
92 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
93 { 54 {
94 if (*buf == '#') 55 if (*buf == '#')
95 continue; 56 continue;
96 57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 77 return;
117 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
120 81
121 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
122 { 83 {
123 if (*buf == '#') 84 if (*buf == '#')
124 continue; 85 continue;
125 86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
153 114
154 news[0] = '\0'; 115 news[0] = '\0';
155 subject[0] = '\0'; 116 subject[0] = '\0';
156 size = 0; 117 size = 0;
157 118
158 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
159 { 120 {
160 if (*buf == '#') 121 if (*buf == '#')
161 continue; 122 continue;
162 123
163 if (*buf == '%') 124 if (*buf == '%')
164 { /* send one news */ 125 { /* send one news */
165 if (size > 0) 126 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 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
167 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
168 strip_endline (subject); 130 strip_endline (subject);
169 size = 0; 131 size = 0;
170 news[0] = '\0'; 132 news[0] = '\0';
171 } 133 }
180 size += strlen (buf); 142 size += strlen (buf);
181 } 143 }
182 } 144 }
183 145
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 149}
296 150
297/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
298static void 152static void
299set_first_map (object *op) 153set_first_map (object *op)
300{ 154{
301 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
302 op->x = -1; 156 op->x = -1;
303 op->y = -1; 157 op->y = -1;
304 enter_exit (op, NULL);
305} 158}
306 159
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
307/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
309 * mode. 380 * mode.
310 */ 381 */
311 382player *
312int 383player::create ()
313add_player (client *ns)
314{ 384{
315 player *p = new player; 385 player *pl = new player;
316 386
317 p->socket = ns; 387 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 388
320 p->next = first_player; 389 pl->ob->roll_stats ();
321 first_player = p; 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
322 392
323 p = get_player (p);
324
325 set_first_map (p->ob); 393 set_first_map (pl->ob);
326 394
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 395 return pl;
335} 396}
336 397
337/* 398/*
338 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
341 */ 402 */
342archetype * 403archetype *
343get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
344{ 405{
345 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
346 407
347 for (;;) 408 for (;;)
348 { 409 {
349 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
350 at = first_archetype; 411 i = archetypes.begin ();
351 else 412 else if (*i == at)
352 at = at->next; 413 cleanup ("not a single player archetype found");
414
353 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
354 return at; 416 return *i;
355 if (at == start)
356 {
357 LOG (llevError, "No Player archetypes\n");
358 exit (-1);
359 }
360 } 417 }
361} 418}
362
363 419
364object * 420object *
365get_nearest_player (object *mon) 421get_nearest_player (object *mon)
366{ 422{
367 object *op = NULL; 423 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 424 objectlink *ol;
370 unsigned lastdist; 425 unsigned lastdist;
371 rv_vector rv; 426 rv_vector rv;
372 427
373 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 { 429 {
375 /* 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
376 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
377 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
378 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
382 object *tmp = ol->ob; 437 object *tmp = ol->ob;
383 438
384 /* 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
385 * itself will have been cleared. 440 * itself will have been cleared.
386 */ 441 */
387 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 ());
388 ol = ol->next; 444 ol = ol->next;
389 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
390 if (!ol) 446 if (!ol)
391 return op; 447 return op;
392 } 448 }
405 { 461 {
406 op = ol->ob; 462 op = ol->ob;
407 lastdist = rv.distance; 463 lastdist = rv.distance;
408 } 464 }
409 } 465 }
410 for (pl = first_player; pl != NULL; pl = pl->next) 466
411 { 467 for_all_players (pl)
412 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
413 {
414
415 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
416 { 470 {
417 op = pl->ob; 471 op = pl->ob;
418 lastdist = rv.distance; 472 lastdist = rv.distance;
419 } 473 }
420 } 474
421 }
422#if 0 475#if 0
423 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)");
424#endif 477#endif
425 return op; 478 return op;
426} 479}
444 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
445 * 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
446 * is probably not a good thing. 499 * is probably not a good thing.
447 */ 500 */
448#define MAX_SPACES 50 501#define MAX_SPACES 50
449
450 502
451/* 503/*
452 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
453 * 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
454 * 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
485 x = mon->x; 537 x = mon->x;
486 y = mon->y; 538 y = mon->y;
487 m = mon->map; 539 m = mon->map;
488 dir = rv.direction; 540 dir = rv.direction;
489 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 */
490 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
491 /* 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. */
492 if (diff > max) 545 if (diff > max)
493 return 0; 546 return 0;
547
494 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
495 { 549 {
496 lastx = x; 550 lastx = x;
497 lasty = y; 551 lasty = y;
498 lastmap = m; 552 lastmap = m;
580 max--; 634 max--;
581 lastdir = dir; 635 lastdir = dir;
582 if (!firstdir) 636 if (!firstdir)
583 firstdir = dir; 637 firstdir = dir;
584 } 638 }
639
585 if (diff <= 1) 640 if (diff <= 1)
586 { 641 {
587 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
588 * headed toward player for entire distance. 643 * headed toward player for entire distance.
589 */ 644 */
590 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
591 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));
592 } 647 }
648
593 if (diff > max) 649 if (diff > max)
594 return 0; 650 return 0;
595 } 651 }
652
596 /* 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 */
597 if (!max) 654 if (!max)
598 return 0; 655 return 0;
599 656
600 return firstdir; 657 return firstdir;
693 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
694 link_player_skills (pl); 751 link_player_skills (pl);
695} 752}
696 753
697void 754void
698get_name (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_NAME;
702 send_query (op->contr->socket, 0, "What is your name?\n:");
703}
704
705void
706get_password (object *op)
707{
708 op->contr->write_buf[0] = '\0';
709 op->contr->state = ST_GET_PASSWORD;
710 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
711}
712
713void
714play_again (object *op)
715{
716 op->contr->state = ST_PLAY_AGAIN;
717 op->chosen_skill = NULL;
718 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
719 /* a bit of a hack, but there are various places early in th
720 * player creation process that a user can quit (eg, roll
721 * stats) that isn't removing the player. Taking a quick
722 * look, there are many places that call play_again without
723 * removing the player - it probably makes more sense
724 * to leave it to play_again to remove the object in all
725 * cases.
726 */
727 if (!QUERY_FLAG (op, FLAG_REMOVED))
728 op->remove ();
729 /* Need to set this to null - otherwise, it could point to garbage,
730 * and draw() doesn't check to see if the player is removed, only if
731 * the map is null or not swapped out.
732 */
733 op->map = NULL;
734}
735
736int
737receive_play_again (object *op, char key)
738{
739 if (key == 'q' || key == 'Q')
740 {
741 remove_friendly_object (op);
742 leave (op->contr, 0); /* ericserver will draw the message */
743 return 2;
744 }
745 else if (key == 'a' || key == 'A')
746 {
747 player *pl = op->contr;
748 shstr name = op->name;
749
750 op->contr = 0;
751 op->type = 0;
752 op->destroy (1);
753 pl = get_player (pl);
754 op = pl->ob;
755 add_friendly_object (op);
756 op->contr->password[0] = '~';
757 op->name = op->name_pl = 0;
758 /* Lets put a space in here */
759 new_draw_info (NDI_UNIQUE, 0, op, "\n");
760 get_name (op);
761 op->name = op->name_pl = name;
762 set_first_map (op);
763 }
764 else
765 /* user pressed something else so just ask again... */
766 play_again (op);
767
768 return 0;
769}
770
771void
772confirm_password (object *op)
773{
774
775 op->contr->write_buf[0] = '\0';
776 op->contr->state = ST_CONFIRM_PASSWORD;
777 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
778}
779
780void
781get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
782{ 756{
783 if (party == NULL) 757 if (party == NULL)
784 { 758 {
785 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);
786 return; 760 return;
787 } 761 }
762
788 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
789 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
790 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
791 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:");
792} 767}
793
794 768
795/* 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. */
796int 770static int
797roll_stat (void) 771roll_stat (void)
798{ 772{
799 int a[4], i, j, k; 773 int a[4], i, j, k;
800 774
801 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
802 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
803 777
804 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
805 if (a[i] < k) 779 if (a[i] < k)
806 k = a[i], j = i; 780 k = a[i], j = i;
807 781
808 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
809 {
810 if (i != j) 783 if (i != j)
811 k += a[i]; 784 k += a[i];
812 } 785
813 return k; 786 return k;
814} 787}
815 788
816void 789void
817roll_stats (object *op) 790object::roll_stats ()
818{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
819 int sum = 0; 796 int sum = 0;
820 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
821 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
822 799
823 do 800 if (sum >= 82 && sum <= 116)
801 break;
824 { 802 }
825 op->stats.Str = roll_stat ();
826 op->stats.Dex = roll_stat ();
827 op->stats.Int = roll_stat ();
828 op->stats.Con = roll_stat ();
829 op->stats.Wis = roll_stat ();
830 op->stats.Pow = roll_stat ();
831 op->stats.Cha = roll_stat ();
832 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
833 }
834 while (sum < 82 || sum > 116);
835 803
836 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
837 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
838 statsort[1] = op->stats.Dex;
839 statsort[2] = op->stats.Int;
840 statsort[3] = op->stats.Con;
841 statsort[4] = op->stats.Wis;
842 statsort[5] = op->stats.Pow;
843 statsort[6] = op->stats.Cha;
844 806
845 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
846 do 808 stats.stat (i) = statsort [i];
847 {
848 if (statsort[i] < statsort[i + 1])
849 {
850 j = statsort[i];
851 statsort[i] = statsort[i + 1];
852 statsort[i + 1] = j;
853 i = 0;
854 }
855 else
856 {
857 i++;
858 }
859 }
860 while (i < 6);
861 809
862 op->stats.Str = statsort[0];
863 op->stats.Dex = statsort[1];
864 op->stats.Con = statsort[2];
865 op->stats.Int = statsort[3];
866 op->stats.Wis = statsort[4];
867 op->stats.Pow = statsort[5];
868 op->stats.Cha = statsort[6];
869
870
871 op->contr->orig_stats.Str = op->stats.Str;
872 op->contr->orig_stats.Dex = op->stats.Dex;
873 op->contr->orig_stats.Int = op->stats.Int;
874 op->contr->orig_stats.Con = op->stats.Con;
875 op->contr->orig_stats.Wis = op->stats.Wis;
876 op->contr->orig_stats.Pow = op->stats.Pow;
877 op->contr->orig_stats.Cha = op->stats.Cha;
878
879 op->level = 1;
880 op->stats.exp = 0; 810 stats.exp = 0;
881 op->stats.ac = 0; 811 stats.ac = 0;
882 812
883 op->contr->levhp[1] = 9;
884 op->contr->levsp[1] = 6;
885 op->contr->levgrace[1] = 3;
886
887 fix_player (op);
888 op->stats.hp = op->stats.maxhp; 813 stats.hp = stats.maxhp;
889 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
890 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
891 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
892} 825}
893 826
894void 827void
895Roll_Again (object *op) 828object::swap_stats (int a, int b)
896{ 829{
897 esrv_new_player (op->contr, 0); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
898 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
899 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
900}
901 831
902void 832 for (int i = 0; i < NUM_STATS; ++i)
903Swap_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)
904{ 859{
905 signed char tmp;
906 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
907 861
908 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
909 {
910 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
911 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
912 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
913 return;
914 }
915
916 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
917
918 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
919
920 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
921
922 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
923 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
924 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
925 op->stats.Dex = op->contr->orig_stats.Dex;
926 op->stats.Con = op->contr->orig_stats.Con;
927 op->stats.Int = op->contr->orig_stats.Int;
928 op->stats.Wis = op->contr->orig_stats.Wis;
929 op->stats.Pow = op->contr->orig_stats.Pow;
930 op->stats.Cha = op->contr->orig_stats.Cha;
931 op->stats.ac = 0;
932
933 op->level = 1;
934 op->stats.exp = 0;
935 op->stats.ac = 0;
936
937 op->contr->levhp[1] = 9;
938 op->contr->levsp[1] = 6;
939 op->contr->levgrace[1] = 3;
940
941 fix_player (op);
942 op->stats.hp = op->stats.maxhp;
943 op->stats.sp = op->stats.maxsp;
944 op->stats.grace = op->stats.maxgrace;
945 op->contr->orig_stats = op->stats;
946 op->contr->Swap_First = -1;
947}
948
949
950/* This code has been greatly reduced, because with set_attr_value
951 * and get_attr_value, the stats can be accessed just numeric
952 * ids. stat_trans is a table that translate the number entered
953 * into the actual stat. It is needed because the order the stats
954 * are displayed in the stat window is not the same as how
955 * the number's access that stat. The table does that translation.
956 */
957int
958key_roll_stat (object *op, char key)
959{
960 int keynum = key - '0';
961 char buf[MAX_BUF];
962 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
963
964 if (keynum > 0 && keynum <= 7)
965 {
966 if (op->contr->Swap_First == -1)
967 {
968 op->contr->Swap_First = stat_trans[keynum];
969 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
970 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
971 }
972 else
973 Swap_Stat (op, stat_trans[keynum]);
974
975 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
976 return 1;
977 }
978 switch (key)
979 {
980 case 'n':
981 case 'N':
982 {
983 SET_FLAG (op, FLAG_WIZ);
984 if (op->map == NULL)
985 {
986 LOG (llevError, "Map == NULL in state 2\n");
987 break;
988 }
989
990#if 0
991 /* So that enter_exit will put us at startx/starty */
992 op->x = -1;
993
994 enter_exit (op, NULL);
995#endif
996 SET_ANIMATION (op, 2); /* So player faces south */
997 /* Enter exit adds a player otherwise */
998 add_statbonus (op);
999 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1000 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1001 op->contr->state = ST_CHANGE_CLASS;
1002 if (op->msg)
1003 new_draw_info (NDI_BLUE, 0, op, op->msg);
1004 return 0;
1005 }
1006 case 'y':
1007 case 'Y':
1008 roll_stats (op);
1009 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1010 return 1;
1011
1012 case 'q':
1013 case 'Q':
1014 play_again (op);
1015 return 1;
1016
1017 default:
1018 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1019 return 0;
1020 }
1021 return 0;
1022} 866}
1023 867
1024/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1025 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1026 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1027 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1028 * not the class. 872 * not the class.
1029 */ 873 */
1030 874void
1031int 875player::chargen_race_done ()
1032key_change_class (object *op, char key)
1033{ 876{
1034 int tmp_loop;
1035
1036 if (key == 'q' || key == 'Q')
1037 {
1038 op->remove ();
1039 play_again (op);
1040 return 0;
1041 }
1042 if (key == 'd' || key == 'D')
1043 {
1044 char buf[MAX_BUF];
1045
1046 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1047 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1048 879
1049 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
1050 if (tl) 881 if (tl)
1051 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
1052 883
1053 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1054 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1055 886
1056 op->contr->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1057 888
1058 if (op->msg) 889 if (ob->msg)
1059 op->msg = NULL; 890 ob->msg = 0;
1060 891
1061 /* 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
1062 * to save here. 893 * to save here.
1063 */ 894 */
895 {
896 char buf[MAX_BUF];
1064 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1065 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1066 900
1067#ifdef AUTOSAVE
1068 op->contr->last_save_tick = pticks;
1069#endif
1070 start_info (op); 901 start_info (ob);
1071 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1072 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1073 link_player_skills (op); 904 link_player_skills (ob);
1074 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1075 fix_player (op); 906 ob->update_stats ();
1076 907
1077 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1078 * is one for this race 909 * is one for this race
1079 */ 910 */
1080 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1081 { 912 {
1082 object *tmp; 913 object *tmp;
1083 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1084 915
1085 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);
1086 tmp = object::create (); 917 tmp = object::create ();
1087 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1088 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1089 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1090 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;
1091 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1092 * default initial map */ 923 * default initial map */
1093 tmp->destroy (); 924 tmp->destroy ();
1094 } 925 }
1095 else 926 else
1096 {
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1098 } 928}
1099 return 0;
1100 }
1101 929
930void
931player::chargen_race_next ()
932{
1102 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1104 */ 935 */
1105 936
1106 tmp_loop = 0; 937 do
1107 while (!tmp_loop)
1108 { 938 {
1109 shstr name = op->name; 939 shstr name = ob->name;
1110 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1111 941
1112 remove_statbonus (op); 942 ob->remove_statbonus ();
1113 op->remove (); 943 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
1116 op->instantiate (); 946 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1119 op->x = x; 949 ob->x = x;
1120 op->y = y; 950 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
1124 add_statbonus (op); 954 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 955 }
956 while (!allowed_class (ob));
1127 957
1128 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 960 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 963 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 964}
1190 965
1191void 966void
1192flee_player (object *op) 967flee_player (object *op)
1193{ 968{
1223 { 998 {
1224 op->enemy = NULL; 999 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1001 return;
1227 } 1002 }
1003
1228 get_rangevector (op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1229 1005
1230 dir = absdir (4 + rv.direction); 1006 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1007 for (diff = 0; diff < 3; diff++)
1232 { 1008 {
1233 int m = 1 - (RANDOM () & 2); 1009 int m = 1 - (RANDOM () & 2);
1234 1010
1235 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)))
1236 {
1237 return; 1012 return;
1238 }
1239 } 1013 }
1014
1240 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1017 op->enemy = NULL;
1243} 1018}
1244 1019
1245
1246/* 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.
1247 * 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
1248 * stop. 1022 * stop.
1249 */ 1023 */
1250int 1024int
1251check_pick (object *op) 1025check_pick (object *op)
1252{ 1026{
1253 object *tmp, *next; 1027 object *tmp, *next;
1254 int stop = 0; 1028 int stop = 0;
1255 int j, k, wvratio; 1029 int wvratio;
1256 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1257 1031
1258 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1260 return 1; 1034 return 1;
1261 1035
1329 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1106 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1111 }
1112
1366 /* philosophy: 1113 /* philosophy:
1367 * 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
1368 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1370 * 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
1371 * example. 1118 * example.
1372 * 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
1373 * 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
1374 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1559 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1561 { 1308 {
1562 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1563 { 1310 {
1564 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 &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1566 { 1313 {
1567 pick_up (op, tmp); 1314 pick_up (op, tmp);
1568 continue; 1315 continue;
1569 } 1316 }
1570 } 1317 }
1571 1318
1572 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1573 { 1320 {
1574 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)
1575 { 1322 {
1576 pick_up (op, tmp); 1323 pick_up (op, tmp);
1577 continue; 1324 continue;
1578 } 1325 }
1579 } 1326 }
1604 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1605 { 1352 {
1606 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1607 } 1354 }
1608 else 1355 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1611 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))));
1612#endif 1359#endif
1613 continue; 1360 continue;
1614 } 1361 }
1625 * found object is returned. 1372 * found object is returned.
1626 */ 1373 */
1627object * 1374object *
1628find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1629{ 1376{
1630 object *tmp = NULL; 1377 object *tmp = 0;
1631 1378
1632 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1633 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))
1634 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1636 return op; 1383 return op;
1384
1637 return tmp; 1385 return tmp;
1638} 1386}
1639 1387
1640/* 1388/*
1641 * 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
1642 * 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
1643 * 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
1644 * 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.
1645 */ 1393 */
1646
1647object * 1394object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1396{
1650 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1684 else 1431 else
1685 { 1432 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 { 1434 {
1688 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1690 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)
1691 { 1438 {
1692 tmp = arrow; 1439 tmp = arrow;
1693 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;
1694 } 1441 }
1695 } 1442 }
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 { 1444 {
1698 tmp = arrow; 1445 tmp = arrow;
1717 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1465 * op = the shooter
1719 * type = bow->race 1466 * type = bow->race
1720 * dir = fire direction 1467 * dir = fire direction
1721 */ 1468 */
1722
1723object * 1469object *
1724pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1725{ 1471{
1726 object *tmp = NULL; 1472 object *tmp = NULL;
1727 maptile *m; 1473 maptile *m;
1792 */ 1538 */
1793int 1539int
1794fire_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)
1795{ 1541{
1796 object *left, *bow; 1542 object *left, *bow;
1797 int bowspeed, mflags; 1543 int mflags;
1798 maptile *m; 1544 maptile *m;
1799 1545
1800 if (!dir) 1546 if (!dir)
1801 { 1547 {
1802 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!");
1803 return 0; 1549 return 0;
1804 } 1550 }
1805 if (op->type == PLAYER) 1551
1806 bow = op->contr->ranges[range_bow]; 1552 if (op->contr)
1553 bow = op->current_weapon;
1807 else 1554 else
1808 { 1555 {
1809 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1810 /* 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
1811 * 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.
1816 if (!bow) 1563 if (!bow)
1817 { 1564 {
1818 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1819 return 0; 1566 return 0;
1820 } 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
1821 } 1576 }
1577
1822 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1823 { 1579 {
1824 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);
1825 return 0; 1581 return 0;
1826 } 1582 }
1827
1828 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1829
1830 /* penalize ROF for bestarrow */
1831 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1832 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1833 if (bowspeed < 1)
1834 bowspeed = 1;
1835 1583
1836 if (arrow == NULL) 1584 if (arrow == NULL)
1837 { 1585 {
1838 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1839 { 1587 {
1840 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1841 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);
1842 /* 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 */
1843 else 1591 else
1844 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1845 return 0; 1594 return 0;
1846 } 1595 }
1847 } 1596 }
1597
1848 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1849 if (mflags & P_OUT_OF_MAP) 1599 if (mflags & P_OUT_OF_MAP)
1850 {
1851 return 0; 1600 return 0;
1852 } 1601
1853 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1854 { 1603 {
1855 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.");
1856 return 0; 1605 return 0;
1857 } 1606 }
1863 return 0; 1612 return 0;
1864 } 1613 }
1865 1614
1866 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1867 arrow = get_split_ob (arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1868 if (arrow == NULL) 1617 if (!arrow)
1869 { 1618 {
1870 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);
1871 return 0; 1620 return 0;
1872 } 1621 }
1622
1873 arrow->set_owner (op); 1623 arrow->set_owner (op);
1874 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1875
1876 arrow->direction = dir; 1625 arrow->direction = dir;
1877 arrow->x = sx; 1626
1878 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;
1879 1659
1880 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1881 { 1661 {
1882 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1883 fix_player (op);
1884 }
1885
1886 SET_ANIMATION (arrow, arrow->direction);
1887 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1888 arrow->stats.hp = arrow->stats.dam;
1889 arrow->stats.grace = arrow->attacktype;
1890 if (arrow->slaying != NULL)
1891 arrow->spellarg = strdup (arrow->slaying);
1892
1893 /* Note that this was different for monsters - they got their level
1894 * added to the damage. I think the strength bonus is more proper.
1895 */
1896
1897 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1898
1899 /* update the speed */
1900 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1901 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1902
1903 if (arrow->speed < 1.0)
1904 arrow->speed = 1.0;
1905 update_ob_speed (arrow);
1906 arrow->speed_left = 0;
1907
1908 if (op->type == PLAYER)
1909 {
1910 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1911 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1912 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1913
1914 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1915 } 1669 }
1916 else 1670 else
1917 { 1671 {
1918 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1919 arrow->level = op->level; 1672 arrow->level = op->level;
1920 } 1673 arrow->stats.wc -= bow->magic;
1921 1674
1922 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1923 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1924 1680
1925 if (bow->slaying != NULL) 1681 wc -= arrow->level;
1926 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1927 1683
1928 arrow->map = m; 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1929 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1930 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1931 1687
1932 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);
1933 insert_ob_in_map (arrow, m, op, 0); 1689 m->insert (arrow, sx, sy, op);
1934 1690
1935 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1936 move_arrow (arrow); 1692 move_arrow (arrow);
1937 1693
1938 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1958{ 1714{
1959 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1960 1716
1961 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1962 { 1718 {
1963 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);
1964 } 1720 }
1965 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)
1966 { 1722 {
1967 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1968 wcmod = -1; 1724 wcmod = -1;
1725
1969 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);
1970 } 1727 }
1971 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
1972 { 1729 {
1973 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);
1977 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1978 { 1735 {
1979 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);
1980 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);
1981 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);
1982
1983 } 1739 }
1984 else 1740 else
1985 { 1741 {
1986 /* Simple case */ 1742 /* Simple case */
1987 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);
1988 } 1744 }
1745
1989 return ret; 1746 return ret;
1990} 1747}
1991
1992 1748
1993/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1994 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1995 */ 1751 */
1996void 1752void
1997fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1998{ 1754{
1999 object *item; 1755 object *item = op->contr->ranged_ob;
2000 1756
2001 if (!op->contr->ranges[range_misc]) 1757 if (!item)
2002 { 1758 {
2003 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.");
2004 return; 1760 return;
2005 } 1761 }
2006 1762
2007 item = op->contr->ranges[range_misc];
2008 if (!item->inv) 1763 if (!item->inv)
2009 { 1764 {
2010 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2011 return; 1766 return;
2012 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2013 if (item->type == WAND) 1772 if (item->type == WAND)
2014 { 1773 {
2015 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2016 { 1775 {
2017 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2018 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
2019 return; 1779 return;
2020 } 1780 }
2021 } 1781 }
2022 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2023 { 1783 {
2024 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))
2025 { 1785 {
2026 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1787
2027 if (item->type == ROD) 1788 if (item->type == ROD)
2028 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2029 else 1790 else
2030 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
2031 return; 1793 return;
2032 } 1794 }
2033 } 1795 }
2034 1796
2035 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2042 object *tmp; 1804 object *tmp;
2043 1805
2044 if (item->arch) 1806 if (item->arch)
2045 { 1807 {
2046 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2047 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2048 item->speed = 0; 1810 item->set_speed (0);
2049 update_ob_speed (item);
2050 } 1811 }
1812
2051 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2052 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2053 } 1815 }
2054 } 1816 }
2055 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2056 {
2057 drain_rod_charge (item); 1818 drain_rod_charge (item);
2058 }
2059 } 1819 }
2060} 1820}
2061 1821
2062/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2063 */ 1823 */
2064void 1824bool
2065fire (object *op, int dir) 1825fire (object *op, int dir)
2066{ 1826{
2067 int spellcost = 0; 1827 int spellcost = 0;
2068 1828
2069 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2070 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2071 make_visible (op); 1831 make_visible (op);
2072 1832
2073 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;
2074 { 1839 }
2075 case range_none:
2076 return;
2077 1840
2078 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:
2079 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2080 return; 1858 break;
2081 1859
2082 case range_magic: /* Casting spells */ 1860 case SPELL:
2083 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);
2084 return; 1862 break;
2085 1863
2086 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:
2087 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2088 return; 1874 break;
2089
2090 case range_golem: /* Control summoned monsters from scrolls */
2091 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2092 {
2093 op->contr->ranges[range_golem] = 0;
2094 op->contr->shoottype = range_none;
2095 }
2096 else
2097 control_golem (op->contr->ranges[range_golem], dir);
2098 return;
2099
2100 case range_skill:
2101 if (!op->chosen_skill)
2102 {
2103 if (op->type == PLAYER)
2104 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2105 return;
2106 }
2107 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2108 return;
2109 case range_builder:
2110 apply_map_builder (op, dir);
2111 return;
2112 default:
2113 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2114 return;
2115 } 1875 }
2116}
2117 1876
2118 1877 return true;
1878}
2119 1879
2120/* find_key 1880/* find_key
2121 * 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
2122 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
2123 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2125 * pl is the player, 1885 * pl is the player,
2126 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2127 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2128 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2129 */ 1889 */
2130
2131object * 1890object *
2132find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2133{ 1892{
2134 object *tmp, *key; 1893 object *tmp, *key;
2135 1894
2136 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2137 if (container->inv == NULL) 1896 if (!container->inv)
2138 return NULL; 1897 return 0;
2139 1898
2140 /* 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 */
2141 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2142 { 1901 {
2143 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2144 break; 1903 break;
2145 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2146 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2147 */ 1906 */
2148 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2149 break; 1908 break;
2150 } 1909 }
1910
2151 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2152 /* 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.
2153 * 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
2154 * a key, return 1914 * a key, return
2155 */ 1915 */
2156 if (!tmp) 1916 if (!tmp)
2157 { 1917 {
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1919 {
2160 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2161 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2162 { 1922 {
2163 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2164 return key; 1924 return key;
2165 } 1925 }
2166 } 1926 }
1927
2167 if (!tmp) 1928 if (!tmp)
2168 return NULL; 1929 return NULL;
2169 } 1930 }
1931
2170 /* 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,
2171 * see if we actually want to use it 1933 * see if we actually want to use it
2172 */ 1934 */
2173 if (pl != container) 1935 if (pl != container)
2174 { 1936 {
2195 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2196 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2197 return NULL; 1959 return NULL;
2198 } 1960 }
2199 } 1961 }
1962
2200 return tmp; 1963 return tmp;
2201} 1964}
2202 1965
2203/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2204 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2206 * 0 otherwise 1969 * 0 otherwise
2207 */ 1970 */
2208static int 1971static int
2209player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2210{ 1973{
2211
2212 /* 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,
2213 * 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 -
2214 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2215 */ 1977 */
2216 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2217 1979
2218 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2219 if (key) 1981 if (key)
2220 { 1982 {
2221 object *container = key->env; 1983 object *container = key->env;
2222 1984
2223 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
2224 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
2225 make_visible (op); 1988 make_visible (op);
1989
2226 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2227 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1992
2228 if (door->type == DOOR) 1993 if (door->type == DOOR)
2229 {
2230 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 */
2231 }
2232 else if (door->type == LOCKED_DOOR) 1995 else if (door->type == LOCKED_DOOR)
2233 { 1996 {
2234 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));
2235 remove_door2 (door); /* remove door without violence ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
2236 } 1999 }
2000
2237 /* Do this after we print the message */ 2001 /* Do this after we print the message */
2238 decrease_ob (key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
2239 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
2240 if (container != op) 2004 if (container != op)
2241 esrv_update_item (UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
2242 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2243 } 2008 }
2244 else if (door->type == LOCKED_DOOR) 2009 else if (door->type == LOCKED_DOOR)
2245 { 2010 {
2246 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
2247 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2248 return 1; 2013 return 1;
2249 } 2014 }
2015
2250 return 0; 2016 return 0;
2251} 2017}
2252 2018
2253/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2254 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2255 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2256 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2257 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2258 */ 2024 */
2259 2025bool
2260void
2261move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2262{ 2027{
2263 object *tmp, *mon;
2264 sint16 nx, ny;
2265 int on_battleground; 2028 int on_battleground;
2266 maptile *m;
2267 2029
2268 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2269 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2270 2032
2271 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 }
2272 2043
2273 /* 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
2274 * 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
2275 * 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
2276 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2277 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2278 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2279 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2280 * move_ob uses. 2051 * move_ob uses.
2281 */ 2052 */
2282 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);
2283 {
2284 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2285 {
2286 m = get_map_from_coord (op->map, &nx, &ny);
2287 if (!m)
2288 return; /* Don't think this should happen */
2289 }
2290 else
2291 m = op->map;
2292 2054
2293 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2294 {
2295 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2296 return;
2297 }
2298
2299 mon = NULL;
2300 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2301 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2302 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2303 * on the space 2058 * on the space
2304 */ 2059 */
2305 while (tmp != NULL) 2060 object *mon;
2306 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2307 if (tmp == op) 2062 {
2308 { 2063 if ((mon->flag [FLAG_ALIVE]
2309 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2310 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2311 }
2312
2313 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2314 {
2315 mon = tmp; 2066 && mon != op)
2316 break; 2067 break;
2317 } 2068 }
2318 2069
2319 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2320 mon = tmp;
2321
2322 tmp = tmp->above;
2323 }
2324
2325 if (mon == NULL) /* This happens anytime the player tries to move */ 2070 if (!mon) /* This happens anytime the player tries to move */
2326 return; /* into a wall */ 2071 return false; /* into a wall */
2327 2072
2328 if (mon->head != NULL)
2329 mon = mon->head; 2073 mon = mon->head_ ();
2330 2074
2331 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)
2332 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2333 return; 2080 return true;
2081 }
2334 2082
2335 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2336 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2337 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2338 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2339 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2340 * and thus will not push them. 2088 * and thus will not push them.
2341 */ 2089 */
2342 2090
2343 /* 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
2344 * peaceful. Our assumption is the creature is a pet if the 2092 * peaceful. Our assumption is the creature is a pet if the
2345 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2346 */ 2094 */
2347 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2348#if COZY_SERVER
2349 &&
2350 ((mon->owner && mon->owner->contr 2096 && ((mon->owner && mon->owner->contr
2351 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2352#else
2353 && mon->owner == op 2098 || mon->owner == op)
2354#endif
2355 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2356 { 2100 {
2357 /* 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 */
2358 if (op->contr->braced) 2102 if (op->contr->braced)
2359 return; 2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108
2360 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);
2361 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2362 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2363 make_visible (op); 2113 make_visible (op);
2114
2364 return; 2115 return true;
2365 } 2116 }
2117 else
2118 return false;
2119 }
2366 2120
2367 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2368 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2369 * 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
2370 * attack them either. 2124 * attack them either.
2371 */ 2125 */
2372 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2373 (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))
2374#ifdef PROHIBIT_PLAYERKILL 2128 && ((op->contr->peaceful
2375 (op->contr->peaceful 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2376 || (mon->type == PLAYER 2130 && !on_battleground))
2377 && mon->contr-> 2131 {
2378 peaceful)) && 2132 if (op->speed_left > 0.f)
2379#else
2380 op->contr->peaceful &&
2381#endif
2382 !on_battleground))
2383 { 2133 {
2134 --op->speed_left;
2135
2384 if (!op->contr->braced) 2136 if (!op->contr->braced)
2385 { 2137 {
2386 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);
2387 (void) push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2388 } 2140 }
2389 else 2141 else
2390 {
2391 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2392 } 2143
2393 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2394 make_visible (op); 2145 make_visible (op);
2395 }
2396 2146
2147 return true;
2148 }
2149 }
2397 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2398 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2399 */ 2152 */
2400 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)
2401 { 2156 {
2157 --op->speed_left;
2158
2402 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2403 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2404 make_visible (op); 2161 make_visible (op);
2405 }
2406 2162
2163 return true;
2164 }
2165 }
2407 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2408 * 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
2409 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2410 * 1) Not a player, 2) A player, but of a different party. Note 2169 * 1) Not a player, 2) A player, but of a different party. Note
2411 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2412 */ 2171 */
2413
2414 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2415 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2416 { 2174 {
2417 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2418 /* If the player hasn't hit something this tick, and does
2419 * so, give them speed boost based on weapon speed. Doing
2420 * it here is better than process_players2, which basically
2421 * incurred a 1 tick offset.
2422 */
2423 if (!op->contr->has_hit)
2424 { 2176 {
2425 op->speed_left += op->speed / op->contr->weapon_sp; 2177 --op->contr->weapon_sp_left;
2426 2178
2427 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2428 }
2429
2430 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2431 2180
2432 /* If attacking another player, that player gets automatic
2433 * hitback, and doesn't loose luck either.
2434 * Disable hitback on the battleground or if the target is
2435 * the wiz.
2436 */
2437 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2438 {
2439 short luck = mon->stats.luck;
2440
2441 mon->contr->has_hit = 1;
2442 skill_attack (op, mon, 0, NULL, NULL);
2443 mon->stats.luck = luck;
2444 }
2445 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2446 make_visible (op); 2182 make_visible (op);
2447 }
2448 } /* if player should attack something */
2449}
2450 2183
2451int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2452move_player (object *op, int dir) 2192move_player (object *op, int dir)
2453{ 2193{
2454 int pick; 2194 int pick;
2455 2195
2456 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2457 return 0; 2197 return 0;
2458 2198
2459 /* Sanity check: make sure dir is valid */ 2199 /* Sanity check: make sure dir is valid */
2460 if ((dir < 0) || (dir >= 9)) 2200 if ((dir < 0) || (dir >= 9))
2461 { 2201 {
2462 LOG (llevError, "move_player: invalid direction %d\n", dir); 2202 LOG (llevError, "move_player: invalid direction %d\n", dir);
2463 return 0; 2203 return 0;
2464 } 2204 }
2465 2205
2466 /* peterm: added following line */ 2206 /* peterm: added following line */
2467 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2468 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2208 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2469 2209
2470 op->facing = dir; 2210 op->facing = dir;
2471 2211
2472 if (op->hide) 2212 if (op->hide)
2473 do_hidden_move (op); 2213 do_hidden_move (op);
2474 2214
2215 bool retval;
2216
2475 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2476 /*nop */ ; 2218 retval = RESULT_INT (0);
2477 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2478 fire (op, dir); 2220 retval = fire (op, dir);
2479 else 2221 else
2480 { 2222 {
2481 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2482 pick = check_pick (op); 2224 pick = check_pick (op);
2483 } 2225 }
2484 2226
2485 /* 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
2486 * server can handle repeat firing. 2228 * server can handle repeat firing.
2487 */ 2229 */
2488 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2230 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2489 {
2490 op->direction = dir; 2231 op->direction = dir;
2491 }
2492 else 2232 else
2493 {
2494 op->direction = 0; 2233 op->direction = 0;
2495 } 2234
2496 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2497 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2498 * for players. 2237 * for players.
2499 */ 2238 */
2500 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2501 return 0; 2240
2241 return retval;
2502} 2242}
2503 2243
2504/* 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
2505 * new client/server stuff. 2245 * new client/server stuff.
2506 * 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
2507 * the new speed values for commands. 2247 * the new speed values for commands.
2508 * 2248 *
2509 * 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.
2510 */ 2252 */
2511int 2253bool
2512handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2513{ 2255{
2514 if (op->contr->hidden)
2515 {
2516 op->invisible = 1000;
2517 /* the socket code flashes the player visible/invisible
2518 * depending on the value of invisible, so we need to
2519 * alternate it here for it to work correctly.
2520 */
2521 if (pticks & 2)
2522 op->invisible--;
2523 }
2524 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2525 {
2526 op->invisible--;
2527 if (!op->invisible)
2528 {
2529 make_visible (op);
2530 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2531 }
2532 }
2533
2534 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2535 { 2257 {
2536 flee_player (op); 2258 if (op->speed_left > 0.f)
2537 /* If player is still scared, that is his action for this tick */
2538 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2259 {
2540 op->speed_left--; 2260 --op->speed_left;
2261 flee_player (op);
2262
2541 return 0; 2263 return true;
2542 } 2264 }
2265 else
2266 return false;
2543 } 2267 }
2544
2545 /* I've been seeing crashes where the golem has been destroyed, but
2546 * the player object still points to the defunct golem. The code that
2547 * destroys the golem looks correct, and it doesn't always happen, so
2548 * put this in a a workaround to clean up the golem pointer.
2549 */
2550 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2551 op->contr->ranges[range_golem] = 0;
2552 2268
2553 /* 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
2554 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2555 * called, so we recheck it here. 2271 * called, so we recheck it here.
2556 */ 2272 */
2557 op->contr->socket->handle_command (); 2273 if (op->contr->ns->handle_command ())
2558 if (op->speed_left < 0)
2559 return 0; 2274 return true;
2560 2275
2561 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2562 {
2563 /* All move commands take 1 tick, at least for now */
2564 op->speed_left--;
2565
2566 /* Instead of all the stuff below, let move_player take care
2567 * of it. Also, some of the skill stuff is only put in
2568 * there, as well as the confusion stuff.
2569 */
2570 move_player (op, op->direction); 2277 return move_player (op, op->direction);
2571 if (op->speed_left > 0)
2572 return 1;
2573 else
2574 return 0;
2575 }
2576 2278
2577 return 0; 2279 return false;
2578} 2280}
2579 2281
2580int 2282int
2581save_life (object *op) 2283save_life (object *op)
2582{ 2284{
2599 op->stats.hp = op->stats.maxhp; 2301 op->stats.hp = op->stats.maxhp;
2600 2302
2601 if (op->stats.food < 0) 2303 if (op->stats.food < 0)
2602 op->stats.food = 999; 2304 op->stats.food = 999;
2603 2305
2604 fix_player (op); 2306 op->update_stats ();
2605 return 1; 2307 return 1;
2606 } 2308 }
2607 2309
2608 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2310 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2609 CLEAR_FLAG (op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2617 * from. 2319 * from.
2618 */ 2320 */
2619void 2321void
2620remove_unpaid_objects (object *op, object *env) 2322remove_unpaid_objects (object *op, object *env)
2621{ 2323{
2622 object *next;
2623
2624 while (op) 2324 while (op)
2625 { 2325 {
2626 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' */
2627 * we remove object 'op' 2327
2628 */
2629 if (QUERY_FLAG (op, FLAG_UNPAID)) 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2630 { 2329 {
2631 op->remove ();
2632 op->x = env->x;
2633 op->y = env->y;
2634 if (env->type == PLAYER) 2330 if (env->type == PLAYER)
2635 esrv_del_item (env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2636 insert_ob_in_map (op, env->map, NULL, 0); 2332
2333 op->insert_at (env);
2637 } 2334 }
2638 else if (op->inv) 2335 else if (op->inv)
2639 remove_unpaid_objects (op->inv, env); 2336 remove_unpaid_objects (op->inv, env);
2640 2337
2641 op = next; 2338 op = next;
2642 } 2339 }
2643} 2340}
2644
2645 2341
2646/* 2342/*
2647 * Returns pointer a static string containing gravestone text 2343 * Returns pointer a static string containing gravestone text
2648 * Moved from apply.c to player.c - player.c is what 2344 * Moved from apply.c to player.c - player.c is what
2649 * actually uses this function. player.c may not be quite the 2345 * actually uses this function. player.c may not be quite the
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2380 strcat (buf2, buf);
2685 2381
2686 return buf2; 2382 return buf2;
2687} 2383}
2688
2689
2690 2384
2691void 2385void
2692do_some_living (object *op) 2386do_some_living (object *op)
2693{ 2387{
2694 int last_food = op->stats.food; 2388 int last_food = op->stats.food;
2700 int rate_grace = 2000; 2394 int rate_grace = 2000;
2701 const int max_hp = 1; 2395 const int max_hp = 1;
2702 const int max_sp = 1; 2396 const int max_sp = 1;
2703 const int max_grace = 1; 2397 const int max_grace = 1;
2704 2398
2705 if (op->contr->outputs_sync) 2399 if (op->contr->hidden)
2706 {
2707 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2708 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2709 flush_output_element (op, &op->contr->outputs[i]);
2710 } 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 }
2711 2417
2712 if (op->contr->state == ST_PLAYING) 2418 if (op->contr->ns->state == ST_PLAYING)
2713 { 2419 {
2714
2715 /* these next three if clauses make it possible to SLOW DOWN 2420 /* these next three if clauses make it possible to SLOW DOWN
2716 hp/grace/spellpoint regeneration. */ 2421 hp/grace/spellpoint regeneration. */
2717 if (op->contr->gen_hp >= 0) 2422 if (op->contr->gen_hp >= 0)
2718 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2423 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2719 else 2424 else
2720 { 2425 {
2721 gen_hp = op->stats.maxhp; 2426 gen_hp = op->stats.maxhp;
2722 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2427 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2723 } 2428 }
2429
2724 if (op->contr->gen_sp >= 0) 2430 if (op->contr->gen_sp >= 0)
2725 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2431 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2726 else 2432 else
2727 { 2433 {
2728 gen_sp = op->stats.maxsp; 2434 gen_sp = op->stats.maxsp;
2729 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2435 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2730 } 2436 }
2437
2731 if (op->contr->gen_grace >= 0) 2438 if (op->contr->gen_grace >= 0)
2732 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2733 else 2440 else
2734 { 2441 {
2735 gen_grace = op->stats.maxgrace; 2442 gen_grace = op->stats.maxgrace;
2736 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2737 } 2444 }
2738 2445
2739 /* Regenerate Spell Points */ 2446 /* Regenerate Spell Points */
2740 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2447 if (!op->contr->golem && --op->last_sp < 0)
2741 { 2448 {
2742 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);
2743 if (op->stats.sp < op->stats.maxsp) 2450 if (op->stats.sp < op->stats.maxsp)
2744 { 2451 {
2745 op->stats.sp++; 2452 op->stats.sp++;
2751 op->stats.food += op->contr->digestion; 2458 op->stats.food += op->contr->digestion;
2752 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))
2753 op->stats.food = last_food; 2460 op->stats.food = last_food;
2754 } 2461 }
2755 } 2462 }
2463
2756 if (max_sp > 1) 2464 if (max_sp > 1)
2757 { 2465 {
2758 over_sp = (gen_sp + 10) / rate_sp; 2466 over_sp = (gen_sp + 10) / rate_sp;
2759 if (over_sp > 0) 2467 if (over_sp > 0)
2760 { 2468 {
2761 if (op->stats.sp < op->stats.maxsp) 2469 if (op->stats.sp < op->stats.maxsp)
2762 { 2470 {
2763 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2471 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2472
2764 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))
2765 op->stats.sp--; 2474 op->stats.sp--;
2475
2766 if (op->stats.sp > op->stats.maxsp) 2476 if (op->stats.sp > op->stats.maxsp)
2767 op->stats.sp = op->stats.maxsp; 2477 op->stats.sp = op->stats.maxsp;
2768 } 2478 }
2769 op->last_sp = 0; 2479 op->last_sp = 0;
2770 } 2480 }
2771 else 2481 else
2772 {
2773 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);
2774 }
2775 } 2483 }
2776 else 2484 else
2777 {
2778 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);
2779 }
2780 } 2486 }
2781 2487
2782 /* Regenerate Grace */ 2488 /* Regenerate Grace */
2783 /* 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. */
2784 if (--op->last_grace < 0) 2490 if (--op->last_grace < 0)
2785 { 2491 {
2786 if (op->stats.grace < op->stats.maxgrace / 2) 2492 if (op->stats.grace < op->stats.maxgrace / 2)
2787 op->stats.grace++; /* no penalty in food for regaining grace */ 2493 op->stats.grace++; /* no penalty in food for regaining grace */
2494
2788 if (max_grace > 1) 2495 if (max_grace > 1)
2789 { 2496 {
2790 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2497 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2791 if (over_grace > 0) 2498 if (over_grace > 0)
2792 { 2499 {
2820 op->stats.food += op->contr->digestion; 2527 op->stats.food += op->contr->digestion;
2821 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))
2822 op->stats.food = last_food; 2529 op->stats.food = last_food;
2823 } 2530 }
2824 } 2531 }
2532
2825 if (max_hp > 1) 2533 if (max_hp > 1)
2826 { 2534 {
2827 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2828 if (over_hp > 0) 2536 if (over_hp > 0)
2829 { 2537 {
2842 } 2550 }
2843 2551
2844 /* Digestion */ 2552 /* Digestion */
2845 if (--op->last_eat < 0) 2553 if (--op->last_eat < 0)
2846 { 2554 {
2847#ifdef COZY_SERVER
2848 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2849 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2850#else
2851 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;
2852#endif
2853 2556
2854 if (op->contr->gen_hp > 0) 2557 if (op->contr->gen_hp > 0)
2855 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);
2856 else 2559 else
2857 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561
2858 /* dms do not consume food */ 2562 /* dms do not consume food */
2859 if (!QUERY_FLAG (op, FLAG_WIZ)) 2563 if (!QUERY_FLAG (op, FLAG_WIZ))
2860 op->stats.food--; 2564 op->stats.food--;
2861 } 2565 }
2862 }
2863 2566
2864 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2567 if (op->stats.food < 0 && op->stats.hp >= 0)
2865 { 2568 {
2866 object *tmp, *flesh = NULL; 2569 object *tmp, *flesh = 0;
2867 2570
2868 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2571 for (tmp = op->inv; tmp; tmp = tmp->below)
2869 {
2870 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2871 { 2572 {
2872 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2573 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 { 2574 {
2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2576 {
2874 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.");
2875 manual_apply (op, tmp, 0); 2578 manual_apply (op, tmp, 0);
2876 if (op->stats.food >= 0 || op->stats.hp < 0) 2579 if (op->stats.food >= 0 || op->stats.hp < 0)
2877 break; 2580 break;
2878 } 2581 }
2879 else if (tmp->type == FLESH) 2582 else if (tmp->type == FLESH)
2880 flesh = tmp; 2583 flesh = tmp;
2881 } /* End if paid for object */ 2584 } /* End if paid for object */
2882 } /* end of for loop */ 2585 } /* end of for loop */
2586
2883 /* 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
2884 * eat flesh instead. 2588 * eat flesh instead.
2885 */ 2589 */
2886 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2887 { 2591 {
2888 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.");
2889 manual_apply (op, flesh, 0); 2593 manual_apply (op, flesh, 0);
2890 } 2594 }
2891 } /* end if player is starving */ 2595 }
2892 2596
2893 while (op->stats.food < 0 && op->stats.hp > 0) 2597 while (op->stats.food < 0 && op->stats.hp >= 0)
2894 op->stats.food++, op->stats.hp--; 2598 op->stats.food++, op->stats.hp--;
2895 2599
2896 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))
2897 kill_player (op); 2601 kill_player (op);
2602 }
2898} 2603}
2899
2900
2901 2604
2902/* 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.
2903 * 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
2904 * permadeath, no lifesave), this will take care of removing the player 2607 * permadeath, no lifesave), this will take care of removing the player
2905 * file. 2608 * file.
2935 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!");
2936 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...");
2937 2640
2938 /* restore player */ 2641 /* restore player */
2939 at = archetype::find ("poisoning"); 2642 at = archetype::find ("poisoning");
2940 tmp = present_arch_in_ob (at, op); 2643 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2644 {
2943 tmp->destroy (); 2645 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2646 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2945 } 2647 }
2946 2648
2947 at = archetype::find ("confusion"); 2649 at = archetype::find ("confusion");
2948 tmp = present_arch_in_ob (at, op); 2650 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2651 {
2951 tmp->destroy (); 2652 tmp->destroy ();
2952 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2653 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2953 } 2654 }
2954 2655
2956 op->stats.hp = op->stats.maxhp; 2657 op->stats.hp = op->stats.maxhp;
2957 if (op->stats.food <= 0) 2658 if (op->stats.food <= 0)
2958 op->stats.food = 999; 2659 op->stats.food = 999;
2959 2660
2960 /* create a bodypart-trophy to make the winner happy */ 2661 /* create a bodypart-trophy to make the winner happy */
2961 tmp = arch_to_object (archetype::find ("finger")); 2662 if (object *tmp = arch_to_object (archetype::find ("finger")))
2962 if (tmp != NULL)
2963 { 2663 {
2964 sprintf (buf, "%s's finger", &op->name); 2664 sprintf (buf, "%s's finger", &op->name);
2965 tmp->name = buf; 2665 tmp->name = buf;
2966 sprintf (buf, " This finger has been cut off %s\n" 2666 sprintf (buf, " This finger has been cut off %s\n"
2967 " 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",
2968 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2969 tmp->msg = buf; 2669 tmp->msg = buf;
2970 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2670 tmp->value = 0, tmp->type = 0;
2971 tmp->materialname = NULL; 2671 tmp->materialname = "organics";
2972 tmp->x = op->x, tmp->y = op->y; 2672 tmp->insert_at (op, tmp);
2973 insert_ob_in_map (tmp, op->map, op, 0);
2974 } 2673 }
2975 2674
2976 /* teleport defeated player to new destination */ 2675 /* teleport defeated player to new destination */
2977 transfer_ob (op, x, y, 0, NULL); 2676 transfer_ob (op, x, y, 0, NULL);
2978 op->contr->braced = 0; 2677 op->contr->braced = 0;
2983 2682
2984 command_kill_pets (op, 0); 2683 command_kill_pets (op, 0);
2985 2684
2986 if (op->stats.food < 0) 2685 if (op->stats.food < 0)
2987 { 2686 {
2988 if (op->contr->explore)
2989 {
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992 op->stats.food = 999;
2993 return;
2994 }
2995 sprintf (buf, "%s starved to death.", &op->name); 2687 sprintf (buf, "%s starved to death.", &op->name);
2996 strcpy (op->contr->killer, "starvation"); 2688 strcpy (op->contr->killer, "starvation");
2997 } 2689 }
2998 else 2690 else
2999 {
3000 if (op->contr->explore)
3001 {
3002 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3003 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3004 op->stats.hp = op->stats.maxhp;
3005 return;
3006 }
3007 sprintf (buf, "%s died.", &op->name); 2691 sprintf (buf, "%s died.", &op->name);
3008 } 2692
3009 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3010 2694
3011 /* save the map location for corpse, gravestone */ 2695 /* save the map location for corpse, gravestone */
3012 x = op->x; 2696 x = op->x;
3013 y = op->y; 2697 y = op->y;
3014 map = op->map; 2698 map = op->map;
3015 2699
3016
3017 if (settings.not_permadeth == TRUE)
3018 {
3019 /* NOT_PERMADEATH code. This basically brings the character back to 2700 /* NOT_PERMADEATH code. This basically brings the character back to
3020 * 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.
3021 * 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.
3022 */ 2703 */
3023 2704
3024 /* Basically two ways to go - remove a stat permanently, or just 2705 /* Basically two ways to go - remove a stat permanently, or just
3025 * make it depletion. This bunch of code deals with that aspect 2706 * make it depletion. This bunch of code deals with that aspect
3026 * of death. 2707 * of death.
3027 */ 2708 */
3028#ifndef COZY_SERVER 2709#ifndef COZY_SERVER
3029 if (settings.balanced_stat_loss) 2710 if (settings.balanced_stat_loss)
3030 { 2711 {
3031 /* If stat loss is permanent, lose one stat only. */ 2712 /* If stat loss is permanent, lose one stat only. */
3032 /* 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
3033 more if they do. */ 2714 more if they do. */
3034 /* Higher level characters can afford things such as potions of 2715 /* Higher level characters can afford things such as potions of
3035 restoration, or better, stat potions. So we slug them that 2716 restoration, or better, stat potions. So we slug them that
3036 little bit harder. */ 2717 little bit harder. */
3037 /* GD */ 2718 /* GD */
3038 if (settings.stat_loss_on_death) 2719 if (settings.stat_loss_on_death)
3039 num_stats_lose = 1; 2720 num_stats_lose = 1;
3040 else
3041 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3042 }
3043 else 2721 else
3044 { 2722 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2723 }
2724 else
3045 num_stats_lose = 1; 2725 num_stats_lose = 1;
3046 } 2726
3047 lost_a_stat = 0; 2727 lost_a_stat = 0;
3048 2728
3049 for (z = 0; z < num_stats_lose; z++) 2729 for (z = 0; z < num_stats_lose; z++)
3050 { 2730 {
3051 i = RANDOM () % NUM_STATS; 2731 i = RANDOM () % NUM_STATS;
3052 2732
3053 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)
3054 { 2753 {
3055 /* Pick a random stat and take a point off it. Tell the player 2754 dep = arch_to_object (deparch);
3056 * what he lost. 2755 insert_ob_in_ob (dep, op);
3057 */
3058 change_attr_value (&(op->stats), i, -1);
3059 check_stat_bounds (&(op->stats));
3060 change_attr_value (&(op->contr->orig_stats), i, -1);
3061 check_stat_bounds (&(op->contr->orig_stats));
3062 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3063 lost_a_stat = 1;
3064 } 2756 }
3065 else 2757 lose_this_stat = 1;
2758 if (settings.balanced_stat_loss)
3066 { 2759 {
3067 /* deplete a stat */ 2760 /* GD */
3068 archetype *deparch = archetype::find ("depletion"); 2761 /* Get the stat that we're about to deplete. */
3069 object *dep; 2762 this_stat = get_attr_value (&(dep->stats), i);
3070 2763 if (this_stat < 0)
3071 dep = present_arch_in_ob (deparch, op);
3072 if (!dep)
3073 { 2764 {
3074 dep = arch_to_object (deparch); 2765 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3075 insert_ob_in_ob (dep, op); 2766 int keep_chance = this_stat * this_stat;
3076 } 2767
3077 lose_this_stat = 1; 2768 /* Yes, I am paranoid. Sue me. */
3078 if (settings.balanced_stat_loss)
3079 {
3080 /* GD */
3081 /* Get the stat that we're about to deplete. */
3082 this_stat = get_attr_value (&(dep->stats), i);
3083 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)
3084 { 2774 {
3085 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3086 int keep_chance = this_stat * this_stat;
3087
3088 /* Yes, I am paranoid. Sue me. */
3089 if (keep_chance < 1)
3090 keep_chance = 1;
3091
3092 /* There is a maximum depletion total per level. */
3093 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 {
3095 lose_this_stat = 0; 2775 lose_this_stat = 0;
3096 /* Take loss chance vs keep chance to see if we 2776 /* Take loss chance vs keep chance to see if we
3097 retain the stat. */ 2777 retain the stat. */
3098 }
3099 else
3100 {
3101 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3102 lose_this_stat = 0;
3103 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3104 this_stat, keep_chance, loss_chance,
3105 lose_this_stat?"LOSE":"KEEP"); */
3106 }
3107 } 2778 }
3108 }
3109
3110 if (lose_this_stat)
3111 {
3112 this_stat = get_attr_value (&(dep->stats), i);
3113 /* We could try to do something clever like find another
3114 * stat to reduce if this fails. But chances are, if
3115 * stats have been depleted to -50, all are pretty low
3116 * and should be roughly the same, so it shouldn't make a
3117 * difference.
3118 */ 2779 else
3119 if (this_stat >= -50)
3120 { 2780 {
3121 change_attr_value (&(dep->stats), i, -1); 2781 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3122 SET_FLAG (dep, FLAG_APPLIED);
3123 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3124 fix_player (op);
3125 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"); */
3126 } 2786 }
3127 } 2787 }
3128 } 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 }
3129 } 2807 }
2808 }
2809 }
3130 /* If no stat lost, tell the player. */ 2810 /* If no stat lost, tell the player. */
3131 if (!lost_a_stat) 2811 if (!lost_a_stat)
3132 { 2812 {
3133 /* determine_god() seems to not work sometimes... why is this? 2813 /* determine_god() seems to not work sometimes... why is this?
3134 Should I be using something else? GD */ 2814 Should I be using something else? GD */
3135 const char *god = determine_god (op); 2815 const char *god = determine_god (op);
3136 2816
3137 if (god && (strcmp (god, "none"))) 2817 if (god && (strcmp (god, "none")))
3138 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);
3139 else 2819 else
3140 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.");
3141 } 2821 }
3142#else 2822#else
3143 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.");
3144#endif 2824#endif
3145 2825
3146 /* Put a gravestone up where the character 'almost' died. List the 2826 /* Put a gravestone up where the character 'almost' died. List the
3147 * exp loss on the stone. 2827 * exp loss on the stone.
3148 */ 2828 */
3149 tmp = arch_to_object (archetype::find ("gravestone")); 2829 tmp = arch_to_object (archetype::find ("gravestone"));
3150 sprintf (buf, "%s's gravestone", &op->name); 2830 sprintf (buf, "%s's gravestone", &op->name);
3151 tmp->name = buf; 2831 tmp->name = buf;
3152 sprintf (buf, "%s's gravestones", &op->name); 2832 sprintf (buf, "%s's gravestones", &op->name);
3153 tmp->name_pl = buf; 2833 tmp->name_pl = buf;
3154 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);
3155 tmp->msg = buf; 2835 tmp->msg = buf;
3156 tmp->x = op->x, tmp->y = op->y; 2836 tmp->x = op->x, tmp->y = op->y;
3157 insert_ob_in_map (tmp, op->map, NULL, 0); 2837 insert_ob_in_map (tmp, op->map, NULL, 0);
3158 2838
3159 /**************************************/ 2839 /**************************************/
3160 /* */ 2840 /* */
3161 /* Subtract the experience points, */ 2841 /* Subtract the experience points, */
3162 /* if we died cause of food, give us */ 2842 /* if we died cause of food, give us */
3163 /* food, and reset HP's... */ 2843 /* food, and reset HP's... */
3164 /* */ 2844 /* */
3165 /**************************************/ 2845 /**************************************/
3166 2846
3167 /* remove any poisoning and confusion the character may be suffering. */ 2847 /* remove any poisoning and confusion the character may be suffering. */
3168 /* restore player */ 2848 /* restore player */
3169 at = archetype::find ("poisoning"); 2849 at = archetype::find ("poisoning");
3170 tmp = present_arch_in_ob (at, op); 2850 tmp = present_arch_in_ob (at, op);
3171 2851
3172 if (tmp) 2852 if (tmp)
3173 { 2853 {
3174 tmp->destroy (); 2854 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2855 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3176 } 2856 }
3177 2857
3178 at = archetype::find ("confusion"); 2858 at = archetype::find ("confusion");
3179 tmp = present_arch_in_ob (at, op); 2859 tmp = present_arch_in_ob (at, op);
3180 if (tmp) 2860 if (tmp)
3181 { 2861 {
3182 tmp->destroy (); 2862 tmp->destroy ();
3183 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2863 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3184 } 2864 }
3185 2865
3186 cure_disease (op, 0); /* remove any disease */ 2866 cure_disease (op, 0); /* remove any disease */
3187 2867
3188 /*add_exp(op, (op->stats.exp * -0.20)); */ 2868 /*add_exp(op, (op->stats.exp * -0.20)); */
3189 apply_death_exp_penalty (op); 2869 apply_death_exp_penalty (op);
3190 if (op->stats.food < 100) 2870 if (op->stats.food < 100)
3191 op->stats.food = 900; 2871 op->stats.food = 900;
3192 op->stats.hp = op->stats.maxhp; 2872 op->stats.hp = op->stats.maxhp;
3193 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2873 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3194 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2874 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3195 2875
3196 /* 2876 /*
3197 * 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
3198 * the player has any unpaid items. If so, remove them and put them back 2878 * and put them back in the map.
3199 * in the map. 2879 */
3200 */
3201
3202 if (is_in_shop (op))
3203 remove_unpaid_objects (op->inv, op); 2880 remove_unpaid_objects (op->inv, op);
3204 2881
3205 /****************************************/ 2882 /****************************************/
3206 /* */ 2883 /* */
3207 /* Move player to his current respawn- */ 2884 /* Move player to his current respawn- */
3208 /* position (usually last savebed) */ 2885 /* position (usually last savebed) */
3209 /* */ 2886 /* */
3210 /****************************************/ 2887 /****************************************/
3211 2888
3212 enter_player_savebed (op); 2889 enter_player_savebed (op);
3213 2890
3214 /* Save the player before inserting the force to reduce
3215 * chance of abuse.
3216 */
3217 op->contr->braced = 0; 2891 op->contr->braced = 0;
3218 save_player (op, 1);
3219 2892
3220 /* it is possible that the player has blown something up 2893 /* it is possible that the player has blown something up
3221 * at his savebed location, and that can have long lasting 2894 * at his savebed location, and that can have long lasting
3222 * spell effects. So first see if there is a spell effect 2895 * spell effects. So first see if there is a spell effect
3223 * on the space that might harm the player. 2896 * on the space that might harm the player.
3224 */ 2897 */
3225 will_kill_again = 0; 2898 will_kill_again = 0;
3226 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)
3227 if (tmp->type == SPELL_EFFECT) 2900 if (tmp->type == SPELL_EFFECT)
3228 will_kill_again |= tmp->attacktype; 2901 will_kill_again |= tmp->attacktype;
3229 2902
3230 if (will_kill_again) 2903 if (will_kill_again)
3231 { 2904 {
3232 object *force; 2905 object *force;
3233 int at; 2906 int at;
3234 2907
3235 force = get_archetype (FORCE_NAME); 2908 force = get_archetype (FORCE_NAME);
3236 /* 50 ticks should be enough time for the spell to abate */ 2909 /* 50 ticks should be enough time for the spell to abate */
3237 force->speed = 0.1; 2910 force->speed = 0.1f;
3238 force->speed_left = -5.0; 2911 force->speed_left = -5.f;
3239 SET_FLAG (force, FLAG_APPLIED); 2912 SET_FLAG (force, FLAG_APPLIED);
3240 for (at = 0; at < NROFATTACKS; at++) 2913 for (at = 0; at < NROFATTACKS; at++)
3241 if (will_kill_again & (1 << at)) 2914 if (will_kill_again & (1 << at))
3242 force->resist[at] = 100; 2915 force->resist[at] = 100;
3243 2916
3244 insert_ob_in_ob (force, op); 2917 insert_ob_in_ob (force, op);
3245 fix_player (op); 2918 op->update_stats ();
3246 2919
3247 } 2920 }
3248 2921
3249 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2922 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3250 return;
3251 } /* NOT_PERMADETH */
3252 else
3253 {
3254 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3255 * should probably be embedded in an else statement.
3256 */
3257
3258 op->contr->party = NULL;
3259 if (settings.set_title == TRUE)
3260 op->contr->own_title[0] = '\0';
3261 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3262 check_score (op);
3263
3264 if (op->contr->ranges[range_golem])
3265 {
3266 remove_friendly_object (op->contr->ranges[range_golem]);
3267 op->contr->ranges[range_golem]->destroy ();
3268 op->contr->ranges[range_golem] = 0;
3269 }
3270
3271 loot_object (op); /* Remove some of the items for good */
3272 op->remove ();
3273 op->direction = 0;
3274
3275 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3276 {
3277 delete_character (op->name, 0);
3278 if (settings.resurrection == TRUE)
3279 {
3280 /* save playerfile sans equipment when player dies
3281 ** then save it as player.pl.dead so that future resurrection
3282 ** type spells will work on them nicely
3283 */
3284 delete_character (op->name, 0);
3285 op->stats.hp = op->stats.maxhp;
3286 op->stats.food = 999;
3287
3288 /* set the location of where the person will reappear when */
3289 /* maybe resurrection code should fix map also */
3290 strcpy (op->contr->maplevel, settings.emergency_mapname);
3291 if (op->map != NULL)
3292 op->map = NULL;
3293 op->x = settings.emergency_x;
3294 op->y = settings.emergency_y;
3295 save_player (op, 0);
3296 op->map = map;
3297 /* please see resurrection.c: peterm */
3298 dead_player (op);
3299 }
3300 else
3301 delete_character (op->name, 1);
3302 }
3303
3304 play_again (op);
3305
3306 /* peterm: added to create a corpse at deathsite. */
3307 tmp = arch_to_object (archetype::find ("corpse_pl"));
3308 sprintf (buf, "%s", &op->name);
3309 tmp->name = tmp->name_pl = buf;
3310 tmp->level = op->level;
3311 tmp->x = x;
3312 tmp->y = y;
3313 tmp->msg = gravestone_text (op);
3314 SET_FLAG (tmp, FLAG_UNIQUE);
3315 insert_ob_in_map (tmp, map, NULL, 0);
3316 }
3317} 2923}
3318
3319 2924
3320void 2925void
3321loot_object (object *op) 2926loot_object (object *op)
3322{ /* Grab and destroy some treasure */ 2927{ /* Grab and destroy some treasure */
3323 object *tmp, *tmp2, *next; 2928 object *tmp, *tmp2, *next;
3324 2929
3325 if (op->container) 2930 op->close_container (); /* close open sack first */
3326 { /* close open sack first */
3327 esrv_apply_container (op, op->container);
3328 }
3329 2931
3330 for (tmp = op->inv; tmp != NULL; tmp = next) 2932 for (tmp = op->inv; tmp; tmp = next)
3331 { 2933 {
3332 next = tmp->below; 2934 next = tmp->below;
3333 if (tmp->type == EXPERIENCE || tmp->invisible) 2935
2936 if (tmp->invisible)
3334 continue; 2937 continue;
2938
3335 tmp->remove (); 2939 tmp->remove ();
3336 tmp->x = op->x, tmp->y = op->y; 2940 tmp->x = op->x, tmp->y = op->y;
2941
3337 if (tmp->type == CONTAINER) 2942 if (tmp->type == CONTAINER)
3338 { /* empty container to ground */ 2943 loot_object (tmp); /* empty container to ground */
3339 loot_object (tmp); 2944
3340 }
3341 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))))
3342 { 2946 {
3343 if (tmp->nrof > 1) 2947 if (tmp->nrof > 1)
3344 { 2948 {
3345 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3346 tmp2->destroy (); 2950 tmp2->destroy ();
3357/* 2961/*
3358 * fix_weight(): Check recursively the weight of all players, and fix 2962 * fix_weight(): Check recursively the weight of all players, and fix
3359 * 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
3360 * was changed. 2964 * was changed.
3361 */ 2965 */
3362
3363void 2966void
3364fix_weight (void) 2967fix_weight (void)
3365{ 2968{
3366 player *pl; 2969 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 { 2970 {
3370 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3371 2972
3372 if (old == sum) 2973 if (old == sum)
3373 continue; 2974 continue;
3374 fix_player (pl->ob); 2975 pl->ob->update_stats ();
3375 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);
3376 } 2977 }
3377} 2978}
3378 2979
3379void 2980void
3380fix_luck (void) 2981fix_luck (void)
3381{ 2982{
3382 player *pl; 2983 for_all_players (pl)
3383
3384 for (pl = first_player; pl != NULL; pl = pl->next)
3385 if (!pl->ob->contr->state) 2984 if (!pl->ob->contr->ns->state)
3386 change_luck (pl->ob, 0); 2985 pl->ob->change_luck (0);
3387} 2986}
3388
3389 2987
3390/* cast_dust() - handles op throwing objects of type 'DUST'. 2988/* cast_dust() - handles op throwing objects of type 'DUST'.
3391 * This is much simpler in the new spell code - we basically 2989 * This is much simpler in the new spell code - we basically
3392 * just treat this as any other spell casting object. 2990 * just treat this as any other spell casting object.
3393 */ 2991 */
3394
3395void 2992void
3396cast_dust (object *op, object *throw_ob, int dir) 2993cast_dust (object *op, object *throw_ob, int dir)
3397{ 2994{
3398 object *skop, *spob; 2995 object *skop, *spob;
3399 2996
3433 if (op->type == PLAYER) 3030 if (op->type == PLAYER)
3434 { 3031 {
3435 op->contr->tmp_invis = 0; 3032 op->contr->tmp_invis = 0;
3436 op->contr->invis_race = 0; 3033 op->contr->invis_race = 0;
3437 } 3034 }
3035
3438 update_object (op, UP_OBJ_FACE); 3036 update_object (op, UP_OBJ_CHANGE);
3439} 3037}
3440 3038
3441int 3039int
3442is_true_undead (object *op) 3040is_true_undead (object *op)
3443{ 3041{
3444 object *tmp = NULL;
3445
3446 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3042 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3447 return 1; 3043 return 1;
3448 3044
3449 if (op->type == PLAYER)
3450 for (tmp = op->inv; tmp; tmp = tmp->below)
3451 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3452 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3453 return 1;
3454 return 0; 3045 return 0;
3455} 3046}
3456 3047
3457/* look at the surrounding terrain to determine 3048/* look at the surrounding terrain to determine
3458 * the hideability of this object. Positive levels 3049 * the hideability of this object. Positive levels
3500/* For Hidden creatures - a chance of becoming 'unhidden' 3091/* For Hidden creatures - a chance of becoming 'unhidden'
3501 * every time they move - as we subtract off 'invisibility' 3092 * every time they move - as we subtract off 'invisibility'
3502 * AND, for players, if they move into a ridiculously unhideable 3093 * AND, for players, if they move into a ridiculously unhideable
3503 * spot (surrounded by clear terrain in broad daylight). -b.t. 3094 * spot (surrounded by clear terrain in broad daylight). -b.t.
3504 */ 3095 */
3505
3506void 3096void
3507do_hidden_move (object *op) 3097do_hidden_move (object *op)
3508{ 3098{
3509 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3510 object *skop; 3100 object *skop;
3514 3104
3515 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3105 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3516 3106
3517 /* 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! */
3518 if (op->type == PLAYER && op->contr->run_on) 3108 if (op->type == PLAYER && op->contr->run_on)
3519 {
3520 if (!skop || num >= skop->level) 3109 if (!skop || num >= skop->level)
3521 { 3110 {
3522 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!");
3523 make_visible (op); 3112 make_visible (op);
3524 return; 3113 return;
3525 } 3114 }
3526 else 3115 else
3527 num += 20; 3116 num += 20;
3528 } 3117
3529 num += op->map->difficulty; 3118 num += op->map->difficulty;
3530 hide = hideability (op); /* modify by terrain hidden level */ 3119 hide = hideability (op); /* modify by terrain hidden level */
3531 num -= hide; 3120 num -= hide;
3121
3532 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3122 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3533 { 3123 {
3534 make_visible (op); 3124 make_visible (op);
3535 if (op->type == PLAYER) 3125 if (op->type == PLAYER)
3536 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!");
3537 } 3127 }
3538 else if (op->type == PLAYER && skop) 3128 else if (op->type == PLAYER && skop)
3539 {
3540 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);
3541 }
3542} 3130}
3543 3131
3544/* determine if who is standing near a hostile creature. */ 3132/* determine if who is standing near a hostile creature. */
3545 3133
3546int 3134int
3573 if (mflags & P_OUT_OF_MAP) 3161 if (mflags & P_OUT_OF_MAP)
3574 continue; 3162 continue;
3575 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)))
3576 continue; 3164 continue;
3577 3165
3578 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)
3579 { 3167 {
3580 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))
3581 return 1; 3169 return 1;
3582 else if (tmp->type == PLAYER) 3170 else if (tmp->type == PLAYER)
3583 { 3171 {
3613 if (pl->type != PLAYER) 3201 if (pl->type != PLAYER)
3614 { 3202 {
3615 LOG (llevError, "player_can_view() called for non-player object\n"); 3203 LOG (llevError, "player_can_view() called for non-player object\n");
3616 return -1; 3204 return -1;
3617 } 3205 }
3206
3618 if (!pl || !op) 3207 if (!pl || !op)
3619 return 0; 3208 return 0;
3620 3209
3621 if (op->head)
3622 {
3623 op = op->head; 3210 op = op->head_ ();
3624 } 3211
3625 get_rangevector (pl, op, &rv, 0x1); 3212 get_rangevector (pl, op, &rv, 0x1);
3626 3213
3627 /* starting with the 'head' part, lets loop 3214 /* starting with the 'head' part, lets loop
3628 * through the object and find if it has any 3215 * through the object and find if it has any
3629 * part that is in the los array but isnt on 3216 * part that is in the los array but isnt on
3630 * a blocked los square. 3217 * a blocked los square.
3631 * we use the archetype to figure out offsets. 3218 * we use the archetype to figure out offsets.
3632 */ 3219 */
3633 while (op) 3220 while (op)
3634 { 3221 {
3635 dx = rv.distance_x + op->arch->clone.x; 3222 dx = rv.distance_x + op->arch->x;
3636 dy = rv.distance_y + op->arch->clone.y; 3223 dy = rv.distance_y + op->arch->y;
3637 3224
3638 /* only the viewable area the player sees is updated by LOS 3225 /* only the viewable area the player sees is updated by LOS
3639 * 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
3640 * for any meaningful values. 3227 * for any meaningful values.
3641 */ 3228 */
3642 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3229 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3643 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3230 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3644 !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)])
3645 return 1; 3232 return 1;
3646 op = op->more; 3233 op = op->more;
3647 } 3234 }
3648 return 0; 3235 return 0;
3649} 3236}
3746 char buf[MAX_BUF]; /* tmp. string buffer */ 3333 char buf[MAX_BUF]; /* tmp. string buffer */
3747 int i = 0, j = 0; 3334 int i = 0, j = 0;
3748 3335
3749 /* get the appropriate treasurelist */ 3336 /* get the appropriate treasurelist */
3750 if (atnr == ATNR_FIRE) 3337 if (atnr == ATNR_FIRE)
3751 trlist = find_treasurelist ("dragon_ability_fire"); 3338 trlist = treasurelist::find ("dragon_ability_fire");
3752 else if (atnr == ATNR_COLD) 3339 else if (atnr == ATNR_COLD)
3753 trlist = find_treasurelist ("dragon_ability_cold"); 3340 trlist = treasurelist::find ("dragon_ability_cold");
3754 else if (atnr == ATNR_ELECTRICITY) 3341 else if (atnr == ATNR_ELECTRICITY)
3755 trlist = find_treasurelist ("dragon_ability_elec"); 3342 trlist = treasurelist::find ("dragon_ability_elec");
3756 else if (atnr == ATNR_POISON) 3343 else if (atnr == ATNR_POISON)
3757 trlist = find_treasurelist ("dragon_ability_poison"); 3344 trlist = treasurelist::find ("dragon_ability_poison");
3758 3345
3759 if (trlist == NULL || who->type != PLAYER) 3346 if (trlist == NULL || who->type != PLAYER)
3760 return; 3347 return;
3761 3348
3762 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++);
3763 3350
3764 if (tr == NULL || tr->item == NULL) 3351 if (!tr || !tr->item)
3765 { 3352 {
3766 /* 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]); */
3767 return; 3354 return;
3768 } 3355 }
3769 3356
3770 /* everything seems okay - now bring on the gift: */ 3357 /* everything seems okay - now bring on the gift: */
3771 item = &(tr->item->clone); 3358 item = tr->item;
3772 3359
3773 if (item->type == SPELL) 3360 if (item->type == SPELL)
3774 { 3361 {
3775 if (check_spell_known (who, item->name)) 3362 if (check_spell_known (who, item->name))
3776 return; 3363 return;
3835 { 3422 {
3836 /* forces in the treasurelist can alter the player's stats */ 3423 /* forces in the treasurelist can alter the player's stats */
3837 object *skin; 3424 object *skin;
3838 3425
3839 /* first get the dragon skin force */ 3426 /* first get the dragon skin force */
3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3840 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
3841 if (skin == NULL) 3431 if (!skin)
3842 return; 3432 return;
3843 3433
3844 /* adding new spellpath attunements */ 3434 /* adding new spellpath attunements */
3845 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3435 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3846 { 3436 {
3891 * not readied. 3481 * not readied.
3892 */ 3482 */
3893void 3483void
3894player_unready_range_ob (player *pl, object *ob) 3484player_unready_range_ob (player *pl, object *ob)
3895{ 3485{
3896 rangetype i; 3486 if (pl->ob->current_weapon == ob)
3487 pl->ob->current_weapon = 0;
3897 3488
3898 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3489 if (pl->combat_ob == ob)
3899 { 3490 pl->combat_ob = 0;
3491
3900 if (pl->ranges[i] == ob) 3492 if (pl->ranged_ob == ob)
3901 { 3493 pl->ranged_ob = 0;
3902 pl->ranges[i] = NULL;
3903 if (pl->shoottype == i)
3904 {
3905 pl->shoottype = range_none;
3906 }
3907 }
3908 }
3909} 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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