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Comparing deliantra/server/server/player.C (file contents):
Revision 1.44 by root, Sat Dec 16 03:21:08 2006 UTC vs.
Revision 1.153 by root, Tue Jul 10 05:51:38 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 p->no_shout = 0; /* default can shout */
269
270 assign (p->title, op->arch->clone.name);
271 op->race = op->arch->clone.race;
272
273 CLEAR_FLAG (op, FLAG_READY_SKILL);
274
275 /* we need to clear these to -1 and not zero - otherwise,
276 * if a player quits and starts a new character, we wont
277 * send new values to the client, as things like exp start
278 * at zero.
279 */
280 for (i = 0; i < NUM_SKILLS; i++)
281 {
282 p->last_skill_exp[i] = -1;
283 p->last_skill_ob[i] = NULL;
284 }
285
286 for (i = 0; i < NROFATTACKS; i++)
287 p->last_resist[i] = -1;
288
289 p->last_stats.exp = -1;
290 p->last_weight = (uint32) - 1;
291
292 p->socket->update_look = 0;
293 p->socket->look_position = 0;
294
295 return p;
296} 149}
297 150
298/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
299static void 152static void
300set_first_map (object *op) 153set_first_map (object *op)
301{ 154{
302 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
303 op->x = -1; 156 op->x = -1;
304 op->y = -1; 157 op->y = -1;
305 enter_exit (op, NULL);
306} 158}
307 159
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 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE)
233 if (tmp->arch->archname == shstr_dragon_ability_force)
234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
305
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
320 ob->direction = 5; /* So player faces south */
321}
322
323void
324player::set_observe (object *op)
325{
326 observe = op ? op : ob;
327 do_los = 1;
328}
329
330player::player ()
331{
332 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point.
334 */
335 outputs_sync = 4;
336 outputs_count = 4;
337 unapply = unapply_nochoice;
338
339 savebed_map = first_map_path; /* Init. respawn position */
340
341 gen_sp_armour = 10;
342 bowtype = bow_normal;
343 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers;
346 peaceful = 1; /* default peaceful */
347 do_los = 1;
348
349 weapon_sp = 1.0f;
350 weapon_sp_left = 0.5f;
351}
352
353void
354player::do_destroy ()
355{
356 disconnect ();
357
358 attachable::do_destroy ();
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365
366 ob = observe = 0;
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
308/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
309 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
310 * mode. 377 * mode.
311 */ 378 */
312 379player *
313int 380player::create ()
314add_player (client *ns)
315{ 381{
316 player *p = new player; 382 player *pl = new player;
317 383
318 p->socket = ns; 384 pl->set_object (arch_to_object (get_player_archetype (0)));
319 ns->pl = p;
320 385
321 p->next = first_player; 386 pl->ob->roll_stats ();
322 first_player = p; 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
323 389
324 p = get_player (p);
325
326 set_first_map (p->ob); 390 set_first_map (pl->ob);
327 391
328 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
329 add_friendly_object (p->ob);
330 send_rules (p->ob);
331 send_news (p->ob);
332 display_motd (p->ob);
333 get_name (p->ob);
334
335 return 0; 392 return pl;
336} 393}
337 394
338/* 395/*
339 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
341 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
342 */ 399 */
343archetype * 400archetype *
344get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
345{ 402{
346 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
347 404
348 for (;;) 405 for (;;)
349 { 406 {
350 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
351 at = first_archetype; 408 i = archetypes.begin ();
352 else 409 else if (*i == at)
353 at = at->next; 410 cleanup ("not a single player archetype found");
411
354 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
355 return at; 413 return *i;
356 if (at == start)
357 {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 414 }
362} 415}
363
364 416
365object * 417object *
366get_nearest_player (object *mon) 418get_nearest_player (object *mon)
367{ 419{
368 object *op = NULL; 420 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 421 objectlink *ol;
371 unsigned lastdist; 422 unsigned lastdist;
372 rv_vector rv; 423 rv_vector rv;
373 424
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 426 {
376 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 434 object *tmp = ol->ob;
384 435
385 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 437 * itself will have been cleared.
387 */ 438 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
389 ol = ol->next; 441 ol = ol->next;
390 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
391 if (!ol) 443 if (!ol)
392 return op; 444 return op;
393 } 445 }
406 { 458 {
407 op = ol->ob; 459 op = ol->ob;
408 lastdist = rv.distance; 460 lastdist = rv.distance;
409 } 461 }
410 } 462 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 463
412 { 464 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
417 { 467 {
418 op = pl->ob; 468 op = pl->ob;
419 lastdist = rv.distance; 469 lastdist = rv.distance;
420 } 470 }
421 } 471
422 }
423#if 0 472#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 474#endif
426 return op; 475 return op;
427} 476}
445 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 496 * is probably not a good thing.
448 */ 497 */
449#define MAX_SPACES 50 498#define MAX_SPACES 50
450
451 499
452/* 500/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 534 x = mon->x;
487 y = mon->y; 535 y = mon->y;
488 m = mon->map; 536 m = mon->map;
489 dir = rv.direction; 537 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
492 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 542 if (diff > max)
494 return 0; 543 return 0;
544
495 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
496 { 546 {
497 lastx = x; 547 lastx = x;
498 lasty = y; 548 lasty = y;
499 lastmap = m; 549 lastmap = m;
581 max--; 631 max--;
582 lastdir = dir; 632 lastdir = dir;
583 if (!firstdir) 633 if (!firstdir)
584 firstdir = dir; 634 firstdir = dir;
585 } 635 }
636
586 if (diff <= 1) 637 if (diff <= 1)
587 { 638 {
588 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 640 * headed toward player for entire distance.
590 */ 641 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 644 }
645
594 if (diff > max) 646 if (diff > max)
595 return 0; 647 return 0;
596 } 648 }
649
597 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
598 if (!max) 651 if (!max)
599 return 0; 652 return 0;
600 653
601 return firstdir; 654 return firstdir;
694 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
695 link_player_skills (pl); 748 link_player_skills (pl);
696} 749}
697 750
698void 751void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
783{ 753{
784 if (party == NULL) 754 if (party == NULL)
785 { 755 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 757 return;
788 } 758 }
759
789 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 764}
794
795 765
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 767static int
798roll_stat (void) 768roll_stat (void)
799{ 769{
800 int a[4], i, j, k; 770 int a[4], i, j, k;
801 771
802 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
804 774
805 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 776 if (a[i] < k)
807 k = a[i], j = i; 777 k = a[i], j = i;
808 778
809 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 780 if (i != j)
812 k += a[i]; 781 k += a[i];
813 } 782
814 return k; 783 return k;
815} 784}
816 785
817void 786void
818roll_stats (object *op) 787object::roll_stats ()
819{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
820 int sum = 0; 793 int sum = 0;
821 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
823 796
824 do 797 if (sum >= 82 && sum <= 116)
798 break;
825 { 799 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 800
837 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 803
846 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
847 do 805 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 806
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 807 stats.exp = 0;
882 op->stats.ac = 0; 808 stats.ac = 0;
883 809
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
892 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
893} 822}
894 823
895void 824void
896Roll_Again (object *op) 825object::swap_stats (int a, int b)
897{ 826{
898 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 828
903void 829 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
905{ 856{
906 signed char tmp;
907 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
908 858
909 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 863}
1024 864
1025/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1029 * not the class. 869 * not the class.
1030 */ 870 */
1031 871void
1032int 872player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 873{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 876
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 878 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
1053 880
1054 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1056 883
1057 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1058 885
1059 if (op->msg) 886 if (ob->msg)
1060 op->msg = NULL; 887 ob->msg = 0;
1061 888
1062 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
1063 * to save here. 890 * to save here.
1064 */ 891 */
892 {
893 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1067 897
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 898 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 901 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1076 fix_player (op); 903 ob->update_stats ();
1077 904
1078 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1079 * is one for this race 906 * is one for this race
1080 */ 907 */
1081 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1082 { 909 {
1083 object *tmp; 910 object *tmp;
1084 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1085 912
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1087 tmp = object::create (); 914 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1093 * default initial map */ 920 * default initial map */
1094 tmp->destroy (); 921 tmp->destroy ();
1095 } 922 }
1096 else 923 else
1097 {
1098 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
1099 } 925}
1100 return 0;
1101 }
1102 926
927void
928player::chargen_race_next ()
929{
1103 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1104 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1105 */ 932 */
1106 933
1107 tmp_loop = 0; 934 do
1108 while (!tmp_loop)
1109 { 935 {
1110 shstr name = op->name; 936 shstr name = ob->name;
1111 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1112 938
1113 remove_statbonus (op); 939 ob->remove_statbonus ();
1114 op->remove (); 940 ob->remove ();
1115 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1116 op->arch->clone.copy_to (op); 942 ob->arch->copy_to (ob);
1117 op->instantiate (); 943 ob->instantiate ();
1118 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1119 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1120 op->x = x; 946 ob->x = x;
1121 op->y = y; 947 ob->y = y;
1122 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1123 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1124 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
1125 add_statbonus (op); 951 ob->add_statbonus ();
1126 tmp_loop = allowed_class (op);
1127 } 952 }
953 while (!allowed_class (ob));
1128 954
1129 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1130 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1131 fix_player (op); 957 ob->update_stats ();
1132 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1133 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1134 op->stats.grace = 0; 960 ob->stats.grace = 0;
1135
1136 if (op->msg)
1137 new_draw_info (NDI_BLUE, 0, op, op->msg);
1138
1139 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1140 return 0;
1141}
1142
1143int
1144key_confirm_quit (object *op, char key)
1145{
1146 char buf[MAX_BUF];
1147
1148 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1149 {
1150 op->contr->state = ST_PLAYING;
1151 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1152 return 1;
1153 }
1154
1155 INVOKE_PLAYER (LOGOUT, op->contr);
1156 INVOKE_PLAYER (QUIT, op->contr);
1157
1158 terminate_all_pets (op);
1159 leave_map (op);
1160 op->direction = 0;
1161 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1162
1163 strcpy (op->contr->killer, "quit");
1164 check_score (op);
1165 op->contr->party = NULL;
1166 if (settings.set_title == TRUE)
1167 op->contr->own_title[0] = '\0';
1168
1169 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1170 {
1171 maptile *mp, *next;
1172
1173 /* We need to hunt for any per player unique maps in memory and
1174 * get rid of them. The trailing slash in the path is intentional,
1175 * so that players named 'Ab' won't match against players 'Abe' pathname
1176 */
1177 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1178 for (mp = first_map; mp != NULL; mp = next)
1179 {
1180 next = mp->next;
1181 if (!strncmp (mp->path, buf, strlen (buf)))
1182 delete_map (mp);
1183 }
1184
1185 delete_character (op->name, 1);
1186 }
1187
1188 play_again (op);
1189 return 1;
1190} 961}
1191 962
1192void 963void
1193flee_player (object *op) 964flee_player (object *op)
1194{ 965{
1224 { 995 {
1225 op->enemy = NULL; 996 op->enemy = NULL;
1226 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1227 return; 998 return;
1228 } 999 }
1000
1229 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1230 1002
1231 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1232 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1233 { 1005 {
1234 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1235 1007
1236 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1237 {
1238 return; 1009 return;
1239 }
1240 } 1010 }
1011
1241 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1242 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1243 op->enemy = NULL; 1014 op->enemy = NULL;
1244} 1015}
1245 1016
1246
1247/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1248 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1249 * stop. 1019 * stop.
1250 */ 1020 */
1251int 1021int
1252check_pick (object *op) 1022check_pick (object *op)
1253{ 1023{
1254 object *tmp, *next; 1024 object *tmp, *next;
1255 int stop = 0; 1025 int stop = 0;
1256 int j, k, wvratio; 1026 int wvratio;
1257 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1258 1028
1259 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1260 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1261 return 1; 1031 return 1;
1262 1032
1330 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1331 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1332 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1333 else 1103 else
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1336 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1337
1338 sprintf (putstring, "...flags: ");
1339 for (k = 0; k < 4; k++)
1340 {
1341 for (j = 0; j < 32; j++)
1342 {
1343 if ((tmp->flags[k] >> j) & 0x01)
1344 {
1345 sprintf (tmpstr, "%d ", k * 32 + j);
1346 strcat (putstring, tmpstr);
1347 }
1348 }
1349 }
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352#if 0
1353 /* print the flags too */
1354 for (k = 0; k < 4; k++)
1355 {
1356 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1357 for (j = 0; j < 32; j++)
1358 {
1359 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1360 if (!((j + 1) % 4))
1361 fprintf (stderr, " ");
1362 }
1363 fprintf (stderr, " [%d]\n", k * 32);
1364 }
1365#endif
1366 } 1108 }
1109
1367 /* philosophy: 1110 /* philosophy:
1368 * It's easy to grab an item type from a pile, as long as it's 1111 * It's easy to grab an item type from a pile, as long as it's
1369 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1370 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1371 * grab-as-you-run type mode that's really useful for arrows for 1114 * grab-as-you-run type mode that's really useful for arrows for
1372 * example. 1115 * example.
1373 * The drawback: right now it has no frontend, so you need to 1116 * The drawback: right now it has no frontend, so you need to
1374 * stick the bits you want into a calculator in hex mode and then 1117 * stick the bits you want into a calculator in hex mode and then
1375 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1560 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1561 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1562 { 1305 {
1563 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1564 { 1307 {
1565 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1566 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1567 { 1310 {
1568 pick_up (op, tmp); 1311 pick_up (op, tmp);
1569 continue; 1312 continue;
1570 } 1313 }
1571 } 1314 }
1572 1315
1573 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1574 { 1317 {
1575 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1576 { 1319 {
1577 pick_up (op, tmp); 1320 pick_up (op, tmp);
1578 continue; 1321 continue;
1579 } 1322 }
1580 } 1323 }
1605 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1606 { 1349 {
1607 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1608 } 1351 }
1609 else 1352 else
1610 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1611 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1612 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1613#endif 1356#endif
1614 continue; 1357 continue;
1615 } 1358 }
1626 * found object is returned. 1369 * found object is returned.
1627 */ 1370 */
1628object * 1371object *
1629find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1630{ 1373{
1631 object *tmp = NULL; 1374 object *tmp = 0;
1632 1375
1633 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1634 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1635 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1636 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1637 return op; 1380 return op;
1381
1638 return tmp; 1382 return tmp;
1639} 1383}
1640 1384
1641/* 1385/*
1642 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1643 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1644 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1645 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1646 */ 1390 */
1647
1648object * 1391object *
1649find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1650{ 1393{
1651 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1652 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1685 else 1428 else
1686 { 1429 {
1687 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1688 { 1431 {
1689 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1690 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1691 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1692 { 1435 {
1693 tmp = arrow; 1436 tmp = arrow;
1694 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1695 } 1438 }
1696 } 1439 }
1697 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1698 { 1441 {
1699 tmp = arrow; 1442 tmp = arrow;
1718 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1719 * op = the shooter 1462 * op = the shooter
1720 * type = bow->race 1463 * type = bow->race
1721 * dir = fire direction 1464 * dir = fire direction
1722 */ 1465 */
1723
1724object * 1466object *
1725pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1726{ 1468{
1727 object *tmp = NULL; 1469 object *tmp = NULL;
1728 maptile *m; 1470 maptile *m;
1793 */ 1535 */
1794int 1536int
1795fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1796{ 1538{
1797 object *left, *bow; 1539 object *left, *bow;
1798 int bowspeed, mflags; 1540 int mflags;
1799 maptile *m; 1541 maptile *m;
1800 1542
1801 if (!dir) 1543 if (!dir)
1802 { 1544 {
1803 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1804 return 0; 1546 return 0;
1805 } 1547 }
1806 if (op->type == PLAYER) 1548
1807 bow = op->contr->ranges[range_bow]; 1549 if (op->contr)
1550 bow = op->current_weapon;
1808 else 1551 else
1809 { 1552 {
1810 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1554 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1555 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1560 if (!bow)
1818 { 1561 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1563 return 0;
1821 } 1564 }
1565
1566 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below)
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1822 } 1573 }
1574
1823 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1824 { 1576 {
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1826 return 0; 1578 return 0;
1827 } 1579 }
1828
1829 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1830
1831 /* penalize ROF for bestarrow */
1832 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1833 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1834 if (bowspeed < 1)
1835 bowspeed = 1;
1836 1580
1837 if (arrow == NULL) 1581 if (arrow == NULL)
1838 { 1582 {
1839 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1840 { 1584 {
1841 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1843 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1587 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1844 else 1588 else
1845 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1846 return 0; 1591 return 0;
1847 } 1592 }
1848 } 1593 }
1594
1849 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1850 if (mflags & P_OUT_OF_MAP) 1596 if (mflags & P_OUT_OF_MAP)
1851 {
1852 return 0; 1597 return 0;
1853 } 1598
1854 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1599 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1855 { 1600 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1601 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1857 return 0; 1602 return 0;
1858 } 1603 }
1864 return 0; 1609 return 0;
1865 } 1610 }
1866 1611
1867 left = arrow; /* these are arrows left to the player */ 1612 left = arrow; /* these are arrows left to the player */
1868 arrow = get_split_ob (arrow, 1); 1613 arrow = get_split_ob (arrow, 1);
1869 if (arrow == NULL) 1614 if (!arrow)
1870 { 1615 {
1871 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1872 return 0; 1617 return 0;
1873 } 1618 }
1619
1874 arrow->set_owner (op); 1620 arrow->set_owner (op);
1875 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1876
1877 arrow->direction = dir; 1622 arrow->direction = dir;
1878 arrow->x = sx; 1623
1879 arrow->y = sy; 1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype;
1627
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630
1631#if 0
1632 if (player *pl = op->contr)
1633 {
1634 float speed = pl->weapon_sp;
1635
1636 /* penalize ROF for bestarrow */
1637 if (pl->bowtype == bow_bestarrow)
1638 speed *= .9f;
1639 else
1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641
1642 op->speed_left += speed - op->speed;
1643 }
1644#endif
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 /* update the speed */
1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1650 + bow->stats.dam / 7.f;
1651
1652 arrow->set_speed (max (arrow->speed, 2.f));
1653 arrow->speed_left = 0;
1654
1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1880 1656
1881 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1882 { 1658 {
1883 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1884 fix_player (op);
1885 }
1886
1887 SET_ANIMATION (arrow, arrow->direction);
1888 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1889 arrow->stats.hp = arrow->stats.dam;
1890 arrow->stats.grace = arrow->attacktype;
1891 if (arrow->slaying != NULL)
1892 arrow->spellarg = strdup (arrow->slaying);
1893
1894 /* Note that this was different for monsters - they got their level
1895 * added to the damage. I think the strength bonus is more proper.
1896 */
1897
1898 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1899
1900 /* update the speed */
1901 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1902 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1903
1904 if (arrow->speed < 1.0)
1905 arrow->speed = 1.0;
1906 update_ob_speed (arrow);
1907 arrow->speed_left = 0;
1908
1909 if (op->type == PLAYER)
1910 {
1911 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1913 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1914
1915 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1916 } 1666 }
1917 else 1667 else
1918 { 1668 {
1919 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1920 arrow->level = op->level; 1669 arrow->level = op->level;
1921 } 1670 arrow->stats.wc -= bow->magic;
1922 1671
1923 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1924 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1925 1677
1926 if (bow->slaying != NULL) 1678 wc -= arrow->level;
1927 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1928 1680
1929 arrow->map = m; 1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1930 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1931 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1932 1684
1933 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1934 insert_ob_in_map (arrow, m, op, 0); 1686 m->insert (arrow, sx, sy, op);
1935 1687
1936 if (!arrow->destroyed ()) 1688 if (!arrow->destroyed ())
1937 move_arrow (arrow); 1689 move_arrow (arrow);
1938 1690
1939 if (op->type == PLAYER) 1691 if (op->type == PLAYER)
1959{ 1711{
1960 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1961 1713
1962 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1963 { 1715 {
1964 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1965 } 1717 }
1966 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1967 { 1719 {
1968 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1969 wcmod = -1; 1721 wcmod = -1;
1722
1970 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1723 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1971 } 1724 }
1972 else if (op->contr->bowtype == bow_threewide) 1725 else if (op->contr->bowtype == bow_threewide)
1973 { 1726 {
1974 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1978 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1979 { 1732 {
1980 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1982 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1983
1984 } 1736 }
1985 else 1737 else
1986 { 1738 {
1987 /* Simple case */ 1739 /* Simple case */
1988 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1989 } 1741 }
1742
1990 return ret; 1743 return ret;
1991} 1744}
1992
1993 1745
1994/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1995 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1996 */ 1748 */
1997void 1749void
1998fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
1999{ 1751{
2000 object *item; 1752 object *item = op->contr->ranged_ob;
2001 1753
2002 if (!op->contr->ranges[range_misc]) 1754 if (!item)
2003 { 1755 {
2004 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2005 return; 1757 return;
2006 } 1758 }
2007 1759
2008 item = op->contr->ranges[range_misc];
2009 if (!item->inv) 1760 if (!item->inv)
2010 { 1761 {
2011 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2012 return; 1763 return;
2013 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
2014 if (item->type == WAND) 1769 if (item->type == WAND)
2015 { 1770 {
2016 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
2017 { 1772 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2019 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
2020 return; 1776 return;
2021 } 1777 }
2022 } 1778 }
2023 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
2024 { 1780 {
2025 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2026 { 1782 {
2027 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
2028 if (item->type == ROD) 1785 if (item->type == ROD)
2029 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2030 else 1787 else
2031 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1789
2032 return; 1790 return;
2033 } 1791 }
2034 } 1792 }
2035 1793
2036 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
2043 object *tmp; 1801 object *tmp;
2044 1802
2045 if (item->arch) 1803 if (item->arch)
2046 { 1804 {
2047 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2048 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
2049 item->speed = 0; 1807 item->set_speed (0);
2050 update_ob_speed (item);
2051 } 1808 }
1809
2052 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2053 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2054 } 1812 }
2055 } 1813 }
2056 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2057 {
2058 drain_rod_charge (item); 1815 drain_rod_charge (item);
2059 }
2060 } 1816 }
2061} 1817}
2062 1818
2063/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2064 */ 1820 */
2065void 1821bool
2066fire (object *op, int dir) 1822fire (object *op, int dir)
2067{ 1823{
2068 int spellcost = 0; 1824 int spellcost = 0;
2069 1825
2070 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
2071 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
2072 make_visible (op); 1828 make_visible (op);
2073 1829
2074 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1835 return false;
2075 { 1836 }
2076 case range_none:
2077 return;
2078 1837
2079 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1850
1851 switch (ob->type)
1852 {
1853 case BOW:
2080 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
2081 return; 1855 break;
2082 1856
2083 case range_magic: /* Casting spells */ 1857 case SPELL:
2084 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2085 return; 1859 break;
2086 1860
2087 case range_misc: 1861 case BUILDER:
1862 apply_map_builder (op, dir);
1863 break;
1864
1865 case SKILL:
1866 do_skill (op, op, ob, dir, 0);
1867 break;
1868
1869 default:
2088 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
2089 return; 1871 break;
2090
2091 case range_golem: /* Control summoned monsters from scrolls */
2092 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2093 {
2094 op->contr->ranges[range_golem] = 0;
2095 op->contr->shoottype = range_none;
2096 }
2097 else
2098 control_golem (op->contr->ranges[range_golem], dir);
2099 return;
2100
2101 case range_skill:
2102 if (!op->chosen_skill)
2103 {
2104 if (op->type == PLAYER)
2105 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2106 return;
2107 }
2108 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2109 return;
2110 case range_builder:
2111 apply_map_builder (op, dir);
2112 return;
2113 default:
2114 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2115 return;
2116 } 1872 }
2117}
2118 1873
2119 1874 return true;
1875}
2120 1876
2121/* find_key 1877/* find_key
2122 * We try to find a key for the door as passed. If we find a key 1878 * We try to find a key for the door as passed. If we find a key
2123 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
2124 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
2126 * pl is the player, 1882 * pl is the player,
2127 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
2128 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
2129 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
2130 */ 1886 */
2131
2132object * 1887object *
2133find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
2134{ 1889{
2135 object *tmp, *key; 1890 object *tmp, *key;
2136 1891
2137 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
2138 if (container->inv == NULL) 1893 if (!container->inv)
2139 return NULL; 1894 return 0;
2140 1895
2141 /* First, lets try to find a key in the top level inventory */ 1896 /* First, lets try to find a key in the top level inventory */
2142 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2143 { 1898 {
2144 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
2145 break; 1900 break;
2146 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
2147 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
2148 */ 1903 */
2149 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2150 break; 1905 break;
2151 } 1906 }
1907
2152 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
2153 /* If we find and use a key in an inventory, return at that time. 1909 /* If we find and use a key in an inventory, return at that time.
2154 * otherwise, if we search all the inventories and still don't find 1910 * otherwise, if we search all the inventories and still don't find
2155 * a key, return 1911 * a key, return
2156 */ 1912 */
2157 if (!tmp) 1913 if (!tmp)
2158 { 1914 {
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1916 {
2161 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
2162 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
2163 { 1919 {
2164 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
2165 return key; 1921 return key;
2166 } 1922 }
2167 } 1923 }
1924
2168 if (!tmp) 1925 if (!tmp)
2169 return NULL; 1926 return NULL;
2170 } 1927 }
1928
2171 /* We get down here if we have found a key. Now if its in a container, 1929 /* We get down here if we have found a key. Now if its in a container,
2172 * see if we actually want to use it 1930 * see if we actually want to use it
2173 */ 1931 */
2174 if (pl != container) 1932 if (pl != container)
2175 { 1933 {
2196 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2197 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2198 return NULL; 1956 return NULL;
2199 } 1957 }
2200 } 1958 }
1959
2201 return tmp; 1960 return tmp;
2202} 1961}
2203 1962
2204/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
2205 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
2207 * 0 otherwise 1966 * 0 otherwise
2208 */ 1967 */
2209static int 1968static int
2210player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2211{ 1970{
2212
2213 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* If its a door, try to find a key. If we do destroy the door,
2214 * might as well return immediately as there is nothing more to do - 1972 * might as well return immediately as there is nothing more to do -
2215 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2216 */ 1974 */
2217 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2218 1976
2219 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
2220 if (key) 1978 if (key)
2221 { 1979 {
2222 object *container = key->env; 1980 object *container = key->env;
2223 1981
2224 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
2225 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2226 make_visible (op); 1985 make_visible (op);
1986
2227 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2228 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
2229 if (door->type == DOOR) 1990 if (door->type == DOOR)
2230 {
2231 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2232 }
2233 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2234 { 1993 {
2235 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2236 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
2237 } 1996 }
1997
2238 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2239 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2240 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2241 if (container != op) 2001 if (container != op)
2242 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2243 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2244 } 2005 }
2245 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2246 { 2007 {
2247 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2248 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2249 return 1; 2010 return 1;
2250 } 2011 }
2012
2251 return 0; 2013 return 0;
2252} 2014}
2253 2015
2254/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2255 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2256 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2257 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2258 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2259 */ 2021 */
2260 2022bool
2261void
2262move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2263{ 2024{
2264 object *tmp, *mon;
2265 sint16 nx, ny;
2266 int on_battleground; 2025 int on_battleground;
2267 maptile *m;
2268 2026
2269 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2270 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2271 2029
2272 on_battleground = op_on_battleground (op, NULL, NULL); 2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2273 2040
2274 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2275 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2276 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2277 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2278 * move to some space, it then means that if we are braced, we should 2045 * move to some space, it then means that if we are braced, we should
2279 * do nothing at all. As it is, if we are braced, we go through 2046 * do nothing at all. As it is, if we are braced, we go through
2280 * quite a bit of processing. However, it probably is less than what 2047 * quite a bit of processing. However, it probably is less than what
2281 * move_ob uses. 2048 * move_ob uses.
2282 */ 2049 */
2283 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2050 maptile *m = op->map->xy_find (nx, ny);
2284 {
2285 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2286 {
2287 m = get_map_from_coord (op->map, &nx, &ny);
2288 if (!m)
2289 return; /* Don't think this should happen */
2290 }
2291 else
2292 m = op->map;
2293 2051
2294 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2295 {
2296 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2297 return;
2298 }
2299
2300 mon = NULL;
2301 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2302 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2303 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2304 * on the space 2055 * on the space
2305 */ 2056 */
2306 while (tmp != NULL) 2057 object *mon;
2307 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2308 if (tmp == op) 2059 {
2309 { 2060 if ((mon->flag [FLAG_ALIVE]
2310 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2311 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2312 }
2313
2314 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2315 {
2316 mon = tmp; 2063 && mon != op)
2317 break; 2064 break;
2318 } 2065 }
2319 2066
2320 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2321 mon = tmp;
2322
2323 tmp = tmp->above;
2324 }
2325
2326 if (mon == NULL) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2327 return; /* into a wall */ 2068 return false; /* into a wall */
2328 2069
2329 if (mon->head != NULL)
2330 mon = mon->head; 2070 mon = mon->head_ ();
2331 2071
2332 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2333 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2334 return; 2077 return true;
2078 }
2335 2079
2336 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2337 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2338 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2339 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2340 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2341 * and thus will not push them. 2085 * and thus will not push them.
2342 */ 2086 */
2343 2087
2344 /* If the creature is a pet, push it even if the player is not 2088 /* If the creature is a pet, push it even if the player is not
2345 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2346 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2347 */ 2091 */
2348 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2349#if COZY_SERVER
2350 &&
2351 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2352 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2353#else
2354 && mon->owner == op 2095 || mon->owner == op)
2355#endif
2356 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2357 { 2097 {
2358 /* If we're braced, we don't want to switch places with it */ 2098 /* If we're braced, we don't want to switch places with it */
2359 if (op->contr->braced) 2099 if (op->contr->braced)
2360 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2361 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2362 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2363 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2364 make_visible (op); 2110 make_visible (op);
2111
2365 return; 2112 return true;
2366 } 2113 }
2114 else
2115 return false;
2116 }
2367 2117
2368 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2369 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2370 * someone, but put it inside this loop so that you won't 2120 * someone, but put it inside this loop so that you won't
2371 * attack them either. 2121 * attack them either.
2372 */ 2122 */
2373 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2374 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2375#ifdef PROHIBIT_PLAYERKILL 2125 && ((op->contr->peaceful
2376 (op->contr->peaceful 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2377 || (mon->type == PLAYER 2127 && !on_battleground))
2378 && mon->contr-> 2128 {
2379 peaceful)) && 2129 if (op->speed_left > 0.f)
2380#else
2381 op->contr->peaceful &&
2382#endif
2383 !on_battleground))
2384 { 2130 {
2131 --op->speed_left;
2132
2385 if (!op->contr->braced) 2133 if (!op->contr->braced)
2386 { 2134 {
2387 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2388 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2389 } 2137 }
2390 else 2138 else
2391 {
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2393 } 2140
2394 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2395 make_visible (op); 2142 make_visible (op);
2396 }
2397 2143
2144 return true;
2145 }
2146 }
2398 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2399 * roll it if not braced. You can't roll it if you are braced. 2148 * roll it if not braced. You can't roll it if you are braced.
2400 */ 2149 */
2401 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2402 { 2153 {
2154 --op->speed_left;
2155
2403 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2404 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2405 make_visible (op); 2158 make_visible (op);
2406 }
2407 2159
2160 return true;
2161 }
2162 }
2408 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2409 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2410 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2411 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2412 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2413 */ 2168 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417 { 2171 {
2418 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2419 /* If the player hasn't hit something this tick, and does
2420 * so, give them speed boost based on weapon speed. Doing
2421 * it here is better than process_players2, which basically
2422 * incurred a 1 tick offset.
2423 */
2424 if (!op->contr->has_hit)
2425 { 2173 {
2426 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2427 2175
2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2429 }
2430
2431 skill_attack (mon, op, 0, NULL, NULL); 2176 skill_attack (mon, op, 0, 0, 0);
2432 2177
2433 /* If attacking another player, that player gets automatic
2434 * hitback, and doesn't loose luck either.
2435 * Disable hitback on the battleground or if the target is
2436 * the wiz.
2437 */
2438 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2439 {
2440 short luck = mon->stats.luck;
2441
2442 mon->contr->has_hit = 1;
2443 skill_attack (op, mon, 0, NULL, NULL);
2444 mon->stats.luck = luck;
2445 }
2446 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2447 make_visible (op); 2179 make_visible (op);
2448 }
2449 } /* if player should attack something */
2450}
2451 2180
2452int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2453move_player (object *op, int dir) 2189move_player (object *op, int dir)
2454{ 2190{
2455 int pick; 2191 int pick;
2456 2192
2457 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2458 return 0; 2194 return 0;
2459 2195
2460 /* Sanity check: make sure dir is valid */ 2196 /* Sanity check: make sure dir is valid */
2461 if ((dir < 0) || (dir >= 9)) 2197 if ((dir < 0) || (dir >= 9))
2462 { 2198 {
2463 LOG (llevError, "move_player: invalid direction %d\n", dir); 2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2464 return 0; 2200 return 0;
2465 } 2201 }
2466 2202
2467 /* peterm: added following line */ 2203 /* peterm: added following line */
2468 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2469 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2470 2206
2471 op->facing = dir; 2207 op->facing = dir;
2472 2208
2473 if (op->hide) 2209 if (op->hide)
2474 do_hidden_move (op); 2210 do_hidden_move (op);
2475 2211
2212 bool retval;
2213
2476 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2477 /*nop */ ; 2215 retval = RESULT_INT (0);
2478 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2479 fire (op, dir); 2217 retval = fire (op, dir);
2480 else 2218 else
2481 { 2219 {
2482 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2483 pick = check_pick (op); 2221 pick = check_pick (op);
2484 } 2222 }
2485 2223
2486 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2487 * server can handle repeat firing. 2225 * server can handle repeat firing.
2488 */ 2226 */
2489 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2490 {
2491 op->direction = dir; 2228 op->direction = dir;
2492 }
2493 else 2229 else
2494 {
2495 op->direction = 0; 2230 op->direction = 0;
2496 } 2231
2497 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2234 * for players.
2500 */ 2235 */
2501 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2502 return 0; 2237
2238 return retval;
2503} 2239}
2504 2240
2505/* This is similar to handle_player, below, but is only used by the 2241/* This is similar to handle_player, below, but is only used by the
2506 * new client/server stuff. 2242 * new client/server stuff.
2507 * This is sort of special, in that the new client/server actually uses 2243 * This is sort of special, in that the new client/server actually uses
2508 * the new speed values for commands. 2244 * the new speed values for commands.
2509 * 2245 *
2510 * Returns true if there are more actions we can do. 2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2511 */ 2249 */
2512int 2250bool
2513handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2514{ 2252{
2515 if (op->contr->hidden)
2516 {
2517 op->invisible = 1000;
2518 /* the socket code flashes the player visible/invisible
2519 * depending on the value of invisible, so we need to
2520 * alternate it here for it to work correctly.
2521 */
2522 if (pticks & 2)
2523 op->invisible--;
2524 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2527 op->invisible--;
2528 if (!op->invisible)
2529 {
2530 make_visible (op);
2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2532 }
2533 }
2534
2535 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2254 {
2537 flee_player (op); 2255 if (op->speed_left > 0.f)
2538 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2256 {
2541 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2542 return 0; 2260 return true;
2543 } 2261 }
2262 else
2263 return false;
2544 } 2264 }
2545
2546 /* I've been seeing crashes where the golem has been destroyed, but
2547 * the player object still points to the defunct golem. The code that
2548 * destroys the golem looks correct, and it doesn't always happen, so
2549 * put this in a a workaround to clean up the golem pointer.
2550 */
2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2552 op->contr->ranges[range_golem] = 0;
2553 2265
2554 /* call this here - we also will call this in do_ericserver, but 2266 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2268 * called, so we recheck it here.
2557 */ 2269 */
2558 op->contr->socket->handle_command (); 2270 if (op->contr->ns->handle_command ())
2559 if (op->speed_left < 0)
2560 return 0; 2271 return true;
2561 2272
2562 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2563 {
2564 /* All move commands take 1 tick, at least for now */
2565 op->speed_left--;
2566
2567 /* Instead of all the stuff below, let move_player take care
2568 * of it. Also, some of the skill stuff is only put in
2569 * there, as well as the confusion stuff.
2570 */
2571 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2572 if (op->speed_left > 0)
2573 return 1;
2574 else
2575 return 0;
2576 }
2577 2275
2578 return 0; 2276 return false;
2579} 2277}
2580 2278
2581int 2279int
2582save_life (object *op) 2280save_life (object *op)
2583{ 2281{
2600 op->stats.hp = op->stats.maxhp; 2298 op->stats.hp = op->stats.maxhp;
2601 2299
2602 if (op->stats.food < 0) 2300 if (op->stats.food < 0)
2603 op->stats.food = 999; 2301 op->stats.food = 999;
2604 2302
2605 fix_player (op); 2303 op->update_stats ();
2606 return 1; 2304 return 1;
2607 } 2305 }
2608 2306
2609 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2307 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2610 CLEAR_FLAG (op, FLAG_LIFESAVE); 2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2618 * from. 2316 * from.
2619 */ 2317 */
2620void 2318void
2621remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2622{ 2320{
2623 object *next;
2624
2625 while (op) 2321 while (op)
2626 { 2322 {
2627 next = op->below; /* Make sure we have a good value, in case 2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2628 * we remove object 'op' 2324
2629 */
2630 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2631 { 2326 {
2632 op->remove ();
2633 op->x = env->x;
2634 op->y = env->y;
2635 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2636 esrv_del_item (env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2637 insert_ob_in_map (op, env->map, NULL, 0); 2329
2330 op->insert_at (env);
2638 } 2331 }
2639 else if (op->inv) 2332 else if (op->inv)
2640 remove_unpaid_objects (op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2641 2334
2642 op = next; 2335 op = next;
2643 } 2336 }
2644} 2337}
2645
2646 2338
2647/* 2339/*
2648 * Returns pointer a static string containing gravestone text 2340 * Returns pointer a static string containing gravestone text
2649 * Moved from apply.c to player.c - player.c is what 2341 * Moved from apply.c to player.c - player.c is what
2650 * actually uses this function. player.c may not be quite the 2342 * actually uses this function. player.c may not be quite the
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2377 strcat (buf2, buf);
2686 2378
2687 return buf2; 2379 return buf2;
2688} 2380}
2689
2690
2691 2381
2692void 2382void
2693do_some_living (object *op) 2383do_some_living (object *op)
2694{ 2384{
2695 int last_food = op->stats.food; 2385 int last_food = op->stats.food;
2701 int rate_grace = 2000; 2391 int rate_grace = 2000;
2702 const int max_hp = 1; 2392 const int max_hp = 1;
2703 const int max_sp = 1; 2393 const int max_sp = 1;
2704 const int max_grace = 1; 2394 const int max_grace = 1;
2705 2395
2706 if (op->contr->outputs_sync) 2396 if (op->contr->hidden)
2707 {
2708 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2709 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2710 flush_output_element (op, &op->contr->outputs[i]);
2711 } 2397 {
2398 op->invisible = 1000;
2399 /* the socket code flashes the player visible/invisible
2400 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly.
2402 */
2403 if (pticks & 2)
2404 op->invisible--;
2405 }
2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2407 {
2408 if (!op->invisible--)
2409 {
2410 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412 }
2413 }
2712 2414
2713 if (op->contr->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2714 { 2416 {
2715
2716 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2717 hp/grace/spellpoint regeneration. */ 2418 hp/grace/spellpoint regeneration. */
2718 if (op->contr->gen_hp >= 0) 2419 if (op->contr->gen_hp >= 0)
2719 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2420 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2720 else 2421 else
2721 { 2422 {
2722 gen_hp = op->stats.maxhp; 2423 gen_hp = op->stats.maxhp;
2723 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2424 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2724 } 2425 }
2426
2725 if (op->contr->gen_sp >= 0) 2427 if (op->contr->gen_sp >= 0)
2726 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2428 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2727 else 2429 else
2728 { 2430 {
2729 gen_sp = op->stats.maxsp; 2431 gen_sp = op->stats.maxsp;
2730 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2432 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2731 } 2433 }
2434
2732 if (op->contr->gen_grace >= 0) 2435 if (op->contr->gen_grace >= 0)
2733 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2734 else 2437 else
2735 { 2438 {
2736 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2737 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2738 } 2441 }
2739 2442
2740 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2741 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2742 { 2445 {
2743 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2744 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2745 { 2448 {
2746 op->stats.sp++; 2449 op->stats.sp++;
2752 op->stats.food += op->contr->digestion; 2455 op->stats.food += op->contr->digestion;
2753 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2754 op->stats.food = last_food; 2457 op->stats.food = last_food;
2755 } 2458 }
2756 } 2459 }
2460
2757 if (max_sp > 1) 2461 if (max_sp > 1)
2758 { 2462 {
2759 over_sp = (gen_sp + 10) / rate_sp; 2463 over_sp = (gen_sp + 10) / rate_sp;
2760 if (over_sp > 0) 2464 if (over_sp > 0)
2761 { 2465 {
2762 if (op->stats.sp < op->stats.maxsp) 2466 if (op->stats.sp < op->stats.maxsp)
2763 { 2467 {
2764 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2765 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2766 op->stats.sp--; 2471 op->stats.sp--;
2472
2767 if (op->stats.sp > op->stats.maxsp) 2473 if (op->stats.sp > op->stats.maxsp)
2768 op->stats.sp = op->stats.maxsp; 2474 op->stats.sp = op->stats.maxsp;
2769 } 2475 }
2770 op->last_sp = 0; 2476 op->last_sp = 0;
2771 } 2477 }
2772 else 2478 else
2773 {
2774 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2775 }
2776 } 2480 }
2777 else 2481 else
2778 {
2779 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);
2780 }
2781 } 2483 }
2782 2484
2783 /* Regenerate Grace */ 2485 /* Regenerate Grace */
2784 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2785 if (--op->last_grace < 0) 2487 if (--op->last_grace < 0)
2786 { 2488 {
2787 if (op->stats.grace < op->stats.maxgrace / 2) 2489 if (op->stats.grace < op->stats.maxgrace / 2)
2788 op->stats.grace++; /* no penalty in food for regaining grace */ 2490 op->stats.grace++; /* no penalty in food for regaining grace */
2491
2789 if (max_grace > 1) 2492 if (max_grace > 1)
2790 { 2493 {
2791 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2494 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2792 if (over_grace > 0) 2495 if (over_grace > 0)
2793 { 2496 {
2821 op->stats.food += op->contr->digestion; 2524 op->stats.food += op->contr->digestion;
2822 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2823 op->stats.food = last_food; 2526 op->stats.food = last_food;
2824 } 2527 }
2825 } 2528 }
2529
2826 if (max_hp > 1) 2530 if (max_hp > 1)
2827 { 2531 {
2828 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2829 if (over_hp > 0) 2533 if (over_hp > 0)
2830 { 2534 {
2843 } 2547 }
2844 2548
2845 /* Digestion */ 2549 /* Digestion */
2846 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2847 { 2551 {
2848#ifdef COZY_SERVER
2849 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2850 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2851#else
2852 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2853#endif
2854 2553
2855 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2856 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2857 else 2556 else
2858 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558
2859 /* dms do not consume food */ 2559 /* dms do not consume food */
2860 if (!QUERY_FLAG (op, FLAG_WIZ)) 2560 if (!QUERY_FLAG (op, FLAG_WIZ))
2861 op->stats.food--; 2561 op->stats.food--;
2862 } 2562 }
2863 }
2864 2563
2865 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2564 if (op->stats.food < 0 && op->stats.hp >= 0)
2866 { 2565 {
2867 object *tmp, *flesh = NULL; 2566 object *tmp, *flesh = 0;
2868 2567
2869 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2568 for (tmp = op->inv; tmp; tmp = tmp->below)
2870 {
2871 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2872 { 2569 {
2873 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2874 { 2571 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 {
2875 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2876 manual_apply (op, tmp, 0); 2575 manual_apply (op, tmp, 0);
2877 if (op->stats.food >= 0 || op->stats.hp < 0) 2576 if (op->stats.food >= 0 || op->stats.hp < 0)
2878 break; 2577 break;
2879 } 2578 }
2880 else if (tmp->type == FLESH) 2579 else if (tmp->type == FLESH)
2881 flesh = tmp; 2580 flesh = tmp;
2882 } /* End if paid for object */ 2581 } /* End if paid for object */
2883 } /* end of for loop */ 2582 } /* end of for loop */
2583
2884 /* If player is still starving, it means they don't have any food, so 2584 /* If player is still starving, it means they don't have any food, so
2885 * eat flesh instead. 2585 * eat flesh instead.
2886 */ 2586 */
2887 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2888 { 2588 {
2889 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2890 manual_apply (op, flesh, 0); 2590 manual_apply (op, flesh, 0);
2891 } 2591 }
2892 } /* end if player is starving */ 2592 }
2893 2593
2894 while (op->stats.food < 0 && op->stats.hp > 0) 2594 while (op->stats.food < 0 && op->stats.hp >= 0)
2895 op->stats.food++, op->stats.hp--; 2595 op->stats.food++, op->stats.hp--;
2896 2596
2897 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2898 kill_player (op); 2598 kill_player (op);
2599 }
2899} 2600}
2900
2901
2902 2601
2903/* If the player should die (lack of hp, food, etc), we call this. 2602/* If the player should die (lack of hp, food, etc), we call this.
2904 * op is the player in jeopardy. If the player can not be saved (not 2603 * op is the player in jeopardy. If the player can not be saved (not
2905 * permadeath, no lifesave), this will take care of removing the player 2604 * permadeath, no lifesave), this will take care of removing the player
2906 * file. 2605 * file.
2936 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2636 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2938 2637
2939 /* restore player */ 2638 /* restore player */
2940 at = archetype::find ("poisoning"); 2639 at = archetype::find ("poisoning");
2941 tmp = present_arch_in_ob (at, op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2641 {
2944 tmp->destroy (); 2642 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2946 } 2644 }
2947 2645
2948 at = archetype::find ("confusion"); 2646 at = archetype::find ("confusion");
2949 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2648 {
2952 tmp->destroy (); 2649 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2954 } 2651 }
2955 2652
2957 op->stats.hp = op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
2958 if (op->stats.food <= 0) 2655 if (op->stats.food <= 0)
2959 op->stats.food = 999; 2656 op->stats.food = 999;
2960 2657
2961 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
2962 tmp = arch_to_object (archetype::find ("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
2963 if (tmp != NULL)
2964 { 2660 {
2965 sprintf (buf, "%s's finger", &op->name); 2661 sprintf (buf, "%s's finger", &op->name);
2966 tmp->name = buf; 2662 tmp->name = buf;
2967 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
2968 " the %s, when he was defeated at\n level %d by %s.\n", 2664 " the %s, when he was defeated at\n level %d by %s.\n",
2969 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2970 tmp->msg = buf; 2666 tmp->msg = buf;
2971 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
2972 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
2973 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
2974 insert_ob_in_map (tmp, op->map, op, 0);
2975 } 2670 }
2976 2671
2977 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
2978 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
2979 op->contr->braced = 0; 2674 op->contr->braced = 0;
2984 2679
2985 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
2986 2681
2987 if (op->stats.food < 0) 2682 if (op->stats.food < 0)
2988 { 2683 {
2989 if (op->contr->explore)
2990 {
2991 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2992 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2993 op->stats.food = 999;
2994 return;
2995 }
2996 sprintf (buf, "%s starved to death.", &op->name); 2684 sprintf (buf, "%s starved to death.", &op->name);
2997 strcpy (op->contr->killer, "starvation"); 2685 strcpy (op->contr->killer, "starvation");
2998 } 2686 }
2999 else 2687 else
3000 {
3001 if (op->contr->explore)
3002 {
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005 op->stats.hp = op->stats.maxhp;
3006 return;
3007 }
3008 sprintf (buf, "%s died.", &op->name); 2688 sprintf (buf, "%s died.", &op->name);
3009 } 2689
3010 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3011 2691
3012 /* save the map location for corpse, gravestone */ 2692 /* save the map location for corpse, gravestone */
3013 x = op->x; 2693 x = op->x;
3014 y = op->y; 2694 y = op->y;
3015 map = op->map; 2695 map = op->map;
3016 2696
3017
3018 if (settings.not_permadeth == TRUE)
3019 {
3020 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
3021 * life if they are dead - it takes some exp and a random stat. 2698 * life if they are dead - it takes some exp and a random stat.
3022 * See the config.h file for a little more in depth detail about this. 2699 * See the config.h file for a little more in depth detail about this.
3023 */ 2700 */
3024 2701
3025 /* Basically two ways to go - remove a stat permanently, or just 2702 /* Basically two ways to go - remove a stat permanently, or just
3026 * make it depletion. This bunch of code deals with that aspect 2703 * make it depletion. This bunch of code deals with that aspect
3027 * of death. 2704 * of death.
3028 */ 2705 */
3029#ifndef COZY_SERVER 2706#ifndef COZY_SERVER
3030 if (settings.balanced_stat_loss) 2707 if (settings.balanced_stat_loss)
3031 { 2708 {
3032 /* If stat loss is permanent, lose one stat only. */ 2709 /* If stat loss is permanent, lose one stat only. */
3033 /* Lower level chars don't lose as many stats because they suffer 2710 /* Lower level chars don't lose as many stats because they suffer
3034 more if they do. */ 2711 more if they do. */
3035 /* Higher level characters can afford things such as potions of 2712 /* Higher level characters can afford things such as potions of
3036 restoration, or better, stat potions. So we slug them that 2713 restoration, or better, stat potions. So we slug them that
3037 little bit harder. */ 2714 little bit harder. */
3038 /* GD */ 2715 /* GD */
3039 if (settings.stat_loss_on_death) 2716 if (settings.stat_loss_on_death)
3040 num_stats_lose = 1; 2717 num_stats_lose = 1;
3041 else
3042 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3043 }
3044 else 2718 else
3045 { 2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2720 }
2721 else
3046 num_stats_lose = 1; 2722 num_stats_lose = 1;
3047 } 2723
3048 lost_a_stat = 0; 2724 lost_a_stat = 0;
3049 2725
3050 for (z = 0; z < num_stats_lose; z++) 2726 for (z = 0; z < num_stats_lose; z++)
3051 { 2727 {
3052 i = RANDOM () % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
3053 2729
3054 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
2731 {
2732 /* Pick a random stat and take a point off it. Tell the player
2733 * what he lost.
2734 */
2735 change_attr_value (&(op->stats), i, -1);
2736 check_stat_bounds (&(op->stats));
2737 change_attr_value (&(op->contr->orig_stats), i, -1);
2738 check_stat_bounds (&(op->contr->orig_stats));
2739 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2740 lost_a_stat = 1;
2741 }
2742 else
2743 {
2744 /* deplete a stat */
2745 archetype *deparch = archetype::find ("depletion");
2746 object *dep;
2747
2748 dep = present_arch_in_ob (deparch, op);
2749 if (!dep)
3055 { 2750 {
3056 /* Pick a random stat and take a point off it. Tell the player 2751 dep = arch_to_object (deparch);
3057 * what he lost. 2752 insert_ob_in_ob (dep, op);
3058 */
3059 change_attr_value (&(op->stats), i, -1);
3060 check_stat_bounds (&(op->stats));
3061 change_attr_value (&(op->contr->orig_stats), i, -1);
3062 check_stat_bounds (&(op->contr->orig_stats));
3063 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3064 lost_a_stat = 1;
3065 } 2753 }
3066 else 2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss)
3067 { 2756 {
3068 /* deplete a stat */ 2757 /* GD */
3069 archetype *deparch = archetype::find ("depletion"); 2758 /* Get the stat that we're about to deplete. */
3070 object *dep; 2759 this_stat = get_attr_value (&(dep->stats), i);
3071 2760 if (this_stat < 0)
3072 dep = present_arch_in_ob (deparch, op);
3073 if (!dep)
3074 { 2761 {
3075 dep = arch_to_object (deparch); 2762 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3076 insert_ob_in_ob (dep, op); 2763 int keep_chance = this_stat * this_stat;
3077 } 2764
3078 lose_this_stat = 1; 2765 /* Yes, I am paranoid. Sue me. */
3079 if (settings.balanced_stat_loss)
3080 {
3081 /* GD */
3082 /* Get the stat that we're about to deplete. */
3083 this_stat = get_attr_value (&(dep->stats), i);
3084 if (this_stat < 0) 2766 if (keep_chance < 1)
2767 keep_chance = 1;
2768
2769 /* There is a maximum depletion total per level. */
2770 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3085 { 2771 {
3086 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 int keep_chance = this_stat * this_stat;
3088
3089 /* Yes, I am paranoid. Sue me. */
3090 if (keep_chance < 1)
3091 keep_chance = 1;
3092
3093 /* There is a maximum depletion total per level. */
3094 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3095 {
3096 lose_this_stat = 0; 2772 lose_this_stat = 0;
3097 /* Take loss chance vs keep chance to see if we 2773 /* Take loss chance vs keep chance to see if we
3098 retain the stat. */ 2774 retain the stat. */
3099 }
3100 else
3101 {
3102 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3103 lose_this_stat = 0;
3104 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3105 this_stat, keep_chance, loss_chance,
3106 lose_this_stat?"LOSE":"KEEP"); */
3107 }
3108 } 2775 }
3109 }
3110
3111 if (lose_this_stat)
3112 {
3113 this_stat = get_attr_value (&(dep->stats), i);
3114 /* We could try to do something clever like find another
3115 * stat to reduce if this fails. But chances are, if
3116 * stats have been depleted to -50, all are pretty low
3117 * and should be roughly the same, so it shouldn't make a
3118 * difference.
3119 */ 2776 else
3120 if (this_stat >= -50)
3121 { 2777 {
3122 change_attr_value (&(dep->stats), i, -1); 2778 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3123 SET_FLAG (dep, FLAG_APPLIED);
3124 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3125 fix_player (op);
3126 lost_a_stat = 1; 2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
3127 } 2783 }
3128 } 2784 }
3129 } 2785 }
2786
2787 if (lose_this_stat)
2788 {
2789 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a
2794 * difference.
2795 */
2796 if (this_stat >= -50)
2797 {
2798 change_attr_value (&(dep->stats), i, -1);
2799 SET_FLAG (dep, FLAG_APPLIED);
2800 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2801 op->update_stats ();
2802 lost_a_stat = 1;
2803 }
3130 } 2804 }
2805 }
2806 }
3131 /* If no stat lost, tell the player. */ 2807 /* If no stat lost, tell the player. */
3132 if (!lost_a_stat) 2808 if (!lost_a_stat)
3133 { 2809 {
3134 /* determine_god() seems to not work sometimes... why is this? 2810 /* determine_god() seems to not work sometimes... why is this?
3135 Should I be using something else? GD */ 2811 Should I be using something else? GD */
3136 const char *god = determine_god (op); 2812 const char *god = determine_god (op);
3137 2813
3138 if (god && (strcmp (god, "none"))) 2814 if (god && (strcmp (god, "none")))
3139 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3140 else 2816 else
3141 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3142 } 2818 }
3143#else 2819#else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3145#endif 2821#endif
3146 2822
3147 /* Put a gravestone up where the character 'almost' died. List the 2823 /* Put a gravestone up where the character 'almost' died. List the
3148 * exp loss on the stone. 2824 * exp loss on the stone.
3149 */ 2825 */
3150 tmp = arch_to_object (archetype::find ("gravestone")); 2826 tmp = arch_to_object (archetype::find ("gravestone"));
3151 sprintf (buf, "%s's gravestone", &op->name); 2827 sprintf (buf, "%s's gravestone", &op->name);
3152 tmp->name = buf; 2828 tmp->name = buf;
3153 sprintf (buf, "%s's gravestones", &op->name); 2829 sprintf (buf, "%s's gravestones", &op->name);
3154 tmp->name_pl = buf; 2830 tmp->name_pl = buf;
3155 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); 2831 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);
3156 tmp->msg = buf; 2832 tmp->msg = buf;
3157 tmp->x = op->x, tmp->y = op->y; 2833 tmp->x = op->x, tmp->y = op->y;
3158 insert_ob_in_map (tmp, op->map, NULL, 0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
3159 2835
3160 /**************************************/ 2836 /**************************************/
3161 /* */ 2837 /* */
3162 /* Subtract the experience points, */ 2838 /* Subtract the experience points, */
3163 /* if we died cause of food, give us */ 2839 /* if we died cause of food, give us */
3164 /* food, and reset HP's... */ 2840 /* food, and reset HP's... */
3165 /* */ 2841 /* */
3166 /**************************************/ 2842 /**************************************/
3167 2843
3168 /* remove any poisoning and confusion the character may be suffering. */ 2844 /* remove any poisoning and confusion the character may be suffering. */
3169 /* restore player */ 2845 /* restore player */
3170 at = archetype::find ("poisoning"); 2846 at = archetype::find ("poisoning");
3171 tmp = present_arch_in_ob (at, op); 2847 tmp = present_arch_in_ob (at, op);
3172 2848
3173 if (tmp) 2849 if (tmp)
3174 { 2850 {
3175 tmp->destroy (); 2851 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3177 } 2853 }
3178 2854
3179 at = archetype::find ("confusion"); 2855 at = archetype::find ("confusion");
3180 tmp = present_arch_in_ob (at, op); 2856 tmp = present_arch_in_ob (at, op);
3181 if (tmp) 2857 if (tmp)
3182 { 2858 {
3183 tmp->destroy (); 2859 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3185 } 2861 }
3186 2862
3187 cure_disease (op, 0); /* remove any disease */ 2863 cure_disease (op, 0); /* remove any disease */
3188 2864
3189 /*add_exp(op, (op->stats.exp * -0.20)); */ 2865 /*add_exp(op, (op->stats.exp * -0.20)); */
3190 apply_death_exp_penalty (op); 2866 apply_death_exp_penalty (op);
3191 if (op->stats.food < 100) 2867 if (op->stats.food < 100)
3192 op->stats.food = 900; 2868 op->stats.food = 900;
3193 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
3194 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3195 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3196 2872
3197 /* 2873 /*
3198 * Check to see if the player is in a shop. IF so, then check to see if 2874 * Check to see if the player has any unpaid items. If so, remove them
3199 * the player has any unpaid items. If so, remove them and put them back 2875 * and put them back in the map.
3200 * in the map. 2876 */
3201 */
3202
3203 if (is_in_shop (op))
3204 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
3205 2878
3206 /****************************************/ 2879 /****************************************/
3207 /* */ 2880 /* */
3208 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
3209 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
3210 /* */ 2883 /* */
3211 /****************************************/ 2884 /****************************************/
3212 2885
3213 enter_player_savebed (op); 2886 enter_player_savebed (op);
3214 2887
3215 /* Save the player before inserting the force to reduce
3216 * chance of abuse.
3217 */
3218 op->contr->braced = 0; 2888 op->contr->braced = 0;
3219 save_player (op, 1);
3220 2889
3221 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
3222 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
3223 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
3224 * on the space that might harm the player. 2893 * on the space that might harm the player.
3225 */ 2894 */
3226 will_kill_again = 0; 2895 will_kill_again = 0;
3227 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2896 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3228 if (tmp->type == SPELL_EFFECT) 2897 if (tmp->type == SPELL_EFFECT)
3229 will_kill_again |= tmp->attacktype; 2898 will_kill_again |= tmp->attacktype;
3230 2899
3231 if (will_kill_again) 2900 if (will_kill_again)
3232 { 2901 {
3233 object *force; 2902 object *force;
3234 int at; 2903 int at;
3235 2904
3236 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
3237 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
3238 force->speed = 0.1; 2907 force->speed = 0.1f;
3239 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
3240 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
3241 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
3242 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
3243 force->resist[at] = 100; 2912 force->resist[at] = 100;
3244 2913
3245 insert_ob_in_ob (force, op); 2914 insert_ob_in_ob (force, op);
3246 fix_player (op); 2915 op->update_stats ();
3247 2916
3248 } 2917 }
3249 2918
3250 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3251 return;
3252 } /* NOT_PERMADETH */
3253 else
3254 {
3255 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3256 * should probably be embedded in an else statement.
3257 */
3258
3259 op->contr->party = NULL;
3260 if (settings.set_title == TRUE)
3261 op->contr->own_title[0] = '\0';
3262 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3263 check_score (op);
3264
3265 if (op->contr->ranges[range_golem])
3266 {
3267 remove_friendly_object (op->contr->ranges[range_golem]);
3268 op->contr->ranges[range_golem]->destroy ();
3269 op->contr->ranges[range_golem] = 0;
3270 }
3271
3272 loot_object (op); /* Remove some of the items for good */
3273 op->remove ();
3274 op->direction = 0;
3275
3276 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3277 {
3278 delete_character (op->name, 0);
3279 if (settings.resurrection == TRUE)
3280 {
3281 /* save playerfile sans equipment when player dies
3282 ** then save it as player.pl.dead so that future resurrection
3283 ** type spells will work on them nicely
3284 */
3285 delete_character (op->name, 0);
3286 op->stats.hp = op->stats.maxhp;
3287 op->stats.food = 999;
3288
3289 /* set the location of where the person will reappear when */
3290 /* maybe resurrection code should fix map also */
3291 strcpy (op->contr->maplevel, settings.emergency_mapname);
3292 if (op->map != NULL)
3293 op->map = NULL;
3294 op->x = settings.emergency_x;
3295 op->y = settings.emergency_y;
3296 save_player (op, 0);
3297 op->map = map;
3298 /* please see resurrection.c: peterm */
3299 dead_player (op);
3300 }
3301 else
3302 delete_character (op->name, 1);
3303 }
3304
3305 play_again (op);
3306
3307 /* peterm: added to create a corpse at deathsite. */
3308 tmp = arch_to_object (archetype::find ("corpse_pl"));
3309 sprintf (buf, "%s", &op->name);
3310 tmp->name = tmp->name_pl = buf;
3311 tmp->level = op->level;
3312 tmp->x = x;
3313 tmp->y = y;
3314 tmp->msg = gravestone_text (op);
3315 SET_FLAG (tmp, FLAG_UNIQUE);
3316 insert_ob_in_map (tmp, map, NULL, 0);
3317 }
3318} 2920}
3319
3320 2921
3321void 2922void
3322loot_object (object *op) 2923loot_object (object *op)
3323{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
3324 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
3325 2926
3326 if (op->container) 2927 op->close_container (); /* close open sack first */
3327 { /* close open sack first */
3328 esrv_apply_container (op, op->container);
3329 }
3330 2928
3331 for (tmp = op->inv; tmp != NULL; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
3332 { 2930 {
3333 next = tmp->below; 2931 next = tmp->below;
3334 if (tmp->type == EXPERIENCE || tmp->invisible) 2932
2933 if (tmp->invisible)
3335 continue; 2934 continue;
2935
3336 tmp->remove (); 2936 tmp->remove ();
3337 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
3338 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
3339 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
3340 loot_object (tmp); 2941
3341 }
3342 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3343 { 2943 {
3344 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
3345 { 2945 {
3346 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3347 tmp2->destroy (); 2947 tmp2->destroy ();
3358/* 2958/*
3359 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3360 * what needs to be fixed. Refresh windows and fix speed if anything 2960 * what needs to be fixed. Refresh windows and fix speed if anything
3361 * was changed. 2961 * was changed.
3362 */ 2962 */
3363
3364void 2963void
3365fix_weight (void) 2964fix_weight (void)
3366{ 2965{
3367 player *pl; 2966 for_all_players (pl)
3368
3369 for (pl = first_player; pl != NULL; pl = pl->next)
3370 { 2967 {
3371 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3372 2969
3373 if (old == sum) 2970 if (old == sum)
3374 continue; 2971 continue;
3375 fix_player (pl->ob); 2972 pl->ob->update_stats ();
3376 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3377 } 2974 }
3378} 2975}
3379 2976
3380void 2977void
3381fix_luck (void) 2978fix_luck (void)
3382{ 2979{
3383 player *pl; 2980 for_all_players (pl)
3384
3385 for (pl = first_player; pl != NULL; pl = pl->next)
3386 if (!pl->ob->contr->state) 2981 if (!pl->ob->contr->ns->state)
3387 change_luck (pl->ob, 0); 2982 pl->ob->change_luck (0);
3388} 2983}
3389
3390 2984
3391/* cast_dust() - handles op throwing objects of type 'DUST'. 2985/* cast_dust() - handles op throwing objects of type 'DUST'.
3392 * This is much simpler in the new spell code - we basically 2986 * This is much simpler in the new spell code - we basically
3393 * just treat this as any other spell casting object. 2987 * just treat this as any other spell casting object.
3394 */ 2988 */
3395
3396void 2989void
3397cast_dust (object *op, object *throw_ob, int dir) 2990cast_dust (object *op, object *throw_ob, int dir)
3398{ 2991{
3399 object *skop, *spob; 2992 object *skop, *spob;
3400 2993
3434 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3435 { 3028 {
3436 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3437 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3438 } 3031 }
3032
3439 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3440} 3034}
3441 3035
3442int 3036int
3443is_true_undead (object *op) 3037is_true_undead (object *op)
3444{ 3038{
3445 object *tmp = NULL;
3446
3447 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3448 return 1; 3040 return 1;
3449 3041
3450 if (op->type == PLAYER)
3451 for (tmp = op->inv; tmp; tmp = tmp->below)
3452 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3453 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3454 return 1;
3455 return 0; 3042 return 0;
3456} 3043}
3457 3044
3458/* look at the surrounding terrain to determine 3045/* look at the surrounding terrain to determine
3459 * the hideability of this object. Positive levels 3046 * the hideability of this object. Positive levels
3501/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3502 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3503 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3504 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3505 */ 3092 */
3506
3507void 3093void
3508do_hidden_move (object *op) 3094do_hidden_move (object *op)
3509{ 3095{
3510 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3511 object *skop; 3097 object *skop;
3515 3101
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517 3103
3518 /* its *extremely* hard to run and sneak/hide at the same time! */ 3104 /* its *extremely* hard to run and sneak/hide at the same time! */
3519 if (op->type == PLAYER && op->contr->run_on) 3105 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 3106 if (!skop || num >= skop->level)
3522 { 3107 {
3523 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3108 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3524 make_visible (op); 3109 make_visible (op);
3525 return; 3110 return;
3526 } 3111 }
3527 else 3112 else
3528 num += 20; 3113 num += 20;
3529 } 3114
3530 num += op->map->difficulty; 3115 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 3116 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 3117 num -= hide;
3118
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 3120 {
3535 make_visible (op); 3121 make_visible (op);
3536 if (op->type == PLAYER) 3122 if (op->type == PLAYER)
3537 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3538 } 3124 }
3539 else if (op->type == PLAYER && skop) 3125 else if (op->type == PLAYER && skop)
3540 {
3541 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3542 }
3543} 3127}
3544 3128
3545/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3546 3130
3547int 3131int
3574 if (mflags & P_OUT_OF_MAP) 3158 if (mflags & P_OUT_OF_MAP)
3575 continue; 3159 continue;
3576 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3160 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3577 continue; 3161 continue;
3578 3162
3579 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3163 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3580 { 3164 {
3581 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3165 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3582 return 1; 3166 return 1;
3583 else if (tmp->type == PLAYER) 3167 else if (tmp->type == PLAYER)
3584 { 3168 {
3614 if (pl->type != PLAYER) 3198 if (pl->type != PLAYER)
3615 { 3199 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3201 return -1;
3618 } 3202 }
3203
3619 if (!pl || !op) 3204 if (!pl || !op)
3620 return 0; 3205 return 0;
3621 3206
3622 if (op->head)
3623 {
3624 op = op->head; 3207 op = op->head_ ();
3625 } 3208
3626 get_rangevector (pl, op, &rv, 0x1); 3209 get_rangevector (pl, op, &rv, 0x1);
3627 3210
3628 /* starting with the 'head' part, lets loop 3211 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3212 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3213 * part that is in the los array but isnt on
3631 * a blocked los square. 3214 * a blocked los square.
3632 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3633 */ 3216 */
3634 while (op) 3217 while (op)
3635 { 3218 {
3636 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3637 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3638 3221
3639 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3640 * code, so we need to restrict ourselves to that range of values 3223 * code, so we need to restrict ourselves to that range of values
3641 * for any meaningful values. 3224 * for any meaningful values.
3642 */ 3225 */
3643 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3644 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3645 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3646 return 1; 3229 return 1;
3647 op = op->more; 3230 op = op->more;
3648 } 3231 }
3649 return 0; 3232 return 0;
3650} 3233}
3747 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3748 int i = 0, j = 0; 3331 int i = 0, j = 0;
3749 3332
3750 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3751 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3752 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3753 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3754 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3755 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3756 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3757 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3758 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3759 3342
3760 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3761 return; 3344 return;
3762 3345
3763 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3764 3347
3765 if (tr == NULL || tr->item == NULL) 3348 if (!tr || !tr->item)
3766 { 3349 {
3767 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3768 return; 3351 return;
3769 } 3352 }
3770 3353
3771 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3772 item = &(tr->item->clone); 3355 item = tr->item;
3773 3356
3774 if (item->type == SPELL) 3357 if (item->type == SPELL)
3775 { 3358 {
3776 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3777 return; 3360 return;
3836 { 3419 {
3837 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3838 object *skin; 3421 object *skin;
3839 3422
3840 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3841 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ;
3426
3842 if (skin == NULL) 3427 if (!skin)
3843 return; 3428 return;
3844 3429
3845 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3846 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3847 { 3432 {
3892 * not readied. 3477 * not readied.
3893 */ 3478 */
3894void 3479void
3895player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3896{ 3481{
3897 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3898 3484
3899 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3900 { 3486 pl->combat_ob = 0;
3487
3901 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3902 { 3489 pl->ranged_ob = 0;
3903 pl->ranges[i] = NULL;
3904 if (pl->shoottype == i)
3905 {
3906 pl->shoottype = range_none;
3907 }
3908 }
3909 }
3910} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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