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Comparing deliantra/server/server/player.C (file contents):
Revision 1.49 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.158 by root, Mon Aug 13 15:46:45 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#ifdef COZY_SERVER 32#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 33#include <functional>
35#endif
36 34
37player * 35playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 36
76void 37void
77display_motd (const object *op) 38display_motd (const object *op)
78{ 39{
79 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 return; 48 return;
88 49
89 motd[0] = '\0'; 50 motd[0] = '\0';
90 size = 0; 51 size = 0;
91 52
92 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
93 { 54 {
94 if (*buf == '#') 55 if (*buf == '#')
95 continue; 56 continue;
96 57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 77 return;
117 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
120 81
121 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
122 { 83 {
123 if (*buf == '#') 84 if (*buf == '#')
124 continue; 85 continue;
125 86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
153 114
154 news[0] = '\0'; 115 news[0] = '\0';
155 subject[0] = '\0'; 116 subject[0] = '\0';
156 size = 0; 117 size = 0;
157 118
158 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
159 { 120 {
160 if (*buf == '#') 121 if (*buf == '#')
161 continue; 122 continue;
162 123
163 if (*buf == '%') 124 if (*buf == '%')
164 { /* send one news */ 125 { /* send one news */
165 if (size > 0) 126 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
167 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
168 strip_endline (subject); 130 strip_endline (subject);
169 size = 0; 131 size = 0;
170 news[0] = '\0'; 132 news[0] = '\0';
171 } 133 }
180 size += strlen (buf); 142 size += strlen (buf);
181 } 143 }
182 } 144 }
183 145
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 149}
296 150
297/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
298static void 152static void
299set_first_map (object *op) 153set_first_map (object *op)
300{ 154{
301 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
302 op->x = -1; 156 op->x = -1;
303 op->y = -1; 157 op->y = -1;
304 enter_exit (op, 0);
305} 158}
306 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 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 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
335 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point.
337 */
338 outputs_sync = 4;
339 outputs_count = 4;
340 unapply = unapply_nochoice;
341
342 savebed_map = first_map_path; /* Init. respawn position */
343
344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy ();
367 }
368
369 ob = observe = 0;
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
307/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
309 * mode. 380 * mode.
310 */ 381 */
311 382player *
312int 383player::create ()
313add_player (client *ns)
314{ 384{
315 player *p = new player; 385 player *pl = new player;
316 386
317 p->socket = ns; 387 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 388
320 p->next = first_player; 389 pl->ob->roll_stats ();
321 first_player = p; 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
322 392
323 p = get_player (p);
324
325 set_first_map (p->ob); 393 set_first_map (pl->ob);
326 394
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 395 return pl;
335} 396}
336 397
337/* 398/*
338 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
341 */ 402 */
342archetype * 403archetype *
343get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
344{ 405{
345 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
346 407
347 for (;;) 408 for (;;)
348 { 409 {
349 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
350 at = first_archetype; 411 i = archetypes.begin ();
351 else 412 else if (*i == at)
352 at = at->next; 413 cleanup ("not a single player archetype found");
353 414
354 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
355 return at; 416 return *i;
356
357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 417 }
363} 418}
364 419
365object * 420object *
366get_nearest_player (object *mon) 421get_nearest_player (object *mon)
367{ 422{
368 object *op = NULL; 423 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 424 objectlink *ol;
371 unsigned lastdist; 425 unsigned lastdist;
372 rv_vector rv; 426 rv_vector rv;
373 427
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 429 {
376 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 437 object *tmp = ol->ob;
384 438
385 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 440 * itself will have been cleared.
387 */ 441 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
389 ol = ol->next; 444 ol = ol->next;
390 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
391 if (!ol) 446 if (!ol)
392 return op; 447 return op;
393 } 448 }
406 { 461 {
407 op = ol->ob; 462 op = ol->ob;
408 lastdist = rv.distance; 463 lastdist = rv.distance;
409 } 464 }
410 } 465 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 466
412 { 467 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
417 { 470 {
418 op = pl->ob; 471 op = pl->ob;
419 lastdist = rv.distance; 472 lastdist = rv.distance;
420 } 473 }
421 } 474
422 }
423#if 0 475#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 476 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 477#endif
426 return op; 478 return op;
427} 479}
445 * circling behaviour. Unfortunately, this function is also used to determined 497 * 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 498 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 499 * is probably not a good thing.
448 */ 500 */
449#define MAX_SPACES 50 501#define MAX_SPACES 50
450
451 502
452/* 503/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * 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 505 * 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 506 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 537 x = mon->x;
487 y = mon->y; 538 y = mon->y;
488 m = mon->map; 539 m = mon->map;
489 dir = rv.direction; 540 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
492 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 545 if (diff > max)
494 return 0; 546 return 0;
547
495 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
496 { 549 {
497 lastx = x; 550 lastx = x;
498 lasty = y; 551 lasty = y;
499 lastmap = m; 552 lastmap = m;
581 max--; 634 max--;
582 lastdir = dir; 635 lastdir = dir;
583 if (!firstdir) 636 if (!firstdir)
584 firstdir = dir; 637 firstdir = dir;
585 } 638 }
639
586 if (diff <= 1) 640 if (diff <= 1)
587 { 641 {
588 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 643 * headed toward player for entire distance.
590 */ 644 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 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); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 647 }
648
594 if (diff > max) 649 if (diff > max)
595 return 0; 650 return 0;
596 } 651 }
652
597 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
598 if (!max) 654 if (!max)
599 return 0; 655 return 0;
600 656
601 return firstdir; 657 return firstdir;
694 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
695 link_player_skills (pl); 751 link_player_skills (pl);
696} 752}
697 753
698void 754void
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) 755get_party_password (object *op, partylist *party)
783{ 756{
784 if (party == NULL) 757 if (party == NULL)
785 { 758 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 760 return;
788 } 761 }
762
789 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 767}
794
795 768
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 770static int
798roll_stat (void) 771roll_stat (void)
799{ 772{
800 int a[4], i, j, k; 773 int a[4], i, j, k;
801 774
802 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
804 777
805 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 779 if (a[i] < k)
807 k = a[i], j = i; 780 k = a[i], j = i;
808 781
809 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 783 if (i != j)
812 k += a[i]; 784 k += a[i];
813 } 785
814 return k; 786 return k;
815} 787}
816 788
817void 789void
818roll_stats (object *op) 790object::roll_stats ()
819{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
820 int sum = 0; 796 int sum = 0;
821 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
823 799
824 do 800 if (sum >= 82 && sum <= 116)
801 break;
825 { 802 }
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);
836 803
837 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 805 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;
845 806
846 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
847 do 808 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);
862 809
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; 810 stats.exp = 0;
882 op->stats.ac = 0; 811 stats.ac = 0;
883 812
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; 813 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
819 contr->levhp[1] = 9;
820 contr->levsp[1] = 6;
821 contr->levgrace[1] = 3;
822
892 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
893} 825}
894 826
895void 827void
896Roll_Again (object *op) 828object::swap_stats (int a, int b)
897{ 829{
898 esrv_new_player (op->contr, 0); 830 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}
902 831
903void 832 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 833 stats.stat (i) = contr->orig_stats.stat (i);
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
843 stats.hp = stats.maxhp;
844 stats.sp = stats.maxsp;
845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
853 contr->orig_stats = stats;
854 }
855}
856
857static void
858start_info (object *op)
905{ 859{
906 signed char tmp;
907 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
908 861
909 if (op->contr->Swap_First == -1) 862 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); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 864 //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); 865 //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} 866}
1024 867
1025/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1029 * not the class. 872 * not the class.
1030 */ 873 */
1031 874void
1032int 875player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 876{
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 */ 877 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 879
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 881 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
1053 883
1054 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1056 886
1057 op->contr->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1058 888
1059 if (op->msg) 889 if (ob->msg)
1060 op->msg = NULL; 890 ob->msg = 0;
1061 891
1062 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
1063 * to save here. 893 * to save here.
1064 */ 894 */
895 {
896 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1067 900
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 901 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 904 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1076 fix_player (op); 906 ob->update_stats ();
1077 907
1078 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1079 * is one for this race 909 * is one for this race
1080 */ 910 */
1081 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1082 { 912 {
1083 object *tmp; 913 object *tmp;
1084 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1085 915
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1087 tmp = object::create (); 917 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1093 * default initial map */ 923 * default initial map */
1094 tmp->destroy (); 924 tmp->destroy ();
1095 } 925 }
1096 else 926 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
1098 929
1099 return 0; 930void
1100 } 931player::chargen_race_next ()
1101 932{
1102 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1104 */ 935 */
1105 936
1106 tmp_loop = 0; 937 do
1107 while (!tmp_loop)
1108 { 938 {
1109 shstr name = op->name; 939 shstr name = ob->name;
1110 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1111 941
1112 remove_statbonus (op); 942 ob->remove_statbonus ();
1113 op->remove (); 943 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
1116 op->instantiate (); 946 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1119 op->x = x; 949 ob->x = x;
1120 op->y = y; 950 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
1124 add_statbonus (op); 954 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 955 }
956 while (!allowed_class (ob));
1127 957
1128 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 960 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 963 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 964}
1190 965
1191void 966void
1192flee_player (object *op) 967flee_player (object *op)
1193{ 968{
1240 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1017 op->enemy = NULL;
1243} 1018}
1244 1019
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 1022 * stop.
1249 */ 1023 */
1250int 1024int
1251check_pick (object *op) 1025check_pick (object *op)
1252{ 1026{
1253 object *tmp, *next; 1027 object *tmp, *next;
1254 int stop = 0; 1028 int stop = 0;
1255 int j, k, wvratio; 1029 int wvratio;
1256 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1257 1031
1258 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1260 return 1; 1034 return 1;
1261 1035
1329 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1106 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1111 }
1112
1366 /* philosophy: 1113 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1118 * example.
1372 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1441 pick_up (op, tmp); 1188 pick_up (op, tmp);
1442 continue; 1189 continue;
1443 } 1190 }
1444 1191
1445 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1446 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1447 { 1194 {
1448 pick_up (op, tmp); 1195 pick_up (op, tmp);
1449 continue; 1196 continue;
1450 } 1197 }
1451 1198
1559 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1561 { 1308 {
1562 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1563 { 1310 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1566 { 1313 {
1567 pick_up (op, tmp); 1314 pick_up (op, tmp);
1568 continue; 1315 continue;
1569 } 1316 }
1570 } 1317 }
1571 1318
1572 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1573 { 1320 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1575 { 1322 {
1576 pick_up (op, tmp); 1323 pick_up (op, tmp);
1577 continue; 1324 continue;
1578 } 1325 }
1579 } 1326 }
1604 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1605 { 1352 {
1606 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1607 } 1354 }
1608 else 1355 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1612#endif 1359#endif
1613 continue; 1360 continue;
1614 } 1361 }
1625 * found object is returned. 1372 * found object is returned.
1626 */ 1373 */
1627object * 1374object *
1628find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1629{ 1376{
1630 object *tmp = NULL; 1377 object *tmp = 0;
1631 1378
1632 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1636 return op; 1383 return op;
1384
1637 return tmp; 1385 return tmp;
1638} 1386}
1639 1387
1640/* 1388/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1393 */
1646
1647object * 1394object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1396{
1650 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1684 else 1431 else
1685 { 1432 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 { 1434 {
1688 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1691 { 1438 {
1692 tmp = arrow; 1439 tmp = arrow;
1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1694 } 1441 }
1695 } 1442 }
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 { 1444 {
1698 tmp = arrow; 1445 tmp = arrow;
1717 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1465 * op = the shooter
1719 * type = bow->race 1466 * type = bow->race
1720 * dir = fire direction 1467 * dir = fire direction
1721 */ 1468 */
1722
1723object * 1469object *
1724pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1725{ 1471{
1726 object *tmp = NULL; 1472 object *tmp = NULL;
1727 maptile *m; 1473 maptile *m;
1792 */ 1538 */
1793int 1539int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1541{
1796 object *left, *bow; 1542 object *left, *bow;
1797 int bowspeed, mflags; 1543 int mflags;
1798 maptile *m; 1544 maptile *m;
1799 1545
1800 if (!dir) 1546 if (!dir)
1801 { 1547 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1549 return 0;
1804 } 1550 }
1805 1551
1806 if (op->type == PLAYER) 1552 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1553 bow = op->current_weapon;
1808 else 1554 else
1809 { 1555 {
1810 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1563 if (!bow)
1818 { 1564 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1566 return 0;
1821 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1822 } 1576 }
1823 1577
1824 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1825 { 1579 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1581 return 0;
1828 } 1582 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1583
1839 if (arrow == NULL) 1584 if (arrow == NULL)
1840 { 1585 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1587 {
1843 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1591 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1848 return 0; 1594 return 0;
1849 } 1595 }
1850 } 1596 }
1851 1597
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1620 return 0;
1875 } 1621 }
1876 1622
1877 arrow->set_owner (op); 1623 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1625 arrow->direction = dir;
1881 arrow->x = sx; 1626
1882 arrow->y = sy; 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1659
1884 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1885 { 1661 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op);
1888 }
1889
1890 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype;
1894 if (arrow->slaying != NULL)
1895 arrow->spellarg = strdup (arrow->slaying);
1896
1897 /* Note that this was different for monsters - they got their level
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1903 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906
1907 if (arrow->speed < 1.0)
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0;
1911
1912 if (op->type == PLAYER)
1913 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1919 } 1669 }
1920 else 1670 else
1921 { 1671 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1672 arrow->level = op->level;
1924 } 1673 arrow->stats.wc -= bow->magic;
1925 1674
1926 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1927 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1928 1680
1929 if (bow->slaying) 1681 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1683
1932 arrow->map = m; 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1687
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1937 insert_ob_in_map (arrow, m, op, 0); 1689 m->insert (arrow, sx, sy, op);
1938 1690
1939 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1692 move_arrow (arrow);
1941 1693
1942 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1962{ 1714{
1963 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1964 1716
1965 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1966 { 1718 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1720 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1722 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1724 wcmod = -1;
1725
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1727 }
1975 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
1976 { 1729 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1735 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1739 }
1988 else 1740 else
1989 { 1741 {
1990 /* Simple case */ 1742 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1744 }
1745
1993 return ret; 1746 return ret;
1994} 1747}
1995
1996 1748
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1999 */ 1751 */
2000void 1752void
2001fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
2002{ 1754{
2003 object *item; 1755 object *item = op->contr->ranged_ob;
2004 1756
2005 if (!op->contr->ranges[range_misc]) 1757 if (!item)
2006 { 1758 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1760 return;
2009 } 1761 }
2010 1762
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1763 if (!item->inv)
2013 { 1764 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1766 return;
2016 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2017 if (item->type == WAND) 1772 if (item->type == WAND)
2018 { 1773 {
2019 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2020 { 1775 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
2023 return; 1779 return;
2024 } 1780 }
2025 } 1781 }
2026 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2027 { 1783 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1785 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
2031 if (item->type == ROD) 1788 if (item->type == ROD)
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1790 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792
2035 return; 1793 return;
2036 } 1794 }
2037 } 1795 }
2038 1796
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2046 object *tmp; 1804 object *tmp;
2047 1805
2048 if (item->arch) 1806 if (item->arch)
2049 { 1807 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2052 item->speed = 0; 1810 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1811 }
1812
2055 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1815 }
2058 } 1816 }
2059 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1818 drain_rod_charge (item);
2062 }
2063 } 1819 }
2064} 1820}
2065 1821
2066/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2067 */ 1823 */
2068void 1824bool
2069fire (object *op, int dir) 1825fire (object *op, int dir)
2070{ 1826{
2071 int spellcost = 0; 1827 int spellcost = 0;
2072 1828
2073 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2075 make_visible (op); 1831 make_visible (op);
2076 1832
2077 switch (op->contr->shoottype) 1833 player *pl = op->contr;
1834
1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
2078 { 1839 }
2079 case range_none:
2080 return;
2081 1840
2082 case range_bow: 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
2083 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2084 return; 1858 break;
2085 1859
2086 case range_magic: /* Casting spells */ 1860 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1862 break;
2089 1863
2090 case range_misc: 1864 case BUILDER:
1865 apply_map_builder (op, dir);
1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
2091 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2092 return; 1874 break;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return;
2119 } 1875 }
2120}
2121 1876
2122 1877 return true;
1878}
2123 1879
2124/* find_key 1880/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1885 * pl is the player,
2130 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2133 */ 1889 */
2134
2135object * 1890object *
2136find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2137{ 1892{
2138 object *tmp, *key; 1893 object *tmp, *key;
2139 1894
2140 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1896 if (!container->inv)
2142 return NULL; 1897 return 0;
2143 1898
2144 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1901 {
2147 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1903 break;
2149 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2151 */ 1906 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1908 break;
2154 } 1909 }
1910
2155 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1914 * a key, return
2159 */ 1915 */
2160 if (!tmp) 1916 if (!tmp)
2161 { 1917 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1919 {
2164 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1922 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2168 return key; 1924 return key;
2169 } 1925 }
2170 } 1926 }
1927
2171 if (!tmp) 1928 if (!tmp)
2172 return NULL; 1929 return NULL;
2173 } 1930 }
1931
2174 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1933 * see if we actually want to use it
2176 */ 1934 */
2177 if (pl != container) 1935 if (pl != container)
2178 { 1936 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1959 return NULL;
2202 } 1960 }
2203 } 1961 }
1962
2204 return tmp; 1963 return tmp;
2205} 1964}
2206 1965
2207/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1969 * 0 otherwise
2211 */ 1970 */
2212static int 1971static int
2213player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2214{ 1973{
2215 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
2216 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
2217 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2218 */ 1977 */
2219 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2220 1979
2221 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2222 if (key) 1981 if (key)
2223 { 1982 {
2224 object *container = key->env; 1983 object *container = key->env;
2225 1984
2226 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2227 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2228 make_visible (op); 1986 make_visible (op);
1987
2229 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2230 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
2231 if (door->type == DOOR) 1991 if (door->type == DOOR)
2232 {
2233 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2234 }
2235 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2236 { 1994 {
2237 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2238 remove_door2 (door); /* remove door without violence ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
2239 } 1997 }
1998
2240 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2241 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2242 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2243 if (container != op) 2002 if (container != op)
2244 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2245 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2246 } 2006 }
2247 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2248 { 2008 {
2249 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2250 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2251 return 1; 2011 return 1;
2252 } 2012 }
2013
2253 return 0; 2014 return 0;
2254} 2015}
2255 2016
2256/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2257 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2258 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2259 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2260 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2261 */ 2022 */
2262void 2023bool
2263move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2264{ 2025{
2265 object *tmp, *mon;
2266 sint16 nx, ny;
2267 int on_battleground; 2026 int on_battleground;
2268 maptile *m;
2269 2027
2270 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2271 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2272 2030
2273 on_battleground = op_on_battleground (op, 0, 0); 2031 on_battleground = op_on_battleground (op, 0, 0);
2032
2033 if (out_of_map (op->map, nx, ny))
2034 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2274 2041
2275 /* If braced, or can't move to the square, and it is not out of the 2042 /* If braced, or can't move to the square, and it is not out of the
2276 * map, attack it. Note order of if statement is important - don't 2043 * map, attack it. Note order of if statement is important - don't
2277 * want to be calling move_ob if braced, because move_ob will move the 2044 * want to be calling move_ob if braced, because move_ob will move the
2278 * player. This is a pretty nasty hack, because if we could 2045 * player. This is a pretty nasty hack, because if we could
2279 * move to some space, it then means that if we are braced, we should 2046 * move to some space, it then means that if we are braced, we should
2280 * do nothing at all. As it is, if we are braced, we go through 2047 * do nothing at all. As it is, if we are braced, we go through
2281 * quite a bit of processing. However, it probably is less than what 2048 * quite a bit of processing. However, it probably is less than what
2282 * move_ob uses. 2049 * move_ob uses.
2283 */ 2050 */
2284 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2051 maptile *m = op->map->xy_find (nx, ny);
2285 {
2286 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2287 {
2288 m = get_map_from_coord (op->map, &nx, &ny);
2289 if (!m)
2290 return; /* Don't think this should happen */
2291 }
2292 else
2293 m = op->map;
2294 2052
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2296 {
2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2298 return;
2299 }
2300
2301 mon = 0;
2302 /* Go through all the objects, and find ones of interest. Only stop if 2053 /* Go through all the objects, and find ones of interest. Only stop if
2303 * we find a monster - that is something we know we want to attack. 2054 * we find a monster - that is something we know we want to attack.
2304 * if its a door or barrel (can roll) see if there may be monsters 2055 * if its a door or barrel (can roll) see if there may be monsters
2305 * on the space 2056 * on the space
2306 */ 2057 */
2307 while (tmp) 2058 object *mon;
2308 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2309 if (tmp == op) 2060 {
2310 { 2061 if ((mon->flag [FLAG_ALIVE]
2311 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2312 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2313 }
2314
2315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2316 {
2317 mon = tmp; 2064 && mon != op)
2318 break; 2065 break;
2319 } 2066 }
2320 2067
2321 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2322 mon = tmp;
2323
2324 tmp = tmp->above;
2325 }
2326
2327 if (!mon) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2328 return; /* into a wall */ 2069 return false; /* into a wall */
2329 2070
2330 if (mon->head)
2331 mon = mon->head; 2071 mon = mon->head_ ();
2332 2072
2333 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2073 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2074 if (op->contr->weapon_sp_left > 0.f)
2334 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2335 return; 2078 return true;
2079 }
2336 2080
2337 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2338 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2339 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2340 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2341 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2342 * and thus will not push them. 2086 * and thus will not push them.
2343 */ 2087 */
2344 2088
2345 /* If the creature is a pet, push it even if the player is not 2089 /* If the creature is a pet, push it even if the player is not
2346 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2347 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2348 */ 2092 */
2349 if ((op->type == PLAYER) 2093 if (op->type == PLAYER
2350#if COZY_SERVER
2351 &&
2352 ((mon->owner && mon->owner->contr 2094 && ((mon->owner && mon->owner->contr
2353 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2354#else
2355 && mon->owner == op 2096 || mon->owner == op)
2356#endif
2357 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2358 { 2098 {
2359 /* If we're braced, we don't want to switch places with it */ 2099 /* If we're braced, we don't want to switch places with it */
2360 if (op->contr->braced) 2100 if (op->contr->braced)
2361 return; 2101 return false;
2362 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102
2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 op->play_sound (sound_find ("push_player"));
2363 (void) push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2364 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op); 2111 make_visible (op);
2112
2366 return; 2113 return true;
2367 } 2114 }
2115 else
2116 return false;
2117 }
2368 2118
2369 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2370 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2371 * someone, but put it inside this loop so that you won't 2121 * someone, but put it inside this loop so that you won't
2372 * attack them either. 2122 * attack them either.
2373 */ 2123 */
2374 if ((mon->type == PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2375 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2125 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2376#ifdef PROHIBIT_PLAYERKILL
2377 (op->contr->peaceful 2126 && ((op->contr->peaceful
2378 || (mon->type == PLAYER 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2379 && mon->contr->
2380 peaceful)) &&
2381#else
2382 op->contr->peaceful &&
2383#endif
2384 !on_battleground)) 2128 && !on_battleground))
2129 {
2130 if (op->speed_left > 0.f)
2385 { 2131 {
2132 --op->speed_left;
2133
2386 if (!op->contr->braced) 2134 if (!op->contr->braced)
2387 { 2135 {
2388 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2389 (void) push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2390 } 2138 }
2391 else 2139 else
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2393 2141
2394 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2395 make_visible (op); 2143 make_visible (op);
2396 }
2397 2144
2145 return true;
2146 }
2147 }
2398 /* If the object is a boulder or other rollable object, then 2148 /* 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. 2149 * roll it if not braced. You can't roll it if you are braced.
2400 */ 2150 */
2401 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2151 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2152 {
2153 if (op->speed_left > 0.f)
2402 { 2154 {
2155 --op->speed_left;
2156
2403 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2404 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2405 make_visible (op); 2159 make_visible (op);
2406 }
2407 2160
2161 return true;
2162 }
2163 }
2408 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2409 * Way it works is like this: First, it must have some hit points 2165 * 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: 2166 * 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 2167 * 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. 2168 * that party_number -1 is no party, so attacks can still happen.
2413 */ 2169 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 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))) 2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417 { 2172 {
2418 2173 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 { 2174 {
2426 op->speed_left += op->speed / op->contr->weapon_sp; 2175 --op->contr->weapon_sp_left;
2427
2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2429 }
2430 2176
2431 skill_attack (mon, op, 0, 0, 0); 2177 skill_attack (mon, op, 0, 0, 0);
2432
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, 0, 0);
2444 mon->stats.luck = luck;
2445 }
2446 2178
2447 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2448 make_visible (op); 2180 make_visible (op);
2449 }
2450 } /* if player should attack something */
2451}
2452 2181
2453int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2454move_player (object *op, int dir) 2190move_player (object *op, int dir)
2455{ 2191{
2456 int pick; 2192 int pick;
2457 2193
2458 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2459 return 0; 2195 return 0;
2460 2196
2461 /* Sanity check: make sure dir is valid */ 2197 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9)) 2198 if ((dir < 0) || (dir >= 9))
2463 { 2199 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir); 2200 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0; 2201 return 0;
2466 } 2202 }
2467 2203
2468 /* peterm: added following line */ 2204 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2206 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2471 2207
2472 op->facing = dir; 2208 op->facing = dir;
2473 2209
2474 if (op->hide) 2210 if (op->hide)
2475 do_hidden_move (op); 2211 do_hidden_move (op);
2476 2212
2213 bool retval;
2214
2477 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2478 /*nop */ ; 2216 retval = RESULT_INT (0);
2479 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2480 fire (op, dir); 2218 retval = fire (op, dir);
2481 else 2219 else
2482 { 2220 {
2483 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2484 pick = check_pick (op); 2222 pick = check_pick (op);
2485 } 2223 }
2486 2224
2487 /* Add special check for newcs players and fire on - this way, the 2225 /* Add special check for newcs players and fire on - this way, the
2488 * server can handle repeat firing. 2226 * server can handle repeat firing.
2495 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2496 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2497 * for players. 2235 * for players.
2498 */ 2236 */
2499 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2500 return 0; 2238
2239 return retval;
2501} 2240}
2502 2241
2503/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2504 * new client/server stuff. 2243 * new client/server stuff.
2505 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2506 * the new speed values for commands. 2245 * the new speed values for commands.
2507 * 2246 *
2508 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do. Should not do
2248 * many actions in a row, as that would be too unfair to other
2249 * players.
2509 */ 2250 */
2510int 2251bool
2511handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2512{ 2253{
2513 if (op->contr->hidden)
2514 {
2515 op->invisible = 1000;
2516 /* the socket code flashes the player visible/invisible
2517 * depending on the value of invisible, so we need to
2518 * alternate it here for it to work correctly.
2519 */
2520 if (pticks & 2)
2521 op->invisible--;
2522 }
2523 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2524 {
2525 op->invisible--;
2526 if (!op->invisible)
2527 {
2528 make_visible (op);
2529 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2530 }
2531 }
2532
2533 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2534 { 2255 {
2535 flee_player (op); 2256 if (op->speed_left > 0.f)
2536 /* If player is still scared, that is his action for this tick */
2537 if (QUERY_FLAG (op, FLAG_SCARED))
2538 { 2257 {
2539 op->speed_left--; 2258 --op->speed_left;
2259 flee_player (op);
2260
2540 return 0; 2261 return true;
2541 } 2262 }
2263 else
2264 return false;
2542 } 2265 }
2543
2544 /* I've been seeing crashes where the golem has been destroyed, but
2545 * the player object still points to the defunct golem. The code that
2546 * destroys the golem looks correct, and it doesn't always happen, so
2547 * put this in a a workaround to clean up the golem pointer.
2548 */
2549 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2550 op->contr->ranges[range_golem] = 0;
2551 2266
2552 /* call this here - we also will call this in do_ericserver, but 2267 /* call this here - we also will call this in do_ericserver, but
2553 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2554 * called, so we recheck it here. 2269 * called, so we recheck it here.
2555 */ 2270 */
2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2271 if (op->contr->ns->handle_command ())
2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2558 ;
2559
2560 if (op->speed_left < 0)
2561 return 0; 2272 return true;
2562 2273
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2564 {
2565 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--;
2567
2568 /* Instead of all the stuff below, let move_player take care
2569 * of it. Also, some of the skill stuff is only put in
2570 * there, as well as the confusion stuff.
2571 */
2572 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2573 if (op->speed_left > 0)
2574 return 1;
2575 else
2576 return 0;
2577 }
2578 2276
2579 return 0; 2277 return false;
2580} 2278}
2581 2279
2582int 2280int
2583save_life (object *op) 2281save_life (object *op)
2584{ 2282{
2586 return 0; 2284 return 0;
2587 2285
2588 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2589 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2590 { 2288 {
2591 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2593 2291
2594 if (op->contr) 2292 if (op->contr)
2595 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2596 2294
2601 op->stats.hp = op->stats.maxhp; 2299 op->stats.hp = op->stats.maxhp;
2602 2300
2603 if (op->stats.food < 0) 2301 if (op->stats.food < 0)
2604 op->stats.food = 999; 2302 op->stats.food = 999;
2605 2303
2606 fix_player (op); 2304 op->update_stats ();
2607 return 1; 2305 return 1;
2608 } 2306 }
2609 2307
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2308 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2309 CLEAR_FLAG (op, FLAG_LIFESAVE);
2616/* This goes throws the inventory and removes unpaid objects, and puts them 2314/* This goes throws the inventory and removes unpaid objects, and puts them
2617 * back in the map (location and map determined by values of env). This 2315 * back in the map (location and map determined by values of env). This
2618 * function will descend into containers. op is the object to start the search 2316 * function will descend into containers. op is the object to start the search
2619 * from. 2317 * from.
2620 */ 2318 */
2621void 2319static void
2622remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2623{ 2321{
2624 object *next;
2625
2626 while (op) 2322 while (op)
2627 { 2323 {
2628 next = op->below; /* Make sure we have a good value, in case 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2629 * we remove object 'op' 2325
2630 */
2631 if (QUERY_FLAG (op, FLAG_UNPAID)) 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2632 { 2327 {
2633 op->remove ();
2634 op->x = env->x;
2635 op->y = env->y;
2636 if (env->type == PLAYER) 2328 if (env->type == PLAYER)
2637 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2638 insert_ob_in_map (op, env->map, NULL, 0); 2330
2331 op->insert_at (env);
2639 } 2332 }
2640 else if (op->inv) 2333 else if (op->inv)
2641 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2642 2335
2643 op = next; 2336 op = next;
2644 } 2337 }
2645} 2338}
2646 2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2345}
2647 2346
2648/* 2347/*
2649 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2650 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2651 * actually uses this function. player.c may not be quite the 2350 * actually uses this function. player.c may not be quite the
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2385 strcat (buf2, buf);
2687 2386
2688 return buf2; 2387 return buf2;
2689} 2388}
2690
2691
2692 2389
2693void 2390void
2694do_some_living (object *op) 2391do_some_living (object *op)
2695{ 2392{
2696 int last_food = op->stats.food; 2393 int last_food = op->stats.food;
2702 int rate_grace = 2000; 2399 int rate_grace = 2000;
2703 const int max_hp = 1; 2400 const int max_hp = 1;
2704 const int max_sp = 1; 2401 const int max_sp = 1;
2705 const int max_grace = 1; 2402 const int max_grace = 1;
2706 2403
2707 if (op->contr->outputs_sync) 2404 if (op->contr->hidden)
2708 {
2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2710 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2711 flush_output_element (op, &op->contr->outputs[i]);
2712 } 2405 {
2406 op->invisible = 1000;
2407 /* the socket code flashes the player visible/invisible
2408 * depending on the value of invisible, so we need to
2409 * alternate it here for it to work correctly.
2410 */
2411 if (pticks & 2)
2412 op->invisible--;
2413 }
2414 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2415 {
2416 if (!op->invisible--)
2417 {
2418 make_visible (op);
2419 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2420 }
2421 }
2713 2422
2714 if (op->contr->state == ST_PLAYING) 2423 if (op->contr->ns->state == ST_PLAYING)
2715 { 2424 {
2716
2717 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2718 hp/grace/spellpoint regeneration. */ 2426 hp/grace/spellpoint regeneration. */
2719 if (op->contr->gen_hp >= 0) 2427 if (op->contr->gen_hp >= 0)
2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2428 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2721 else 2429 else
2722 { 2430 {
2723 gen_hp = op->stats.maxhp; 2431 gen_hp = op->stats.maxhp;
2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2432 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2725 } 2433 }
2434
2726 if (op->contr->gen_sp >= 0) 2435 if (op->contr->gen_sp >= 0)
2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2436 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2728 else 2437 else
2729 { 2438 {
2730 gen_sp = op->stats.maxsp; 2439 gen_sp = op->stats.maxsp;
2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2440 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2732 } 2441 }
2442
2733 if (op->contr->gen_grace >= 0) 2443 if (op->contr->gen_grace >= 0)
2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2735 else 2445 else
2736 { 2446 {
2737 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2738 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2739 } 2449 }
2740 2450
2741 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2742 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2452 if (!op->contr->golem && --op->last_sp < 0)
2743 { 2453 {
2744 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2454 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2745 if (op->stats.sp < op->stats.maxsp) 2455 if (op->stats.sp < op->stats.maxsp)
2746 { 2456 {
2747 op->stats.sp++; 2457 op->stats.sp++;
2753 op->stats.food += op->contr->digestion; 2463 op->stats.food += op->contr->digestion;
2754 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2464 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2755 op->stats.food = last_food; 2465 op->stats.food = last_food;
2756 } 2466 }
2757 } 2467 }
2468
2758 if (max_sp > 1) 2469 if (max_sp > 1)
2759 { 2470 {
2760 over_sp = (gen_sp + 10) / rate_sp; 2471 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0) 2472 if (over_sp > 0)
2762 { 2473 {
2763 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2764 { 2475 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2766 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2478 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2767 op->stats.sp--; 2479 op->stats.sp--;
2480
2768 if (op->stats.sp > op->stats.maxsp) 2481 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp; 2482 op->stats.sp = op->stats.maxsp;
2770 } 2483 }
2771 op->last_sp = 0; 2484 op->last_sp = 0;
2772 } 2485 }
2773 else 2486 else
2774 {
2775 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2776 }
2777 } 2488 }
2778 else 2489 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2491 }
2783 2492
2784 /* Regenerate Grace */ 2493 /* Regenerate Grace */
2785 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2786 if (--op->last_grace < 0) 2495 if (--op->last_grace < 0)
2787 { 2496 {
2788 if (op->stats.grace < op->stats.maxgrace / 2) 2497 if (op->stats.grace < op->stats.maxgrace / 2)
2789 op->stats.grace++; /* no penalty in food for regaining grace */ 2498 op->stats.grace++; /* no penalty in food for regaining grace */
2499
2790 if (max_grace > 1) 2500 if (max_grace > 1)
2791 { 2501 {
2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2502 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2793 if (over_grace > 0) 2503 if (over_grace > 0)
2794 { 2504 {
2822 op->stats.food += op->contr->digestion; 2532 op->stats.food += op->contr->digestion;
2823 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2824 op->stats.food = last_food; 2534 op->stats.food = last_food;
2825 } 2535 }
2826 } 2536 }
2537
2827 if (max_hp > 1) 2538 if (max_hp > 1)
2828 { 2539 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0) 2541 if (over_hp > 0)
2831 { 2542 {
2844 } 2555 }
2845 2556
2846 /* Digestion */ 2557 /* Digestion */
2847 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2848 { 2559 {
2849#ifdef COZY_SERVER 2560 int bonus = max (0, op->contr->digestion),
2850 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2561 penalty = max (0, -op->contr->digestion);
2851 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2852#else
2853 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2854#endif
2855 2562
2856 if (op->contr->gen_hp > 0)
2857 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2858 else 2564
2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2860 /* dms do not consume food */ 2565 /* dms do not consume food */
2861 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2862 op->stats.food--; 2567 op->stats.food--;
2863 } 2568 }
2864 }
2865 2569
2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2867 { 2571 {
2868 object *tmp, *flesh = NULL; 2572 object *tmp, *flesh = 0;
2869 2573
2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2871 {
2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 { 2575 {
2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2577 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2876 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2877 manual_apply (op, tmp, 0); 2581 manual_apply (op, tmp, 0);
2878 if (op->stats.food >= 0 || op->stats.hp < 0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2879 break; 2583 break;
2880 } 2584 }
2881 else if (tmp->type == FLESH) 2585 else if (tmp->type == FLESH)
2882 flesh = tmp; 2586 flesh = tmp;
2883 } /* End if paid for object */ 2587 } /* End if paid for object */
2884 } /* end of for loop */ 2588 } /* end of for loop */
2589
2885 /* If player is still starving, it means they don't have any food, so 2590 /* If player is still starving, it means they don't have any food, so
2886 * eat flesh instead. 2591 * eat flesh instead.
2887 */ 2592 */
2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2889 { 2594 {
2890 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2891 manual_apply (op, flesh, 0); 2596 manual_apply (op, flesh, 0);
2892 } 2597 }
2893 } /* end if player is starving */ 2598 }
2894 2599
2895 while (op->stats.food < 0 && op->stats.hp > 0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2896 op->stats.food++, op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2897 2602
2898 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2899 kill_player (op); 2604 kill_player (op);
2605 }
2900} 2606}
2901
2902
2903 2607
2904/* If the player should die (lack of hp, food, etc), we call this. 2608/* If the player should die (lack of hp, food, etc), we call this.
2905 * op is the player in jeopardy. If the player can not be saved (not 2609 * op is the player in jeopardy. If the player can not be saved (not
2906 * permadeath, no lifesave), this will take care of removing the player 2610 * permadeath, no lifesave), this will take care of removing the player
2907 * file. 2611 * file.
2925 object *tmp; 2629 object *tmp;
2926 2630
2927 if (save_life (op)) 2631 if (save_life (op))
2928 return; 2632 return;
2929 2633
2930
2931 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2932 * in cities ONLY!!! It is very important that this doesn't get abused. 2635 * in cities ONLY!!! It is very important that this doesn't get abused.
2933 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2934 */ 2637 */
2935 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2939 2642
2940 /* restore player */ 2643 /* restore player */
2941 at = archetype::find ("poisoning"); 2644 at = archetype::find ("poisoning");
2942 tmp = present_arch_in_ob (at, op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2943 if (tmp)
2944 { 2646 {
2945 tmp->destroy (); 2647 tmp->destroy ();
2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2947 } 2649 }
2948 2650
2949 at = archetype::find ("confusion"); 2651 at = archetype::find ("confusion");
2950 tmp = present_arch_in_ob (at, op); 2652 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2653 {
2953 tmp->destroy (); 2654 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 } 2656 }
2956 2657
2958 op->stats.hp = op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2959 if (op->stats.food <= 0) 2660 if (op->stats.food <= 0)
2960 op->stats.food = 999; 2661 op->stats.food = 999;
2961 2662
2962 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
2963 tmp = arch_to_object (archetype::find ("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2964 if (tmp != NULL)
2965 { 2665 {
2966 sprintf (buf, "%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
2967 tmp->name = buf; 2667 tmp->name = buf;
2968 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2969 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " the %s, when he was defeated at\n level %d by %s.\n",
2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2971 tmp->msg = buf; 2671 tmp->msg = buf;
2972 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2973 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2974 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
2975 insert_ob_in_map (tmp, op->map, op, 0);
2976 } 2675 }
2977 2676
2978 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2979 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2980 op->contr->braced = 0; 2679 op->contr->braced = 0;
2985 2684
2986 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2987 2686
2988 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
2989 { 2688 {
2990 if (op->contr->explore)
2991 {
2992 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2993 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2994 op->stats.food = 999;
2995 return;
2996 }
2997 sprintf (buf, "%s starved to death.", &op->name); 2689 sprintf (buf, "%s starved to death.", &op->name);
2998 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2999 } 2691 }
3000 else 2692 else
3001 {
3002 if (op->contr->explore)
3003 {
3004 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3005 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3006 op->stats.hp = op->stats.maxhp;
3007 return;
3008 }
3009 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
3010 } 2694
3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
3012 2696
3013 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
3014 x = op->x; 2698 x = op->x;
3015 y = op->y; 2699 y = op->y;
3016 map = op->map; 2700 map = op->map;
3017 2701
3018
3019 if (settings.not_permadeth == TRUE)
3020 {
3021 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
3022 * life if they are dead - it takes some exp and a random stat. 2703 * life if they are dead - it takes some exp and a random stat.
3023 * See the config.h file for a little more in depth detail about this. 2704 * See the config.h file for a little more in depth detail about this.
3024 */ 2705 */
3025 2706
3026 /* Basically two ways to go - remove a stat permanently, or just 2707 /* Basically two ways to go - remove a stat permanently, or just
3027 * make it depletion. This bunch of code deals with that aspect 2708 * make it depletion. This bunch of code deals with that aspect
3028 * of death. 2709 * of death.
3029 */ 2710 */
3030#ifndef COZY_SERVER 2711#ifndef COZY_SERVER
3031 if (settings.balanced_stat_loss) 2712 if (settings.balanced_stat_loss)
3032 { 2713 {
3033 /* If stat loss is permanent, lose one stat only. */ 2714 /* If stat loss is permanent, lose one stat only. */
3034 /* Lower level chars don't lose as many stats because they suffer 2715 /* Lower level chars don't lose as many stats because they suffer
3035 more if they do. */ 2716 more if they do. */
3036 /* Higher level characters can afford things such as potions of 2717 /* Higher level characters can afford things such as potions of
3037 restoration, or better, stat potions. So we slug them that 2718 restoration, or better, stat potions. So we slug them that
3038 little bit harder. */ 2719 little bit harder. */
3039 /* GD */ 2720 /* GD */
3040 if (settings.stat_loss_on_death) 2721 if (settings.stat_loss_on_death)
3041 num_stats_lose = 1; 2722 num_stats_lose = 1;
3042 else
3043 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3044 }
3045 else 2723 else
3046 { 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725 }
2726 else
3047 num_stats_lose = 1; 2727 num_stats_lose = 1;
3048 } 2728
3049 lost_a_stat = 0; 2729 lost_a_stat = 0;
3050 2730
3051 for (z = 0; z < num_stats_lose; z++) 2731 for (z = 0; z < num_stats_lose; z++)
3052 { 2732 {
3053 i = RANDOM () % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
3054 2734
3055 if (settings.stat_loss_on_death) 2735 if (settings.stat_loss_on_death)
2736 {
2737 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost.
2739 */
2740 change_attr_value (&(op->stats), i, -1);
2741 check_stat_bounds (&(op->stats));
2742 change_attr_value (&(op->contr->orig_stats), i, -1);
2743 check_stat_bounds (&(op->contr->orig_stats));
2744 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2745 lost_a_stat = 1;
2746 }
2747 else
2748 {
2749 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion");
2751 object *dep;
2752
2753 dep = present_arch_in_ob (deparch, op);
2754 if (!dep)
3056 { 2755 {
3057 /* Pick a random stat and take a point off it. Tell the player 2756 dep = arch_to_object (deparch);
3058 * what he lost. 2757 insert_ob_in_ob (dep, op);
3059 */
3060 change_attr_value (&(op->stats), i, -1);
3061 check_stat_bounds (&(op->stats));
3062 change_attr_value (&(op->contr->orig_stats), i, -1);
3063 check_stat_bounds (&(op->contr->orig_stats));
3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3065 lost_a_stat = 1;
3066 } 2758 }
3067 else 2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss)
3068 { 2761 {
3069 /* deplete a stat */ 2762 /* GD */
3070 archetype *deparch = archetype::find ("depletion"); 2763 /* Get the stat that we're about to deplete. */
3071 object *dep; 2764 this_stat = get_attr_value (&(dep->stats), i);
3072 2765 if (this_stat < 0)
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 { 2766 {
3076 dep = arch_to_object (deparch); 2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3077 insert_ob_in_ob (dep, op); 2768 int keep_chance = this_stat * this_stat;
3078 } 2769
3079 lose_this_stat = 1; 2770 /* Yes, I am paranoid. Sue me. */
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* GD */
3083 /* Get the stat that we're about to deplete. */
3084 this_stat = get_attr_value (&(dep->stats), i);
3085 if (this_stat < 0) 2771 if (keep_chance < 1)
2772 keep_chance = 1;
2773
2774 /* There is a maximum depletion total per level. */
2775 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 { 2776 {
3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 int keep_chance = this_stat * this_stat;
3089
3090 /* Yes, I am paranoid. Sue me. */
3091 if (keep_chance < 1)
3092 keep_chance = 1;
3093
3094 /* There is a maximum depletion total per level. */
3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0; 2777 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we 2778 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */ 2779 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3104 lose_this_stat = 0;
3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3106 this_stat, keep_chance, loss_chance,
3107 lose_this_stat?"LOSE":"KEEP"); */
3108 }
3109 } 2780 }
3110 }
3111
3112 if (lose_this_stat)
3113 {
3114 this_stat = get_attr_value (&(dep->stats), i);
3115 /* We could try to do something clever like find another
3116 * stat to reduce if this fails. But chances are, if
3117 * stats have been depleted to -50, all are pretty low
3118 * and should be roughly the same, so it shouldn't make a
3119 * difference.
3120 */ 2781 else
3121 if (this_stat >= -50)
3122 { 2782 {
3123 change_attr_value (&(dep->stats), i, -1); 2783 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3124 SET_FLAG (dep, FLAG_APPLIED);
3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3126 fix_player (op);
3127 lost_a_stat = 1; 2784 lose_this_stat = 0;
2785 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786 this_stat, keep_chance, loss_chance,
2787 lose_this_stat?"LOSE":"KEEP"); */
3128 } 2788 }
3129 } 2789 }
3130 } 2790 }
2791
2792 if (lose_this_stat)
2793 {
2794 this_stat = get_attr_value (&(dep->stats), i);
2795 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a
2799 * difference.
2800 */
2801 if (this_stat >= -50)
2802 {
2803 change_attr_value (&(dep->stats), i, -1);
2804 SET_FLAG (dep, FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats ();
2807 lost_a_stat = 1;
2808 }
3131 } 2809 }
2810 }
2811 }
3132 /* If no stat lost, tell the player. */ 2812 /* If no stat lost, tell the player. */
3133 if (!lost_a_stat) 2813 if (!lost_a_stat)
3134 { 2814 {
3135 /* determine_god() seems to not work sometimes... why is this? 2815 /* determine_god() seems to not work sometimes... why is this?
3136 Should I be using something else? GD */ 2816 Should I be using something else? GD */
3137 const char *god = determine_god (op); 2817 const char *god = determine_god (op);
3138 2818
3139 if (god && (strcmp (god, "none"))) 2819 if (god && (strcmp (god, "none")))
3140 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3141 else 2821 else
3142 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3143 } 2823 }
3144#else 2824#else
3145 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3146#endif 2826#endif
3147 2827
3148 /* Put a gravestone up where the character 'almost' died. List the 2828 /* Put a gravestone up where the character 'almost' died. List the
3149 * exp loss on the stone. 2829 * exp loss on the stone.
3150 */ 2830 */
3151 tmp = arch_to_object (archetype::find ("gravestone")); 2831 tmp = arch_to_object (archetype::find ("gravestone"));
3152 sprintf (buf, "%s's gravestone", &op->name); 2832 sprintf (buf, "%s's gravestone", &op->name);
3153 tmp->name = buf; 2833 tmp->name = buf;
3154 sprintf (buf, "%s's gravestones", &op->name); 2834 sprintf (buf, "%s's gravestones", &op->name);
3155 tmp->name_pl = buf; 2835 tmp->name_pl = buf;
3156 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); 2836 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);
3157 tmp->msg = buf; 2837 tmp->msg = buf;
3158 tmp->x = op->x, tmp->y = op->y; 2838 tmp->x = op->x, tmp->y = op->y;
3159 insert_ob_in_map (tmp, op->map, NULL, 0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
3160 2840
3161 /**************************************/ 2841 /**************************************/
3162 /* */ 2842 /* */
3163 /* Subtract the experience points, */ 2843 /* Subtract the experience points, */
3164 /* if we died cause of food, give us */ 2844 /* if we died cause of food, give us */
3165 /* food, and reset HP's... */ 2845 /* food, and reset HP's... */
3166 /* */ 2846 /* */
3167 /**************************************/ 2847 /**************************************/
3168 2848
3169 /* remove any poisoning and confusion the character may be suffering. */ 2849 /* remove any poisoning and confusion the character may be suffering. */
3170 /* restore player */ 2850 /* restore player */
3171 at = archetype::find ("poisoning"); 2851 at = archetype::find ("poisoning");
3172 tmp = present_arch_in_ob (at, op); 2852 tmp = present_arch_in_ob (at, op);
3173 2853
3174 if (tmp) 2854 if (tmp)
3175 { 2855 {
3176 tmp->destroy (); 2856 tmp->destroy ();
3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3178 } 2858 }
3179 2859
3180 at = archetype::find ("confusion"); 2860 at = archetype::find ("confusion");
3181 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3182 if (tmp) 2862 if (tmp)
3183 { 2863 {
3184 tmp->destroy (); 2864 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3186 } 2866 }
3187 2867
3188 cure_disease (op, 0); /* remove any disease */ 2868 cure_disease (op, 0); /* remove any disease */
3189 2869
3190 /*add_exp(op, (op->stats.exp * -0.20)); */ 2870 /*add_exp(op, (op->stats.exp * -0.20)); */
3191 apply_death_exp_penalty (op); 2871 apply_death_exp_penalty (op);
3192 if (op->stats.food < 100) 2872 if (op->stats.food < 100)
3193 op->stats.food = 900; 2873 op->stats.food = 900;
3194 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3197 2877
3198 /* 2878 /*
3199 * Check to see if the player is in a shop. IF so, then check to see if 2879 * Check to see if the player has any unpaid items. If so, remove them
3200 * the player has any unpaid items. If so, remove them and put them back 2880 * and put them back in the map.
3201 * in the map. 2881 */
3202 */ 2882 op->drop_unpaid_items ();
3203 2883
3204 if (is_in_shop (op))
3205 remove_unpaid_objects (op->inv, op);
3206
3207 /****************************************/ 2884 /****************************************/
3208 /* */ 2885 /* */
3209 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
3210 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3211 /* */ 2888 /* */
3212 /****************************************/ 2889 /****************************************/
3213 2890
3214 enter_player_savebed (op); 2891 enter_player_savebed (op);
3215 2892
3216 /* Save the player before inserting the force to reduce
3217 * chance of abuse.
3218 */
3219 op->contr->braced = 0; 2893 op->contr->braced = 0;
3220 save_player (op, 1);
3221 2894
3222 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3223 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3224 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3225 * on the space that might harm the player. 2898 * on the space that might harm the player.
3226 */ 2899 */
3227 will_kill_again = 0; 2900 will_kill_again = 0;
3228 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2901 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3229 if (tmp->type == SPELL_EFFECT) 2902 if (tmp->type == SPELL_EFFECT)
3230 will_kill_again |= tmp->attacktype; 2903 will_kill_again |= tmp->attacktype;
3231 2904
3232 if (will_kill_again) 2905 if (will_kill_again)
3233 { 2906 {
3234 object *force; 2907 object *force;
3235 int at; 2908 int at;
3236 2909
3237 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3238 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3239 force->speed = 0.1; 2912 force->speed = 0.1f;
3240 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3241 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3242 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3243 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3244 force->resist[at] = 100; 2917 force->resist[at] = 100;
3245 2918
3246 insert_ob_in_ob (force, op); 2919 insert_ob_in_ob (force, op);
3247 fix_player (op); 2920 op->update_stats ();
3248 2921
3249 } 2922 }
3250 2923
3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3252 return;
3253 } /* NOT_PERMADETH */
3254 else
3255 {
3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3257 * should probably be embedded in an else statement.
3258 */
3259
3260 op->contr->party = NULL;
3261 if (settings.set_title == TRUE)
3262 op->contr->own_title[0] = '\0';
3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3264 check_score (op);
3265
3266 if (op->contr->ranges[range_golem])
3267 {
3268 remove_friendly_object (op->contr->ranges[range_golem]);
3269 op->contr->ranges[range_golem]->destroy ();
3270 op->contr->ranges[range_golem] = 0;
3271 }
3272
3273 loot_object (op); /* Remove some of the items for good */
3274 op->remove ();
3275 op->direction = 0;
3276
3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
3279 delete_character (op->name, 0);
3280 if (settings.resurrection == TRUE)
3281 {
3282 /* save playerfile sans equipment when player dies
3283 ** then save it as player.pl.dead so that future resurrection
3284 ** type spells will work on them nicely
3285 */
3286 delete_character (op->name, 0);
3287 op->stats.hp = op->stats.maxhp;
3288 op->stats.food = 999;
3289
3290 /* set the location of where the person will reappear when */
3291 /* maybe resurrection code should fix map also */
3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
3293 if (op->map != NULL)
3294 op->map = NULL;
3295 op->x = settings.emergency_x;
3296 op->y = settings.emergency_y;
3297 save_player (op, 0);
3298 op->map = map;
3299 /* please see resurrection.c: peterm */
3300 dead_player (op);
3301 }
3302 else
3303 delete_character (op->name, 1);
3304 }
3305
3306 play_again (op);
3307
3308 /* peterm: added to create a corpse at deathsite. */
3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
3310 sprintf (buf, "%s", &op->name);
3311 tmp->name = tmp->name_pl = buf;
3312 tmp->level = op->level;
3313 tmp->x = x;
3314 tmp->y = y;
3315 tmp->msg = gravestone_text (op);
3316 SET_FLAG (tmp, FLAG_UNIQUE);
3317 insert_ob_in_map (tmp, map, NULL, 0);
3318 }
3319} 2925}
3320
3321 2926
3322void 2927void
3323loot_object (object *op) 2928loot_object (object *op)
3324{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3325 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3326 2931
3327 if (op->container) 2932 op->close_container (); /* close open sack first */
3328 { /* close open sack first */
3329 esrv_apply_container (op, op->container);
3330 }
3331 2933
3332 for (tmp = op->inv; tmp != NULL; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3333 { 2935 {
3334 next = tmp->below; 2936 next = tmp->below;
3335 if (tmp->type == EXPERIENCE || tmp->invisible) 2937
2938 if (tmp->invisible)
3336 continue; 2939 continue;
2940
3337 tmp->remove (); 2941 tmp->remove ();
3338 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3339 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3340 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3341 loot_object (tmp); 2946
3342 }
3343 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3344 { 2948 {
3345 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3346 { 2950 {
3347 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3348 tmp2->destroy (); 2952 tmp2->destroy ();
3359/* 2963/*
3360 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3361 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
3362 * was changed. 2966 * was changed.
3363 */ 2967 */
3364
3365void 2968void
3366fix_weight (void) 2969fix_weight (void)
3367{ 2970{
3368 player *pl; 2971 for_all_players (pl)
3369
3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 { 2972 {
3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3373 2974
3374 if (old == sum) 2975 if (old == sum)
3375 continue; 2976 continue;
3376 fix_player (pl->ob); 2977 pl->ob->update_stats ();
3377 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3378 } 2979 }
3379} 2980}
3380 2981
3381void 2982void
3382fix_luck (void) 2983fix_luck (void)
3383{ 2984{
3384 player *pl; 2985 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 if (!pl->ob->contr->state) 2986 if (!pl->ob->contr->ns->state)
3388 change_luck (pl->ob, 0); 2987 pl->ob->change_luck (0);
3389} 2988}
3390
3391 2989
3392/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3393 * This is much simpler in the new spell code - we basically 2991 * This is much simpler in the new spell code - we basically
3394 * just treat this as any other spell casting object. 2992 * just treat this as any other spell casting object.
3395 */ 2993 */
3396
3397void 2994void
3398cast_dust (object *op, object *throw_ob, int dir) 2995cast_dust (object *op, object *throw_ob, int dir)
3399{ 2996{
3400 object *skop, *spob; 2997 object *skop, *spob;
3401 2998
3435 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3436 { 3033 {
3437 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3438 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3439 } 3036 }
3037
3440 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3441} 3039}
3442 3040
3443int 3041int
3444is_true_undead (object *op) 3042is_true_undead (object *op)
3445{ 3043{
3446 object *tmp = NULL;
3447
3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3449 return 1; 3045 return 1;
3450 3046
3451 if (op->type == PLAYER)
3452 for (tmp = op->inv; tmp; tmp = tmp->below)
3453 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3454 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3455 return 1;
3456 return 0; 3047 return 0;
3457} 3048}
3458 3049
3459/* look at the surrounding terrain to determine 3050/* look at the surrounding terrain to determine
3460 * the hideability of this object. Positive levels 3051 * the hideability of this object. Positive levels
3502/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3503 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3504 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3505 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3506 */ 3097 */
3507
3508void 3098void
3509do_hidden_move (object *op) 3099do_hidden_move (object *op)
3510{ 3100{
3511 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3512 object *skop; 3102 object *skop;
3516 3106
3517 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3518 3108
3519 /* its *extremely* hard to run and sneak/hide at the same time! */ 3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3520 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3521 {
3522 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3523 { 3112 {
3524 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3113 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3525 make_visible (op); 3114 make_visible (op);
3526 return; 3115 return;
3527 } 3116 }
3528 else 3117 else
3529 num += 20; 3118 num += 20;
3530 } 3119
3531 num += op->map->difficulty; 3120 num += op->map->difficulty;
3532 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3533 num -= hide; 3122 num -= hide;
3123
3534 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3535 { 3125 {
3536 make_visible (op); 3126 make_visible (op);
3537 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3538 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3539 } 3129 }
3540 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3541 {
3542 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3543 }
3544} 3132}
3545 3133
3546/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3547 3135
3548int 3136int
3615 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3616 { 3204 {
3617 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3618 return -1; 3206 return -1;
3619 } 3207 }
3208
3620 if (!pl || !op) 3209 if (!pl || !op)
3621 return 0; 3210 return 0;
3622 3211
3623 if (op->head)
3624 {
3625 op = op->head; 3212 op = op->head_ ();
3626 } 3213
3627 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3628 3215
3629 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3630 * through the object and find if it has any 3217 * through the object and find if it has any
3631 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3632 * a blocked los square. 3219 * a blocked los square.
3633 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3634 */ 3221 */
3635 while (op) 3222 while (op)
3636 { 3223 {
3637 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3638 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3639 3226
3640 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3641 * code, so we need to restrict ourselves to that range of values 3228 * code, so we need to restrict ourselves to that range of values
3642 * for any meaningful values. 3229 * for any meaningful values.
3643 */ 3230 */
3644 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3645 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3646 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3647 return 1; 3234 return 1;
3648 op = op->more; 3235 op = op->more;
3649 } 3236 }
3650 return 0; 3237 return 0;
3651} 3238}
3748 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3749 int i = 0, j = 0; 3336 int i = 0, j = 0;
3750 3337
3751 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3752 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3753 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3754 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3755 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3756 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3757 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3758 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3759 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3760 3347
3761 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3762 return; 3349 return;
3763 3350
3764 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3765 3352
3766 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3767 { 3354 {
3768 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3769 return; 3356 return;
3770 } 3357 }
3771 3358
3772 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3773 item = &(tr->item->clone); 3360 item = tr->item;
3774 3361
3775 if (item->type == SPELL) 3362 if (item->type == SPELL)
3776 { 3363 {
3777 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3778 return; 3365 return;
3837 { 3424 {
3838 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3839 object *skin; 3426 object *skin;
3840 3427
3841 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3842 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3430 ;
3431
3843 if (skin == NULL) 3432 if (!skin)
3844 return; 3433 return;
3845 3434
3846 /* adding new spellpath attunements */ 3435 /* adding new spellpath attunements */
3847 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3848 { 3437 {
3893 * not readied. 3482 * not readied.
3894 */ 3483 */
3895void 3484void
3896player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3897{ 3486{
3898 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3899 3489
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3901 { 3491 pl->combat_ob = 0;
3492
3902 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3903 { 3494 pl->ranged_ob = 0;
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 }
3911} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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