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Comparing deliantra/server/server/player.C (file contents):
Revision 1.30 by root, Sat Dec 9 16:11:09 2006 UTC vs.
Revision 1.171 by root, Sat Sep 8 07:06:51 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#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 25#include <sproto.h>
30#endif
31#include <sounds.h> 26#include <sounds.h>
32#include <living.h> 27#include <living.h>
33#include <object.h> 28#include <object.h>
34#include <spells.h> 29#include <spells.h>
35#include <skills.h> 30#include <skills.h>
36#include <newclient.h>
37 31
38#ifdef COZY_SERVER 32#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 33#include <functional>
40#endif
41 34
42player * 35playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 36
81void 37void
82display_motd (const object *op) 38display_motd (const object *op)
83{ 39{
84 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 int comp; 43 int comp;
88 int size; 44 int size;
89 45
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 48 return;
94 } 49
95 motd[0] = '\0'; 50 motd[0] = '\0';
96 size = 0; 51 size = 0;
52
97 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
98 { 54 {
99 if (*buf == '#') 55 if (*buf == '#')
100 continue; 56 continue;
57
101 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 59 size += strlen (buf);
103 } 60 }
61
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
106} 64}
107 65
108void 66void
114 int comp; 72 int comp;
115 int size; 73 int size;
116 74
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 77 return;
121 } 78
122 rules[0] = '\0'; 79 rules[0] = '\0';
123 size = 0; 80 size = 0;
81
124 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
125 { 83 {
126 if (*buf == '#') 84 if (*buf == '#')
127 continue; 85 continue;
86
128 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
129 { 88 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 90 break;
132 } 91 }
92
133 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 94 size += strlen (buf);
135 } 95 }
96
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
138} 99}
139 100
140void 101void
148 int size; 109 int size;
149 110
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 113 return;
114
153 news[0] = '\0'; 115 news[0] = '\0';
154 subject[0] = '\0'; 116 subject[0] = '\0';
155 size = 0; 117 size = 0;
118
156 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
157 { 120 {
158 if (*buf == '#') 121 if (*buf == '#')
159 continue; 122 continue;
123
160 if (*buf == '%') 124 if (*buf == '%')
161 { /* send one news */ 125 { /* send one news */
162 if (size > 0) 126 if (size > 0)
163 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
164 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
165 strip_endline (subject); 130 strip_endline (subject);
166 size = 0; 131 size = 0;
167 news[0] = '\0'; 132 news[0] = '\0';
168 } 133 }
177 size += strlen (buf); 142 size += strlen (buf);
178 } 143 }
179 } 144 }
180 145
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 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);
183 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 149}
310 150
311/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
312static void 152static void
313set_first_map (object *op) 153set_first_map (object *op)
314{ 154{
315 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
316 op->x = -1; 156 op->x = -1;
317 op->y = -1; 157 op->y = -1;
318 enter_exit (op, NULL);
319} 158}
320 159
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->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
258 case WAND:
259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
268 }
269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats ();
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
296 if (ns)
297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
300
301 INVOKE_PLAYER (DISCONNECT, this);
302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
371}
372
373player::~player ()
374{
375 /* Clear item stack */
376 free (stack_items);
377}
378
321/* Tries to add player on the connection passwd in ns. 379/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 380 * All we can really get in this is some settings like host and display
323 * mode. 381 * mode.
324 */ 382 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 383player *
384player::create ()
385{
386 player *pl = new player;
330 387
331 p = get_player (NULL); 388 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 389
335 if (p->socket.faces_sent == NULL) 390 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 391 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */
337 393
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 394 set_first_map (pl->ob);
345 395
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 396 return pl;
354} 397}
355 398
356/* 399/*
357 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
359 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
360 */ 403 */
361archetype * 404archetype *
362get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
363{ 406{
364 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
365 408
366 for (;;) 409 for (;;)
367 { 410 {
368 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
369 at = first_archetype; 412 i = archetypes.begin ();
370 else 413 else if (*i == at)
371 at = at->next; 414 cleanup ("not a single player archetype found");
415
372 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
373 return at; 417 return *i;
374 if (at == start)
375 {
376 LOG (llevError, "No Player archetypes\n");
377 exit (-1);
378 }
379 } 418 }
380} 419}
381
382 420
383object * 421object *
384get_nearest_player (object *mon) 422get_nearest_player (object *mon)
385{ 423{
386 object *op = NULL; 424 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 425 objectlink *ol;
389 unsigned lastdist; 426 unsigned lastdist;
390 rv_vector rv; 427 rv_vector rv;
391 428
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 430 {
394 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop.
398 */
399 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
400 {
401 object *tmp = ol->ob;
402
403 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared.
405 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
407 ol = ol->next;
408 remove_friendly_object (tmp);
409 if (!ol)
410 return op;
411 }
412
413 /* Remove special check for player from this. First, it looks to cause
414 * some crashes (ol->ob->contr not set properly?), but secondly, a more
415 * complicated method of state checking would be needed in any case -
416 * as it was, a clever player could type quit, and the function would
417 * skip them over while waiting for confirmation. Remove
418 * on_same_map check, as can_detect_enemy also does this
419 */
420 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
421 continue; 432 continue;
422 433
423 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
424 { 435 {
425 op = ol->ob; 436 op = ol->ob;
426 lastdist = rv.distance; 437 lastdist = rv.distance;
427 } 438 }
428 } 439 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 440
430 { 441 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 442 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 443 if (lastdist > rv.distance)
435 { 444 {
436 op = pl->ob; 445 op = pl->ob;
437 lastdist = rv.distance; 446 lastdist = rv.distance;
438 } 447 }
439 } 448
440 }
441#if 0 449#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 451#endif
444 return op; 452 return op;
445} 453}
463 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 472 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 473 * is probably not a good thing.
466 */ 474 */
467#define MAX_SPACES 50 475#define MAX_SPACES 50
468
469 476
470/* 477/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 479 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 480 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 511 x = mon->x;
505 y = mon->y; 512 y = mon->y;
506 m = mon->map; 513 m = mon->map;
507 dir = rv.direction; 514 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517
510 /* If we can't solve it within the search distance, return now. */ 518 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 519 if (diff > max)
512 return 0; 520 return 0;
521
513 while (diff > 1 && max > 0) 522 while (diff > 1 && max > 0)
514 { 523 {
515 lastx = x; 524 lastx = x;
516 lasty = y; 525 lasty = y;
517 lastmap = m; 526 lastmap = m;
599 max--; 608 max--;
600 lastdir = dir; 609 lastdir = dir;
601 if (!firstdir) 610 if (!firstdir)
602 firstdir = dir; 611 firstdir = dir;
603 } 612 }
613
604 if (diff <= 1) 614 if (diff <= 1)
605 { 615 {
606 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 617 * headed toward player for entire distance.
608 */ 618 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 621 }
622
612 if (diff > max) 623 if (diff > max)
613 return 0; 624 return 0;
614 } 625 }
626
615 /* If we reached the max, didn't find a direction in time */ 627 /* If we reached the max, didn't find a direction in time */
616 if (!max) 628 if (!max)
617 return 0; 629 return 0;
618 630
619 return firstdir; 631 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 658 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 659 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 660 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 662 {
651 remove_ob (op); 663 op->destroy ();
652 free_object (op);
653 continue; 664 continue;
654 } 665 }
655 } 666 }
656 667
657 /* This really needs to be better - we should really give 668 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 679 if (tmp->type == op->type && tmp->name == op->name)
669 break; 680 break;
670 681
671 if (tmp) 682 if (tmp)
672 { 683 {
673 remove_ob (op); 684 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 686 continue;
677 } 687 }
688
678 if (op->nrof > 1) 689 if (op->nrof > 1)
679 op->nrof = 1; 690 op->nrof = 1;
680 } 691 }
681 692
682 if (op->type == SPELLBOOK && op->inv) 693 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 705 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 706 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 707 }
697 if (op->type == SPELL) 708 if (op->type == SPELL)
698 { 709 {
699 remove_ob (op); 710 op->destroy ();
700 free_object (op);
701 continue; 711 continue;
702 } 712 }
703 else if (op->type == SKILL) 713 else if (op->type == SKILL)
704 { 714 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 715 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
715 link_player_skills (pl); 725 link_player_skills (pl);
716} 726}
717 727
718void 728void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 729get_party_password (object *op, partylist *party)
803{ 730{
804 if (party == NULL) 731 if (party == NULL)
805 { 732 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 733 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 734 return;
808 } 735 }
736
809 op->contr->write_buf[0] = '\0'; 737 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 741}
814
815 742
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 744static int
818roll_stat (void) 745roll_stat (void)
819{ 746{
820 int a[4], i, j, k; 747 int a[4], i, j, k;
821 748
822 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
824 751
825 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 753 if (a[i] < k)
827 k = a[i], j = i; 754 k = a[i], j = i;
828 755
829 for (i = 0, k = 0; i < 4; i++) 756 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 757 if (i != j)
832 k += a[i]; 758 k += a[i];
833 } 759
834 return k; 760 return k;
835} 761}
836 762
837void 763void
838roll_stats (object *op) 764object::roll_stats ()
839{ 765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
840 int sum = 0; 770 int sum = 0;
841 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
843 773
844 do 774 if (sum >= 82 && sum <= 116)
775 break;
845 { 776 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 777
857 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 780
866 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
867 do 782 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 783
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 784 stats.exp = 0;
902 op->stats.ac = 0; 785 stats.ac = 0;
903 786
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 787 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 788 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
793 contr->levhp[1] = 9;
794 contr->levsp[1] = 6;
795 contr->levgrace[1] = 3;
796
912 op->contr->orig_stats = op->stats; 797 contr->orig_stats = stats;
798 }
913} 799}
914 800
915void 801void
916Roll_Again (object *op) 802object::swap_stats (int a, int b)
917{ 803{
918 esrv_new_player (op->contr, 0); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 805
923void 806 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 807 stats.stat (i) = contr->orig_stats.stat (i);
808
809 //TODO: the following code looks so borked and should, at the very least,
810 // be merged with the similar code in roll_stats
811 stats.ac = 0;
812
813 level = 1;
814 stats.exp = 0;
815 stats.ac = 0;
816
817 stats.hp = stats.maxhp;
818 stats.sp = stats.maxsp;
819 stats.grace = stats.maxgrace;
820
821 if (contr)
822 {
823 contr->levhp[1] = 9;
824 contr->levsp[1] = 6;
825 contr->levgrace[1] = 3;
826
827 contr->orig_stats = stats;
828 }
829}
830
831static void
832start_info (object *op)
925{ 833{
926 signed char tmp;
927 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
928 835
929 if (op->contr->Swap_First == -1) 836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 840}
1044 841
1045/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
1049 * not the class. 846 * not the class.
1050 */ 847 */
1051 848void
1052int 849player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 850{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 853
854 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl)
856 create_treasure (tl, ob, 0, 0, 0);
857
1071 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
1073 860
1074 op->contr->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
1075 862
1076 if (op->msg) 863 if (ob->msg)
1077 op->msg = NULL; 864 ob->msg = 0;
1078 865
1079 /* We create this now because some of the unique maps will need it 866 /* We create this now because some of the unique maps will need it
1080 * to save here. 867 * to save here.
1081 */ 868 */
869 {
870 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 872 make_path_to_file (buf);
873 }
1084 874
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 875 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 876 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 877 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 878 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 879 esrv_send_inventory (ob, ob);
1093 fix_player (op); 880 ob->update_stats ();
1094 881
1095 /* This moves the player to a different start map, if there 882 /* This moves the player to a different start map, if there
1096 * is one for this race 883 * is one for this race
1097 */ 884 */
1098 if (*first_map_ext_path) 885 if (*first_map_ext_path)
1099 { 886 {
1100 object *tmp; 887 object *tmp;
1101 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
1102 889
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1104 tmp = get_object (); 891 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 893 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 894 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 896 * if the map isn't there, then stay on the
1110 * default initial map */ 897 * default initial map */
1111 free_object (tmp); 898 tmp->destroy ();
1112 } 899 }
1113 else 900 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 901 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 902}
1117 return 0;
1118 }
1119 903
904void
905player::chargen_race_next ()
906{
1120 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1122 */ 909 */
1123 910
1124 tmp_loop = 0; 911 do
1125 while (!tmp_loop)
1126 { 912 {
1127 shstr name = op->name; 913 shstr name = ob->name;
1128 int x = op->x, y = op->y; 914 int x = ob->x, y = ob->y;
1129 915
1130 remove_statbonus (op); 916 ob->remove_statbonus ();
1131 remove_ob (op); 917 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 918 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 919 ob->arch->copy_to (ob);
1134 op->instantiate (); 920 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 922 ob->name = ob->name_pl = name;
1137 op->x = x; 923 ob->x = x;
1138 op->y = y; 924 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 928 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 929 }
930 while (!allowed_class (ob));
1145 931
1146 update_object (op, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 933 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 934 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 935 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 936 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 937 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 938}
1208 939
1209void 940void
1210flee_player (object *op) 941flee_player (object *op)
1211{ 942{
1241 { 972 {
1242 op->enemy = NULL; 973 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 975 return;
1245 } 976 }
977
1246 get_rangevector (op, op->enemy, &rv, 0); 978 get_rangevector (op, op->enemy, &rv, 0);
1247 979
1248 dir = absdir (4 + rv.direction); 980 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 981 for (diff = 0; diff < 3; diff++)
1250 { 982 {
1251 int m = 1 - (RANDOM () & 2); 983 int m = 1 - (RANDOM () & 2);
1252 984
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 986 return;
1256 }
1257 } 987 }
988
1258 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 991 op->enemy = NULL;
1261} 992}
1262 993
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 994/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 995 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 996 * stop.
1267 */ 997 */
1268int 998int
1269check_pick (object *op) 999check_pick (object *op)
1270{ 1000{
1271 object *tmp, *next; 1001 object *tmp, *next;
1272 int stop = 0; 1002 int stop = 0;
1273 int j, k, wvratio; 1003 int wvratio;
1274 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1275 1005
1276 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1278 return 1; 1008 return 1;
1279 1009
1347 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1080 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1083
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1085 }
1086
1384 /* philosophy: 1087 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1088 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1089 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1090 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1091 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1092 * example.
1390 * The drawback: right now it has no frontend, so you need to 1093 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1094 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1095 * convert to decimal and then 'pickup <#>
1459 pick_up (op, tmp); 1162 pick_up (op, tmp);
1460 continue; 1163 continue;
1461 } 1164 }
1462 1165
1463 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1464 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1465 { 1168 {
1466 pick_up (op, tmp); 1169 pick_up (op, tmp);
1467 continue; 1170 continue;
1468 } 1171 }
1469 1172
1577 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1578 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1579 { 1282 {
1580 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1581 { 1284 {
1582 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1584 { 1287 {
1585 pick_up (op, tmp); 1288 pick_up (op, tmp);
1586 continue; 1289 continue;
1587 } 1290 }
1588 } 1291 }
1589 1292
1590 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1591 { 1294 {
1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1593 { 1296 {
1594 pick_up (op, tmp); 1297 pick_up (op, tmp);
1595 continue; 1298 continue;
1596 } 1299 }
1597 } 1300 }
1622 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1623 { 1326 {
1624 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1625 } 1328 }
1626 else 1329 else
1627 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1628 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1629 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1630#endif 1333#endif
1631 continue; 1334 continue;
1632 } 1335 }
1643 * found object is returned. 1346 * found object is returned.
1644 */ 1347 */
1645object * 1348object *
1646find_arrow (object *op, const char *type) 1349find_arrow (object *op, const char *type)
1647{ 1350{
1648 object *tmp = NULL; 1351 object *tmp = 0;
1649 1352
1650 for (op = op->inv; op; op = op->below) 1353 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1356 else if (op->type == ARROW && op->race == type)
1654 return op; 1357 return op;
1358
1655 return tmp; 1359 return tmp;
1656} 1360}
1657 1361
1658/* 1362/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1364 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1365 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1366 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1367 */
1664
1665object * 1368object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1370{
1668 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1702 else 1405 else
1703 { 1406 {
1704 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705 { 1408 {
1706 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1707 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1708 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1709 { 1412 {
1710 tmp = arrow; 1413 tmp = arrow;
1711 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1712 } 1415 }
1713 } 1416 }
1714 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1715 { 1418 {
1716 tmp = arrow; 1419 tmp = arrow;
1735 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1439 * op = the shooter
1737 * type = bow->race 1440 * type = bow->race
1738 * dir = fire direction 1441 * dir = fire direction
1739 */ 1442 */
1740
1741object * 1443object *
1742pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1743{ 1445{
1744 object *tmp = NULL; 1446 object *tmp = NULL;
1745 maptile *m; 1447 maptile *m;
1810 */ 1512 */
1811int 1513int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1515{
1814 object *left, *bow; 1516 object *left, *bow;
1815 int bowspeed, mflags; 1517 int mflags;
1816 maptile *m; 1518 maptile *m;
1817 1519
1818 if (!dir) 1520 if (!dir)
1819 { 1521 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1523 return 0;
1822 } 1524 }
1823 if (op->type == PLAYER) 1525
1824 bow = op->contr->ranges[range_bow]; 1526 if (op->contr)
1527 bow = op->current_weapon;
1825 else 1528 else
1826 { 1529 {
1827 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1537 if (!bow)
1835 { 1538 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1540 return 0;
1838 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1839 } 1550 }
1551
1840 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1841 { 1553 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1555 return 0;
1844 } 1556 }
1845
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847
1848 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851 if (bowspeed < 1)
1852 bowspeed = 1;
1853 1557
1854 if (arrow == NULL) 1558 if (arrow == NULL)
1855 { 1559 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1561 {
1858 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1565 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1863 return 0; 1568 return 0;
1864 } 1569 }
1865 } 1570 }
1571
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1573 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1574 return 0;
1870 } 1575
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1577 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1578 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1579 return 0;
1875 } 1580 }
1876 1581
1877 /* this should not happen, but sometimes does */ 1582 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1583 if (arrow->nrof == 0)
1879 { 1584 {
1880 remove_ob (arrow); 1585 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1586 return 0;
1883 } 1587 }
1884 1588
1885 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1590 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1591 if (!arrow)
1888 { 1592 {
1889 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1890 return 0; 1594 return 0;
1891 } 1595 }
1892 set_owner (arrow, op); 1596
1597 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1599 arrow->direction = dir;
1896 arrow->x = sx; 1600
1897 arrow->y = sy; 1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype;
1604
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607
1608#if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1625 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0;
1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1898 1633
1899 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1900 { 1635 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op);
1903 }
1904
1905 SET_ANIMATION (arrow, arrow->direction);
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype;
1909 if (arrow->slaying != NULL)
1910 arrow->spellarg = strdup_local (arrow->slaying);
1911
1912 /* Note that this was different for monsters - they got their level
1913 * added to the damage. I think the strength bonus is more proper.
1914 */
1915
1916 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1917
1918 /* update the speed */
1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1920 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1921
1922 if (arrow->speed < 1.0)
1923 arrow->speed = 1.0;
1924 update_ob_speed (arrow);
1925 arrow->speed_left = 0;
1926
1927 if (op->type == PLAYER)
1928 {
1929 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1930 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1931 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1932
1933 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 wc -= dex_bonus[op->stats.Dex];
1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1934 } 1643 }
1935 else 1644 else
1936 { 1645 {
1937 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1938 arrow->level = op->level; 1646 arrow->level = op->level;
1939 } 1647 arrow->stats.wc -= bow->magic;
1940 1648
1941 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1942 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1943 1654
1944 if (bow->slaying != NULL) 1655 wc -= arrow->level;
1945 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1946 1657
1947 arrow->map = m; 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1948 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1661
1951 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1952 insert_ob_in_map (arrow, m, op, 0); 1663 m->insert (arrow, sx, sy, op);
1953 1664
1954 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1666 move_arrow (arrow);
1956 1667
1957 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1977{ 1688{
1978 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
1979 1690
1980 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
1981 { 1692 {
1982 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1983 } 1694 }
1984 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1985 { 1696 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1987 wcmod = -1; 1698 wcmod = -1;
1699
1988 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1989 } 1701 }
1990 else if (op->contr->bowtype == bow_threewide) 1702 else if (op->contr->bowtype == bow_threewide)
1991 { 1703 {
1992 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1704 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1996 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
1997 { 1709 {
1998 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1999 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2000 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2001
2002 } 1713 }
2003 else 1714 else
2004 { 1715 {
2005 /* Simple case */ 1716 /* Simple case */
2006 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2007 } 1718 }
1719
2008 return ret; 1720 return ret;
2009} 1721}
2010
2011 1722
2012/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
2013 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
2014 */ 1725 */
2015void 1726void
2016fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
2017{ 1728{
2018 object *item; 1729 object *item = op->contr->ranged_ob;
2019 1730
2020 if (!op->contr->ranges[range_misc]) 1731 if (!item)
2021 { 1732 {
2022 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2023 return; 1734 return;
2024 } 1735 }
2025 1736
2026 item = op->contr->ranges[range_misc];
2027 if (!item->inv) 1737 if (!item->inv)
2028 { 1738 {
2029 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2030 return; 1740 return;
2031 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
2032 if (item->type == WAND) 1746 if (item->type == WAND)
2033 { 1747 {
2034 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
2035 { 1749 {
2036 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
2037 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
2038 return; 1753 return;
2039 } 1754 }
2040 } 1755 }
2041 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
2042 { 1757 {
2043 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2044 { 1759 {
2045 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
2046 if (item->type == ROD) 1762 if (item->type == ROD)
2047 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2048 else 1764 else
2049 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1766
2050 return; 1767 return;
2051 } 1768 }
2052 } 1769 }
2053 1770
2054 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
2061 object *tmp; 1778 object *tmp;
2062 1779
2063 if (item->arch) 1780 if (item->arch)
2064 { 1781 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
2067 item->speed = 0; 1784 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1785 }
1786
2070 if ((tmp = is_player_inv (item))) 1787 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1789 }
2073 } 1790 }
2074 else if (item->type == ROD || item->type == HORN) 1791 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1792 drain_rod_charge (item);
2077 }
2078 } 1793 }
2079} 1794}
2080 1795
2081/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
2082 */ 1797 */
2083void 1798bool
2084fire (object *op, int dir) 1799fire (object *op, int dir)
2085{ 1800{
2086 int spellcost = 0; 1801 int spellcost = 0;
2087 1802
2088 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
2089 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
2090 make_visible (op); 1805 make_visible (op);
2091 1806
2092 switch (op->contr->shoottype) 1807 player *pl = op->contr;
1808
1809 if (pl->golem)
1810 {
1811 control_golem (op->contr->golem, dir);
1812 return false;
2093 { 1813 }
2094 case range_none:
2095 return;
2096 1814
2097 case range_bow: 1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1827
1828 switch (ob->type)
1829 {
1830 case BOW:
2098 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
2099 return; 1832 break;
2100 1833
2101 case range_magic: /* Casting spells */ 1834 case SPELL:
2102 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2103 return; 1836 break;
2104 1837
2105 case range_misc: 1838 case BUILDER:
1839 apply_map_builder (op, dir);
1840 break;
1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1845
1846 default:
2106 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
2107 return; 1848 break;
2108
2109 case range_golem: /* Control summoned monsters from scrolls */
2110 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2111 {
2112 op->contr->ranges[range_golem] = 0;
2113 op->contr->shoottype = range_none;
2114 }
2115 else
2116 control_golem (op->contr->ranges[range_golem], dir);
2117 return;
2118
2119 case range_skill:
2120 if (!op->chosen_skill)
2121 {
2122 if (op->type == PLAYER)
2123 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2124 return;
2125 }
2126 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2127 return;
2128 case range_builder:
2129 apply_map_builder (op, dir);
2130 return;
2131 default:
2132 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2133 return;
2134 } 1849 }
2135}
2136 1850
2137 1851 return true;
1852}
2138 1853
2139/* find_key 1854/* find_key
2140 * We try to find a key for the door as passed. If we find a key 1855 * We try to find a key for the door as passed. If we find a key
2141 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
2142 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
2144 * pl is the player, 1859 * pl is the player,
2145 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
2146 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
2147 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
2148 */ 1863 */
2149
2150object * 1864object *
2151find_key (object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
2152{ 1866{
2153 object *tmp, *key; 1867 object *tmp, *key;
2154 1868
2155 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
2156 if (container->inv == NULL) 1870 if (!container->inv)
2157 return NULL; 1871 return 0;
2158 1872
2159 /* First, lets try to find a key in the top level inventory */ 1873 /* First, lets try to find a key in the top level inventory */
2160 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
2161 { 1875 {
2162 if (door->type == DOOR && tmp->type == KEY) 1876 if (door->type == DOOR && tmp->type == KEY)
2163 break; 1877 break;
2164 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
2165 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
2166 */ 1880 */
2167 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2168 break; 1882 break;
2169 } 1883 }
1884
2170 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
2171 /* If we find and use a key in an inventory, return at that time. 1886 /* If we find and use a key in an inventory, return at that time.
2172 * otherwise, if we search all the inventories and still don't find 1887 * otherwise, if we search all the inventories and still don't find
2173 * a key, return 1888 * a key, return
2174 */ 1889 */
2175 if (!tmp) 1890 if (!tmp)
2176 { 1891 {
2177 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
2178 { 1893 {
2179 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
2180 if (tmp->type == CONTAINER && tmp->inv) 1895 if (tmp->type == CONTAINER && tmp->inv)
2181 { 1896 {
2182 if ((key = find_key (pl, tmp, door)) != NULL) 1897 if ((key = find_key (pl, tmp, door)))
2183 return key; 1898 return key;
2184 } 1899 }
2185 } 1900 }
1901
2186 if (!tmp) 1902 if (!tmp)
2187 return NULL; 1903 return NULL;
2188 } 1904 }
1905
2189 /* We get down here if we have found a key. Now if its in a container, 1906 /* We get down here if we have found a key. Now if its in a container,
2190 * see if we actually want to use it 1907 * see if we actually want to use it
2191 */ 1908 */
2192 if (pl != container) 1909 if (pl != container)
2193 { 1910 {
2214 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2215 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2216 return NULL; 1933 return NULL;
2217 } 1934 }
2218 } 1935 }
1936
2219 return tmp; 1937 return tmp;
2220} 1938}
2221 1939
2222/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
2223 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
2225 * 0 otherwise 1943 * 0 otherwise
2226 */ 1944 */
2227static int 1945static int
2228player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
2229{ 1947{
2230
2231 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* If its a door, try to find a key. If we do destroy the door,
2232 * might as well return immediately as there is nothing more to do - 1949 * might as well return immediately as there is nothing more to do -
2233 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
2234 */ 1951 */
2235 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
2236 1953
2237 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
2238 if (key) 1955 if (key)
2239 { 1956 {
2240 object *container = key->env; 1957 object *container = key->env;
2241 1958
2242 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2243 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
2244 make_visible (op); 1960 make_visible (op);
1961
2245 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2246 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1964
2247 if (door->type == DOOR) 1965 if (door->type == DOOR)
2248 {
2249 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2250 }
2251 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2252 { 1968 {
2253 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1969 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2254 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2255 } 1971 }
1972
2256 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2257 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2258 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2259 if (container != op) 1976 if (container != op)
2260 esrv_update_item (UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2261 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2262 } 1980 }
2263 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2264 { 1982 {
2265 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2267 return 1; 1985 return 1;
2268 } 1986 }
1987
2269 return 0; 1988 return 0;
2270} 1989}
2271 1990
2272/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2273 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2274 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2275 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2276 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2277 */ 1996 */
2278 1997bool
2279void
2280move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2281{ 1999{
2282 object *tmp, *mon;
2283 sint16 nx, ny;
2284 int on_battleground; 2000 int on_battleground;
2285 maptile *m;
2286 2001
2287 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2288 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2289 2004
2290 on_battleground = op_on_battleground (op, NULL, NULL); 2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2291 2015
2292 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2293 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2294 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2295 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2296 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2297 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2298 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2299 * move_ob uses. 2023 * move_ob uses.
2300 */ 2024 */
2301 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 maptile *m = op->map->xy_find (nx, ny);
2302 {
2303 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2304 {
2305 m = get_map_from_coord (op->map, &nx, &ny);
2306 if (!m)
2307 return; /* Don't think this should happen */
2308 }
2309 else
2310 m = op->map;
2311 2026
2312 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2313 {
2314 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2315 return;
2316 }
2317
2318 mon = NULL;
2319 /* Go through all the objects, and find ones of interest. Only stop if 2027 /* Go through all the objects, and find ones of interest. Only stop if
2320 * we find a monster - that is something we know we want to attack. 2028 * we find a monster - that is something we know we want to attack.
2321 * if its a door or barrel (can roll) see if there may be monsters 2029 * if its a door or barrel (can roll) see if there may be monsters
2322 * on the space 2030 * on the space
2323 */ 2031 */
2324 while (tmp != NULL) 2032 object *mon;
2325 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2326 if (tmp == op) 2034 {
2327 { 2035 if ((mon->flag [FLAG_ALIVE]
2328 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2329 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2330 }
2331
2332 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2333 {
2334 mon = tmp; 2038 && mon != op)
2335 break; 2039 break;
2336 } 2040 }
2337 2041
2338 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2339 mon = tmp;
2340
2341 tmp = tmp->above;
2342 }
2343
2344 if (mon == NULL) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2345 return; /* into a wall */ 2043 return false; /* into a wall */
2346 2044
2347 if (mon->head != NULL)
2348 mon = mon->head; 2045 mon = mon->head_ ();
2349 2046
2350 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2351 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2352 return; 2052 return true;
2053 }
2353 2054
2354 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2355 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2356 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2357 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2358 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2359 * and thus will not push them. 2060 * and thus will not push them.
2360 */ 2061 */
2361 2062
2362 /* If the creature is a pet, push it even if the player is not 2063 /* If the creature is a pet, push it even if the player is not
2363 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2364 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2365 */ 2066 */
2366 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2367#if COZY_SERVER 2068 && ((mon->owner && mon->owner->contr
2368 &&
2369 ((get_owner (mon) && get_owner (mon)->contr
2370 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2371#else 2070 || mon->owner == op)
2372 && get_owner (mon) == op
2373#endif
2374 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2375 { 2072 {
2376 /* If we're braced, we don't want to switch places with it */ 2073 /* If we're braced, we don't want to switch places with it */
2377 if (op->contr->braced) 2074 if (op->contr->braced)
2378 return; 2075 return false;
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2076
2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2380 (void) push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2381 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2382 make_visible (op); 2085 make_visible (op);
2086
2383 return; 2087 return true;
2384 } 2088 }
2089 else
2090 return false;
2091 }
2385 2092
2386 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2387 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2388 * someone, but put it inside this loop so that you won't 2095 * someone, but put it inside this loop so that you won't
2389 * attack them either. 2096 * attack them either.
2390 */ 2097 */
2391 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2392 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2393#ifdef PROHIBIT_PLAYERKILL 2100 && ((op->contr->peaceful
2394 (op->contr->peaceful 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2395 || (mon->type == PLAYER 2102 && !on_battleground))
2396 && mon->contr-> 2103 {
2397 peaceful)) && 2104 if (op->speed_left > 0.f)
2398#else
2399 op->contr->peaceful &&
2400#endif
2401 !on_battleground))
2402 { 2105 {
2106 --op->speed_left;
2107
2403 if (!op->contr->braced) 2108 if (!op->contr->braced)
2404 { 2109 {
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2406 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2407 } 2112 }
2408 else 2113 else
2409 { 2114 op->statusmsg ("You withhold your attack");
2410 new_draw_info (0, 0, op, "You withhold your attack"); 2115
2411 }
2412 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2413 make_visible (op); 2117 make_visible (op);
2414 }
2415 2118
2119 return true;
2120 }
2121 }
2416 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2417 * roll it if not braced. You can't roll it if you are braced. 2123 * roll it if not braced. You can't roll it if you are braced.
2418 */ 2124 */
2419 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2420 { 2128 {
2129 --op->speed_left;
2130
2421 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2422 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2423 make_visible (op); 2133 make_visible (op);
2424 }
2425 2134
2135 return true;
2136 }
2137 }
2426 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2427 * Way it works is like this: First, it must have some hit points 2139 * Way it works is like this: First, it must have some hit points
2428 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2429 * 1) Not a player, 2) A player, but of a different party. Note 2141 * 1) Not a player, 2) A player, but of a different party. Note
2430 * that party_number -1 is no party, so attacks can still happen. 2142 * that party_number -1 is no party, so attacks can still happen.
2431 */ 2143 */
2432
2433 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2434 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2435 { 2146 {
2436 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2437 /* If the player hasn't hit something this tick, and does
2438 * so, give them speed boost based on weapon speed. Doing
2439 * it here is better than process_players2, which basically
2440 * incurred a 1 tick offset.
2441 */
2442 if (!op->contr->has_hit)
2443 { 2148 {
2444 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2445 2150
2446 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2447 }
2448
2449 skill_attack (mon, op, 0, NULL, NULL); 2151 skill_attack (mon, op, 0, 0, 0);
2450 2152
2451 /* If attacking another player, that player gets automatic
2452 * hitback, and doesn't loose luck either.
2453 * Disable hitback on the battleground or if the target is
2454 * the wiz.
2455 */
2456 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2457 {
2458 short luck = mon->stats.luck;
2459
2460 mon->contr->has_hit = 1;
2461 skill_attack (op, mon, 0, NULL, NULL);
2462 mon->stats.luck = luck;
2463 }
2464 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2465 make_visible (op); 2154 make_visible (op);
2466 }
2467 } /* if player should attack something */
2468}
2469 2155
2470int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2471move_player (object *op, int dir) 2164move_player (object *op, int dir)
2472{ 2165{
2473 int pick; 2166 int pick;
2474 2167
2475 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2476 return 0; 2169 return 0;
2477 2170
2478 /* Sanity check: make sure dir is valid */ 2171 /* Sanity check: make sure dir is valid */
2479 if ((dir < 0) || (dir >= 9)) 2172 if ((dir < 0) || (dir >= 9))
2480 { 2173 {
2481 LOG (llevError, "move_player: invalid direction %d\n", dir); 2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2482 return 0; 2175 return 0;
2483 } 2176 }
2484 2177
2485 /* peterm: added following line */ 2178 /* peterm: added following line */
2486 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2487 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2488 2181
2489 op->facing = dir; 2182 op->facing = dir;
2490 2183
2491 if (op->hide) 2184 if (op->hide)
2492 do_hidden_move (op); 2185 do_hidden_move (op);
2493 2186
2187 bool retval;
2188
2494 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2495 /*nop */ ; 2190 retval = RESULT_INT (0);
2496 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2497 fire (op, dir); 2192 retval = fire (op, dir);
2498 else 2193 else
2499 { 2194 {
2500 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2501 pick = check_pick (op); 2196 pick = check_pick (op);
2502 } 2197 }
2503 2198
2504 /* Add special check for newcs players and fire on - this way, the 2199 /* Add special check for newcs players and fire on - this way, the
2505 * server can handle repeat firing. 2200 * server can handle repeat firing.
2506 */ 2201 */
2507 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2202 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2508 {
2509 op->direction = dir; 2203 op->direction = dir;
2510 }
2511 else 2204 else
2512 {
2513 op->direction = 0; 2205 op->direction = 0;
2514 } 2206
2515 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2516 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2517 * for players. 2209 * for players.
2518 */ 2210 */
2519 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2520 return 0; 2212
2213 return retval;
2521} 2214}
2522 2215
2523/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2524 * new client/server stuff. 2217 * new client/server stuff.
2525 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2526 * the new speed values for commands. 2219 * the new speed values for commands.
2527 * 2220 *
2528 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2529 */ 2224 */
2530int 2225bool
2531handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2532{ 2227{
2533 if (op->contr->hidden)
2534 {
2535 op->invisible = 1000;
2536 /* the socket code flashes the player visible/invisible
2537 * depending on the value of invisible, so we need to
2538 * alternate it here for it to work correctly.
2539 */
2540 if (pticks & 2)
2541 op->invisible--;
2542 }
2543 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2544 {
2545 op->invisible--;
2546 if (!op->invisible)
2547 {
2548 make_visible (op);
2549 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2550 }
2551 }
2552
2553 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2554 { 2229 {
2555 flee_player (op); 2230 if (op->speed_left > 0.f)
2556 /* If player is still scared, that is his action for this tick */
2557 if (QUERY_FLAG (op, FLAG_SCARED))
2558 { 2231 {
2559 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2560 return 0; 2235 return true;
2561 } 2236 }
2237 else
2238 return false;
2562 } 2239 }
2563
2564 /* I've been seeing crashes where the golem has been destroyed, but
2565 * the player object still points to the defunct golem. The code that
2566 * destroys the golem looks correct, and it doesn't always happen, so
2567 * put this in a a workaround to clean up the golem pointer.
2568 */
2569 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2570 op->contr->ranges[range_golem] = 0;
2571 2240
2572 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2573 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2574 * called, so we recheck it here. 2243 * called, so we recheck it here.
2575 */ 2244 */
2576 HandleClient (&op->contr->socket, op->contr); 2245 if (op->contr->ns->handle_command ())
2577 if (op->speed_left < 0)
2578 return 0; 2246 return true;
2579 2247
2580 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2581 {
2582 /* All move commands take 1 tick, at least for now */
2583 op->speed_left--;
2584
2585 /* Instead of all the stuff below, let move_player take care
2586 * of it. Also, some of the skill stuff is only put in
2587 * there, as well as the confusion stuff.
2588 */
2589 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2590 if (op->speed_left > 0) 2250
2591 return 1;
2592 else
2593 return 0;
2594 }
2595 return 0; 2251 return false;
2596} 2252}
2597 2253
2598int 2254int
2599save_life (object *op) 2255save_life (object *op)
2600{ 2256{
2601 object *tmp;
2602
2603 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2604 return 0; 2258 return 0;
2605 2259
2606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2607 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2608 { 2262 {
2609 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2610 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2265
2611 if (op->contr) 2266 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2613 remove_ob (tmp); 2268
2614 free_object (tmp); 2269 tmp->destroy ();
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271
2616 if (op->stats.hp < 0) 2272 if (op->stats.hp < 0)
2617 op->stats.hp = op->stats.maxhp; 2273 op->stats.hp = op->stats.maxhp;
2274
2618 if (op->stats.food < 0) 2275 if (op->stats.food < 0)
2619 op->stats.food = 999; 2276 op->stats.food = 999;
2620 fix_player (op); 2277
2278 op->update_stats ();
2621 return 1; 2279 return 1;
2622 } 2280 }
2281
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2284 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2285 return 0;
2627} 2286}
2629/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2630 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2631 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2632 * from. 2291 * from.
2633 */ 2292 */
2634void 2293static void
2635remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2636{ 2295{
2637 object *next;
2638
2639 while (op) 2296 while (op)
2640 { 2297 {
2641 next = op->below; /* Make sure we have a good value, in case 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2642 * we remove object 'op' 2299
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2301 {
2646 remove_ob (op);
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2304
2305 op->insert_at (env);
2652 } 2306 }
2653 else if (op->inv) 2307 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2309
2655 op = next; 2310 op = next;
2656 } 2311 }
2657} 2312}
2658 2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319}
2659 2320
2660/* 2321/*
2661 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2335 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2336 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2338 else
2678 sprintf (buf, "%s\n", &op->name); 2339 sprintf (buf, "%s\n", &op->name);
2340
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2342 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2343 if (op->type == PLAYER)
2682 sprintf (buf, "who was in level %d when killed\n", op->level); 2344 sprintf (buf, "who was in level %d when killed\n", op->level);
2683 else 2345 else
2684 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2346 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2349 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2350 if (op->type == PLAYER)
2688 { 2351 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2354 strcat (buf2, buf);
2692 } 2355 }
2356
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2359 strcat (buf2, buf);
2360
2696 return buf2; 2361 return buf2;
2697} 2362}
2698
2699
2700 2363
2701void 2364void
2702do_some_living (object *op) 2365do_some_living (object *op)
2703{ 2366{
2704 int last_food = op->stats.food; 2367 int last_food = op->stats.food;
2710 int rate_grace = 2000; 2373 int rate_grace = 2000;
2711 const int max_hp = 1; 2374 const int max_hp = 1;
2712 const int max_sp = 1; 2375 const int max_sp = 1;
2713 const int max_grace = 1; 2376 const int max_grace = 1;
2714 2377
2715 if (op->contr->outputs_sync) 2378 if (op->contr->hidden)
2716 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]);
2720 } 2379 {
2380 op->invisible = 1000;
2381 /* the socket code flashes the player visible/invisible
2382 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly.
2384 */
2385 if (pticks & 2)
2386 op->invisible--;
2387 }
2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2389 {
2390 if (!op->invisible--)
2391 {
2392 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394 }
2395 }
2721 2396
2722 if (op->contr->state == ST_PLAYING) 2397 if (op->contr->ns->state == ST_PLAYING)
2723 { 2398 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2401 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2403 else
2730 { 2404 {
2731 gen_hp = op->stats.maxhp; 2405 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2407 }
2408
2734 if (op->contr->gen_sp >= 0) 2409 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2411 else
2737 { 2412 {
2738 gen_sp = op->stats.maxsp; 2413 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2415 }
2416
2741 if (op->contr->gen_grace >= 0) 2417 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2419 else
2744 { 2420 {
2745 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747 } 2423 }
2748 2424
2749 /* Regenerate Spell Points */
2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2751 {
2752 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2753 if (op->stats.sp < op->stats.maxsp)
2754 {
2755 op->stats.sp++;
2756 /* dms do not consume food */
2757 if (!QUERY_FLAG (op, FLAG_WIZ))
2758 {
2759 op->stats.food--;
2760 if (op->contr->digestion < 0)
2761 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food;
2764 }
2765 }
2766 if (max_sp > 1)
2767 {
2768 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0)
2770 {
2771 if (op->stats.sp < op->stats.maxsp)
2772 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--;
2776 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp;
2778 }
2779 op->last_sp = 0;
2780 }
2781 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 }
2786 else
2787 {
2788 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789 }
2790 }
2791
2792 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2795 { 2428 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2429 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2798 if (max_grace > 1) 2432 if (max_grace > 1)
2799 { 2433 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2435 if (over_grace > 0)
2802 { 2436 {
2814 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2815 } 2449 }
2816 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2817 } 2451 }
2818 2452
2453 if (op->stats.food > 0)
2454 {
2819 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2820 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2821 {
2822 if (op->stats.hp < op->stats.maxhp)
2823 { 2457 {
2824 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2825 /* dms do not consume food */ 2459
2826 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2827 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2828 op->stats.food--; 2467 op->stats.food--;
2468
2829 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2830 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2831 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2832 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2833 } 2474 }
2834 } 2475
2835 if (max_hp > 1) 2476 if (max_sp > 1)
2836 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0)
2839 { 2477 {
2840 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2841 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2842 } 2496 }
2843 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2844 { 2505 {
2845 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2846 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2847 } 2531 }
2848 else 2532 else
2849 {
2850 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2851 } 2534 }
2852 } 2535 }
2853 2536
2854 /* Digestion */ 2537 /* Digestion */
2855 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2856 { 2539 {
2857#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2858 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -op->contr->digestion);
2859 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2860#else
2861 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2862#endif
2863 2542
2864 if (op->contr->gen_hp > 0)
2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2866 else 2544
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2868 /* dms do not consume food */ 2545 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2547 op->stats.food--;
2871 } 2548 }
2872 }
2873 2549
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2550 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2551 {
2876 object *tmp, *flesh = NULL; 2552 object *tmp, *flesh = 0;
2877 2553
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 { 2555 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2883 { 2557 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2885 manual_apply (op, tmp, 0); 2561 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2563 break;
2888 } 2564 }
2889 else if (tmp->type == FLESH) 2565 else if (tmp->type == FLESH)
2890 flesh = tmp; 2566 flesh = tmp;
2891 } /* End if paid for object */ 2567 } /* End if paid for object */
2892 } /* end of for loop */ 2568 } /* end of for loop */
2569
2893 /* If player is still starving, it means they don't have any food, so 2570 /* If player is still starving, it means they don't have any food, so
2894 * eat flesh instead. 2571 * eat flesh instead.
2895 */ 2572 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2574 {
2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2899 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2577 }
2578 }
2579
2580 if (op->stats.food < 0)
2900 } 2581 {
2901 } /* end if player is starving */ 2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2902 2585
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 op->stats.food++, op->stats.hp--;
2905
2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2907 kill_player (op); 2587 kill_player (op);
2588 }
2908} 2589}
2909
2910
2911 2590
2912/* If the player should die (lack of hp, food, etc), we call this. 2591/* If the player should die (lack of hp, food, etc), we call this.
2913 * op is the player in jeopardy. If the player can not be saved (not 2592 * op is the player in jeopardy. If the player can not be saved (not
2914 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2594 * file.
2916 */ 2595 */
2917void 2596void
2918kill_player (object *op) 2597kill_player (object *op)
2919{ 2598{
2599 int x, y;
2920 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2921 int x, y;
2922
2923 //int i;
2924 maptile *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2925
2926 /* int z;
2927 int num_stats_lose;
2928 int lost_a_stat;
2929 int lose_this_stat;
2930 int this_stat; */
2931 int will_kill_again; 2602 int will_kill_again;
2932 archetype *at; 2603 archetype *at;
2933 object *tmp; 2604 object *tmp;
2934 2605
2935 if (save_life (op)) 2606 if (save_life (op))
2936 return; 2607 return;
2937
2938 2608
2939 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2609 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2940 * in cities ONLY!!! It is very important that this doesn't get abused. 2610 * in cities ONLY!!! It is very important that this doesn't get abused.
2941 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2942 */ 2612 */
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2615 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2946 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2947 2617
2948 /* restore player */ 2618 /* restore player */
2949 at = archetype::find ("poisoning"); 2619 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2621 {
2953 remove_ob (tmp); 2622 tmp->destroy ();
2954 free_object (tmp);
2955 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2623 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2956 } 2624 }
2957 2625
2958 at = archetype::find ("confusion"); 2626 at = archetype::find ("confusion");
2959 tmp = present_arch_in_ob (at, op); 2627 if (object *tmp = present_arch_in_ob (at, op))
2960 if (tmp)
2961 { 2628 {
2962 remove_ob (tmp); 2629 tmp->destroy ();
2963 free_object (tmp);
2964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2965 } 2631 }
2966 2632
2967 cure_disease (op, 0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2968 op->stats.hp = op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2969 if (op->stats.food <= 0) 2635 if (op->stats.food <= 0)
2970 op->stats.food = 999; 2636 op->stats.food = 999;
2971 2637
2972 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2973 tmp = arch_to_object (archetype::find ("finger")); 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2974 if (tmp != NULL)
2975 { 2640 {
2976 sprintf (buf, "%s's finger", &op->name); 2641 tmp->name = format ("%s's finger" , &op->name);
2977 tmp->name = buf; 2642 tmp->name_pl = format ("%s's fingers", &op->name);
2978 sprintf (buf, " This finger has been cut off %s\n" 2643 tmp->msg = format (
2979 " the %s, when he was defeated at\n level %d by %s.\n", 2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2980 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2981 tmp->msg = buf; 2646 );
2982 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2647 tmp->value = 0, tmp->type = 0;
2983 tmp->materialname = NULL; 2648 tmp->materialname = "organics";
2984 tmp->x = op->x, tmp->y = op->y; 2649 tmp->insert_at (op, tmp);
2985 insert_ob_in_map (tmp, op->map, op, 0);
2986 } 2650 }
2987 2651
2988 /* teleport defeated player to new destination */ 2652 /* teleport defeated player to new destination */
2989 transfer_ob (op, x, y, 0, NULL); 2653 transfer_ob (op, x, y, 0, NULL);
2990 op->contr->braced = 0; 2654 op->contr->braced = 0;
2994 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2995 2659
2996 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2997 2661
2998 if (op->stats.food < 0) 2662 if (op->stats.food < 0)
2999 {
3000 if (op->contr->explore)
3001 {
3002 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3003 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3004 op->stats.food = 999;
3005 return;
3006 }
3007 sprintf (buf, "%s starved to death.", &op->name);
3008 strcpy (op->contr->killer, "starvation"); 2663 strcpy (op->contr->killer, "starvation");
2664
2665 op->contr->play_sound (sound_find ("player_dies"));
2666
2667 /* save the map location for corpse, gravestone */
2668 x = op->x;
2669 y = op->y;
2670 map = op->map;
2671
2672 /* NOT_PERMADEATH code. This basically brings the character back to
2673 * life if they are dead - it takes some exp and a random stat.
2674 * See the config.h file for a little more in depth detail about this.
2675 */
2676
2677 /* Basically two ways to go - remove a stat permanently, or just
2678 * make it depletion. This bunch of code deals with that aspect
2679 * of death.
2680 */
2681#ifndef COZY_SERVER
2682 if (settings.balanced_stat_loss)
2683 {
2684 /* If stat loss is permanent, lose one stat only. */
2685 /* Lower level chars don't lose as many stats because they suffer
2686 more if they do. */
2687 /* Higher level characters can afford things such as potions of
2688 restoration, or better, stat potions. So we slug them that
2689 little bit harder. */
2690 /* GD */
2691 if (settings.stat_loss_on_death)
2692 num_stats_lose = 1;
2693 else
2694 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3009 } 2695 }
3010 else 2696 else
3011 { 2697 num_stats_lose = 1;
3012 if (op->contr->explore) 2698
3013 { 2699 lost_a_stat = 0;
3014 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2700
3015 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2701 for (z = 0; z < num_stats_lose; z++)
3016 op->stats.hp = op->stats.maxhp;
3017 return;
3018 }
3019 sprintf (buf, "%s died.", &op->name);
3020 } 2702 {
3021 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2703 i = RANDOM () % NUM_STATS;
3022 2704
3023 /* save the map location for corpse, gravestone */
3024 x = op->x;
3025 y = op->y;
3026 map = op->map;
3027
3028
3029 if (settings.not_permadeth == TRUE)
3030 {
3031 /* NOT_PERMADEATH code. This basically brings the character back to
3032 * life if they are dead - it takes some exp and a random stat.
3033 * See the config.h file for a little more in depth detail about this.
3034 */
3035
3036 /* Basically two ways to go - remove a stat permanently, or just
3037 * make it depletion. This bunch of code deals with that aspect
3038 * of death.
3039 */
3040#ifndef COZY_SERVER
3041 if (settings.balanced_stat_loss)
3042 {
3043 /* If stat loss is permanent, lose one stat only. */
3044 /* Lower level chars don't lose as many stats because they suffer
3045 more if they do. */
3046 /* Higher level characters can afford things such as potions of
3047 restoration, or better, stat potions. So we slug them that
3048 little bit harder. */
3049 /* GD */
3050 if (settings.stat_loss_on_death) 2705 if (settings.stat_loss_on_death)
3051 num_stats_lose = 1; 2706 {
3052 else 2707 /* Pick a random stat and take a point off it. Tell the player
3053 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2708 * what he lost.
2709 */
2710 change_attr_value (&(op->stats), i, -1);
2711 check_stat_bounds (&(op->stats));
2712 change_attr_value (&(op->contr->orig_stats), i, -1);
2713 check_stat_bounds (&(op->contr->orig_stats));
2714 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2715 lost_a_stat = 1;
3054 } 2716 }
3055 else 2717 else
3056 { 2718 {
3057 num_stats_lose = 1; 2719 /* deplete a stat */
3058 } 2720 archetype *deparch = archetype::find ("depletion");
3059 lost_a_stat = 0; 2721 object *dep;
3060 2722
3061 for (z = 0; z < num_stats_lose; z++) 2723 dep = present_arch_in_ob (deparch, op);
3062 { 2724 if (!dep)
3063 i = RANDOM () % NUM_STATS;
3064
3065 if (settings.stat_loss_on_death)
3066 { 2725 {
3067 /* Pick a random stat and take a point off it. Tell the player 2726 dep = arch_to_object (deparch);
3068 * what he lost. 2727 insert_ob_in_ob (dep, op);
3069 */
3070 change_attr_value (&(op->stats), i, -1);
3071 check_stat_bounds (&(op->stats));
3072 change_attr_value (&(op->contr->orig_stats), i, -1);
3073 check_stat_bounds (&(op->contr->orig_stats));
3074 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3075 lost_a_stat = 1;
3076 } 2728 }
3077 else 2729 lose_this_stat = 1;
2730 if (settings.balanced_stat_loss)
3078 { 2731 {
3079 /* deplete a stat */ 2732 /* GD */
3080 archetype *deparch = archetype::find ("depletion"); 2733 /* Get the stat that we're about to deplete. */
3081 object *dep; 2734 this_stat = get_attr_value (&(dep->stats), i);
3082 2735 if (this_stat < 0)
3083 dep = present_arch_in_ob (deparch, op);
3084 if (!dep)
3085 { 2736 {
3086 dep = arch_to_object (deparch); 2737 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 insert_ob_in_ob (dep, op); 2738 int keep_chance = this_stat * this_stat;
3088 } 2739
3089 lose_this_stat = 1; 2740 /* Yes, I am paranoid. Sue me. */
3090 if (settings.balanced_stat_loss)
3091 {
3092 /* GD */
3093 /* Get the stat that we're about to deplete. */
3094 this_stat = get_attr_value (&(dep->stats), i);
3095 if (this_stat < 0) 2741 if (keep_chance < 1)
2742 keep_chance = 1;
2743
2744 /* There is a maximum depletion total per level. */
2745 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 { 2746 {
3097 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3098 int keep_chance = this_stat * this_stat;
3099
3100 /* Yes, I am paranoid. Sue me. */
3101 if (keep_chance < 1)
3102 keep_chance = 1;
3103
3104 /* There is a maximum depletion total per level. */
3105 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3106 {
3107 lose_this_stat = 0; 2747 lose_this_stat = 0;
3108 /* Take loss chance vs keep chance to see if we 2748 /* Take loss chance vs keep chance to see if we
3109 retain the stat. */ 2749 retain the stat. */
3110 }
3111 else
3112 {
3113 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 lose_this_stat = 0;
3115 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3116 this_stat, keep_chance, loss_chance,
3117 lose_this_stat?"LOSE":"KEEP"); */
3118 }
3119 } 2750 }
3120 }
3121
3122 if (lose_this_stat)
3123 {
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 /* We could try to do something clever like find another
3126 * stat to reduce if this fails. But chances are, if
3127 * stats have been depleted to -50, all are pretty low
3128 * and should be roughly the same, so it shouldn't make a
3129 * difference.
3130 */ 2751 else
3131 if (this_stat >= -50)
3132 { 2752 {
3133 change_attr_value (&(dep->stats), i, -1); 2753 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3134 SET_FLAG (dep, FLAG_APPLIED);
3135 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3136 fix_player (op);
3137 lost_a_stat = 1; 2754 lose_this_stat = 0;
2755 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2756 this_stat, keep_chance, loss_chance,
2757 lose_this_stat?"LOSE":"KEEP"); */
3138 } 2758 }
3139 } 2759 }
3140 } 2760 }
2761
2762 if (lose_this_stat)
2763 {
2764 this_stat = get_attr_value (&(dep->stats), i);
2765 /* We could try to do something clever like find another
2766 * stat to reduce if this fails. But chances are, if
2767 * stats have been depleted to -50, all are pretty low
2768 * and should be roughly the same, so it shouldn't make a
2769 * difference.
2770 */
2771 if (this_stat >= -50)
2772 {
2773 change_attr_value (&(dep->stats), i, -1);
2774 SET_FLAG (dep, FLAG_APPLIED);
2775 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2776 op->update_stats ();
2777 lost_a_stat = 1;
2778 }
3141 } 2779 }
2780 }
2781 }
3142 /* If no stat lost, tell the player. */ 2782 /* If no stat lost, tell the player. */
3143 if (!lost_a_stat) 2783 if (!lost_a_stat)
3144 { 2784 {
3145 /* determine_god() seems to not work sometimes... why is this? 2785 /* determine_god() seems to not work sometimes... why is this?
3146 Should I be using something else? GD */ 2786 Should I be using something else? GD */
3147 const char *god = determine_god (op); 2787 const char *god = determine_god (op);
3148 2788
3149 if (god && (strcmp (god, "none"))) 2789 if (god && (strcmp (god, "none")))
3150 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2790 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3151 else 2791 else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2792 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3153 } 2793 }
3154#else 2794#else
3155 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2795 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3156#endif 2796#endif
3157 2797
3158 /* Put a gravestone up where the character 'almost' died. List the 2798 /* Put a gravestone up where the character 'almost' died. List the
3159 * exp loss on the stone. 2799 * exp loss on the stone.
3160 */ 2800 */
3161 tmp = arch_to_object (archetype::find ("gravestone")); 2801 tmp = arch_to_object (archetype::find ("gravestone"));
3162 sprintf (buf, "%s's gravestone", &op->name); 2802 sprintf (buf, "%s's gravestone", &op->name);
3163 tmp->name = buf; 2803 tmp->name = buf;
3164 sprintf (buf, "%s's gravestones", &op->name); 2804 sprintf (buf, "%s's gravestones", &op->name);
3165 tmp->name_pl = buf; 2805 tmp->name_pl = buf;
3166 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); 2806 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);
3167 tmp->msg = buf; 2807 tmp->msg = buf;
3168 tmp->x = op->x, tmp->y = op->y; 2808 tmp->x = op->x, tmp->y = op->y;
3169 insert_ob_in_map (tmp, op->map, NULL, 0); 2809 insert_ob_in_map (tmp, op->map, NULL, 0);
3170 2810
3171 /**************************************/ 2811 /**************************************/
3172 /* */ 2812 /* */
3173 /* Subtract the experience points, */ 2813 /* Subtract the experience points, */
3174 /* if we died cause of food, give us */ 2814 /* if we died cause of food, give us */
3175 /* food, and reset HP's... */ 2815 /* food, and reset HP's... */
3176 /* */ 2816 /* */
3177 /**************************************/ 2817 /**************************************/
3178 2818
3179 /* remove any poisoning and confusion the character may be suffering. */ 2819 /* remove any poisoning and confusion the character may be suffering. */
3180 /* restore player */ 2820 /* restore player */
3181 at = archetype::find ("poisoning"); 2821 at = archetype::find ("poisoning");
3182 tmp = present_arch_in_ob (at, op); 2822 tmp = present_arch_in_ob (at, op);
2823
3183 if (tmp) 2824 if (tmp)
3184 { 2825 {
3185 remove_ob (tmp); 2826 tmp->destroy ();
3186 free_object (tmp);
3187 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2827 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3188 } 2828 }
3189 2829
3190 at = archetype::find ("confusion"); 2830 at = archetype::find ("confusion");
3191 tmp = present_arch_in_ob (at, op); 2831 tmp = present_arch_in_ob (at, op);
3192 if (tmp) 2832 if (tmp)
3193 { 2833 {
3194 remove_ob (tmp); 2834 tmp->destroy ();
3195 free_object (tmp);
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2836 }
3198 2837
3199 cure_disease (op, 0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
3200 2839
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2841 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
3204 op->stats.food = 900; 2843 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2844 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2847
3209 /* 2848 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2849 * Check to see if the player has any unpaid items. If so, remove them
3211 * the player has any unpaid items. If so, remove them and put them back 2850 * and put them back in the map.
3212 * in the map. 2851 */
3213 */ 2852 op->drop_unpaid_items ();
3214 2853
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op);
3217
3218 /****************************************/ 2854 /****************************************/
3219 /* */ 2855 /* */
3220 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
3222 /* */ 2858 /* */
3223 /****************************************/ 2859 /****************************************/
3224 2860
3225 enter_player_savebed (op); 2861 enter_player_savebed (op);
3226 2862
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2863 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2864
3233 /* it is possible that the player has blown something up 2865 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2866 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2867 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2868 * on the space that might harm the player.
3237 */ 2869 */
3238 will_kill_again = 0; 2870 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2871 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2872 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2873 will_kill_again |= tmp->attacktype;
3242 2874
3243 if (will_kill_again) 2875 if (will_kill_again)
3244 { 2876 {
3245 object *force; 2877 object *force;
3246 int at; 2878 int at;
3247 2879
3248 force = get_archetype (FORCE_NAME); 2880 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2881 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2882 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2883 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2884 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2885 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2886 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2887 force->resist[at] = 100;
3256 2888
3257 insert_ob_in_ob (force, op); 2889 insert_ob_in_ob (force, op);
3258 fix_player (op); 2890 op->update_stats ();
3259 2891
3260 } 2892 }
3261 2893
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2894 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 remove_ob (op->contr->ranges[range_golem]);
3281 free_object (op->contr->ranges[range_golem]);
3282 op->contr->ranges[range_golem] = 0;
3283 }
3284
3285 loot_object (op); /* Remove some of the items for good */
3286 remove_ob (op);
3287 op->direction = 0;
3288
3289 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3290 {
3291 delete_character (op->name, 0);
3292 if (settings.resurrection == TRUE)
3293 {
3294 /* save playerfile sans equipment when player dies
3295 ** then save it as player.pl.dead so that future resurrection
3296 ** type spells will work on them nicely
3297 */
3298 delete_character (op->name, 0);
3299 op->stats.hp = op->stats.maxhp;
3300 op->stats.food = 999;
3301
3302 /* set the location of where the person will reappear when */
3303 /* maybe resurrection code should fix map also */
3304 strcpy (op->contr->maplevel, settings.emergency_mapname);
3305 if (op->map != NULL)
3306 op->map = NULL;
3307 op->x = settings.emergency_x;
3308 op->y = settings.emergency_y;
3309 save_player (op, 0);
3310 op->map = map;
3311 /* please see resurrection.c: peterm */
3312 dead_player (op);
3313 }
3314 else
3315 delete_character (op->name, 1);
3316 }
3317
3318 play_again (op);
3319
3320 /* peterm: added to create a corpse at deathsite. */
3321 tmp = arch_to_object (archetype::find ("corpse_pl"));
3322 sprintf (buf, "%s", &op->name);
3323 tmp->name = tmp->name_pl = buf;
3324 tmp->level = op->level;
3325 tmp->x = x;
3326 tmp->y = y;
3327 tmp->msg = gravestone_text (op);
3328 SET_FLAG (tmp, FLAG_UNIQUE);
3329 insert_ob_in_map (tmp, map, NULL, 0);
3330 }
3331} 2895}
3332
3333 2896
3334void 2897void
3335loot_object (object *op) 2898loot_object (object *op)
3336{ /* Grab and destroy some treasure */ 2899{ /* Grab and destroy some treasure */
3337 object *tmp, *tmp2, *next; 2900 object *tmp, *tmp2, *next;
3338 2901
3339 if (op->container) 2902 op->close_container (); /* close open sack first */
3340 { /* close open sack first */
3341 esrv_apply_container (op, op->container);
3342 }
3343 2903
3344 for (tmp = op->inv; tmp != NULL; tmp = next) 2904 for (tmp = op->inv; tmp; tmp = next)
3345 { 2905 {
3346 next = tmp->below; 2906 next = tmp->below;
3347 if (tmp->type == EXPERIENCE || tmp->invisible) 2907
2908 if (tmp->invisible)
3348 continue; 2909 continue;
3349 remove_ob (tmp); 2910
2911 tmp->remove ();
3350 tmp->x = op->x, tmp->y = op->y; 2912 tmp->x = op->x, tmp->y = op->y;
2913
3351 if (tmp->type == CONTAINER) 2914 if (tmp->type == CONTAINER)
3352 { /* empty container to ground */ 2915 loot_object (tmp); /* empty container to ground */
3353 loot_object (tmp); 2916
3354 }
3355 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2917 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3356 { 2918 {
3357 if (tmp->nrof > 1) 2919 if (tmp->nrof > 1)
3358 { 2920 {
3359 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3360 free_object (tmp2); 2922 tmp2->destroy ();
3361 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
3362 } 2924 }
3363 else 2925 else
3364 free_object (tmp); 2926 tmp->destroy ();
3365 } 2927 }
3366 else 2928 else
3367 insert_ob_in_map (tmp, op->map, NULL, 0); 2929 insert_ob_in_map (tmp, op->map, NULL, 0);
3368 } 2930 }
3369} 2931}
3371/* 2933/*
3372 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3373 * what needs to be fixed. Refresh windows and fix speed if anything 2935 * what needs to be fixed. Refresh windows and fix speed if anything
3374 * was changed. 2936 * was changed.
3375 */ 2937 */
3376
3377void 2938void
3378fix_weight (void) 2939fix_weight (void)
3379{ 2940{
3380 player *pl; 2941 for_all_players (pl)
3381
3382 for (pl = first_player; pl != NULL; pl = pl->next)
3383 { 2942 {
3384 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3385 2944
3386 if (old == sum) 2945 if (old == sum)
3387 continue; 2946 continue;
3388 fix_player (pl->ob); 2947 pl->ob->update_stats ();
3389 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3390 } 2949 }
3391} 2950}
3392 2951
3393void 2952void
3394fix_luck (void) 2953fix_luck (void)
3395{ 2954{
3396 player *pl; 2955 for_all_players (pl)
3397
3398 for (pl = first_player; pl != NULL; pl = pl->next)
3399 if (!pl->ob->contr->state) 2956 if (!pl->ob->contr->ns->state)
3400 change_luck (pl->ob, 0); 2957 pl->ob->change_luck (0);
3401} 2958}
3402
3403 2959
3404/* cast_dust() - handles op throwing objects of type 'DUST'. 2960/* cast_dust() - handles op throwing objects of type 'DUST'.
3405 * This is much simpler in the new spell code - we basically 2961 * This is much simpler in the new spell code - we basically
3406 * just treat this as any other spell casting object. 2962 * just treat this as any other spell casting object.
3407 */ 2963 */
3408
3409void 2964void
3410cast_dust (object *op, object *throw_ob, int dir) 2965cast_dust (object *op, object *throw_ob, int dir)
3411{ 2966{
3412 object *skop, *spob; 2967 object *skop, *spob;
3413 2968
3434 if (op->type == PLAYER) 2989 if (op->type == PLAYER)
3435 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2990 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3436 2991
3437 cast_spell (op, throw_ob, dir, spob, NULL); 2992 cast_spell (op, throw_ob, dir, spob, NULL);
3438 2993
3439 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2994 throw_ob->destroy ();
3440 remove_ob (throw_ob);
3441 free_object (throw_ob);
3442} 2995}
3443 2996
3444void 2997void
3445make_visible (object *op) 2998make_visible (object *op)
3446{ 2999{
3447 op->hide = 0; 3000 op->hide = 0;
3448 op->invisible = 0; 3001 op->invisible = 0;
3002
3449 if (op->type == PLAYER) 3003 if (op->type == PLAYER)
3450 { 3004 {
3451 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3452 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3453 } 3007 }
3008
3454 update_object (op, UP_OBJ_FACE); 3009 update_object (op, UP_OBJ_CHANGE);
3455} 3010}
3456 3011
3457int 3012int
3458is_true_undead (object *op) 3013is_true_undead (object *op)
3459{ 3014{
3460 object *tmp = NULL;
3461
3462 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3463 return 1; 3016 return 1;
3464 3017
3465 if (op->type == PLAYER)
3466 for (tmp = op->inv; tmp; tmp = tmp->below)
3467 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3468 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3469 return 1;
3470 return 0; 3018 return 0;
3471} 3019}
3472 3020
3473/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3474 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3475 * indicate greater hideability. 3023 * indicate greater hideability.
3476 */ 3024 */
3477
3478int 3025int
3479hideability (object *ob) 3026hideability (object *ob)
3480{ 3027{
3481 int i, level = 0, mflag; 3028 int i, level = 0, mflag;
3482 sint16 x, y; 3029 sint16 x, y;
3516/* For Hidden creatures - a chance of becoming 'unhidden' 3063/* For Hidden creatures - a chance of becoming 'unhidden'
3517 * every time they move - as we subtract off 'invisibility' 3064 * every time they move - as we subtract off 'invisibility'
3518 * AND, for players, if they move into a ridiculously unhideable 3065 * AND, for players, if they move into a ridiculously unhideable
3519 * spot (surrounded by clear terrain in broad daylight). -b.t. 3066 * spot (surrounded by clear terrain in broad daylight). -b.t.
3520 */ 3067 */
3521
3522void 3068void
3523do_hidden_move (object *op) 3069do_hidden_move (object *op)
3524{ 3070{
3525 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3526 object *skop; 3072 object *skop;
3530 3076
3531 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3532 3078
3533 /* its *extremely* hard to run and sneak/hide at the same time! */ 3079 /* its *extremely* hard to run and sneak/hide at the same time! */
3534 if (op->type == PLAYER && op->contr->run_on) 3080 if (op->type == PLAYER && op->contr->run_on)
3535 {
3536 if (!skop || num >= skop->level) 3081 if (!skop || num >= skop->level)
3537 { 3082 {
3538 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3083 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3539 make_visible (op); 3084 make_visible (op);
3540 return; 3085 return;
3541 } 3086 }
3542 else 3087 else
3543 num += 20; 3088 num += 20;
3544 } 3089
3545 num += op->map->difficulty; 3090 num += op->map->difficulty;
3546 hide = hideability (op); /* modify by terrain hidden level */ 3091 hide = hideability (op); /* modify by terrain hidden level */
3547 num -= hide; 3092 num -= hide;
3093
3548 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3549 { 3095 {
3550 make_visible (op); 3096 make_visible (op);
3551 if (op->type == PLAYER) 3097 if (op->type == PLAYER)
3552 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3098 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3553 } 3099 }
3554 else if (op->type == PLAYER && skop) 3100 else if (op->type == PLAYER && skop)
3555 {
3556 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3101 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3557 }
3558} 3102}
3559 3103
3560/* determine if who is standing near a hostile creature. */ 3104/* determine if who is standing near a hostile creature. */
3561 3105
3562int 3106int
3589 if (mflags & P_OUT_OF_MAP) 3133 if (mflags & P_OUT_OF_MAP)
3590 continue; 3134 continue;
3591 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3135 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3592 continue; 3136 continue;
3593 3137
3594 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3138 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3595 { 3139 {
3596 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3140 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3597 return 1; 3141 return 1;
3598 else if (tmp->type == PLAYER) 3142 else if (tmp->type == PLAYER)
3599 { 3143 {
3610 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3611 * but we dont worry if the object isnt the top one in 3155 * but we dont worry if the object isnt the top one in
3612 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3613 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3614 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3615 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3616 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3617 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3618 * for them to differ. Sigh, this fctn could get a bit more complex. 3162 * for them to differ. Sigh, this fctn could get a bit more complex.
3619 * -b.t. 3163 * -b.t.
3620 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3621 */ 3165 */
3622
3623int 3166int
3624player_can_view (object *pl, object *op) 3167player_can_view (object *pl, object *op)
3625{ 3168{
3626 rv_vector rv; 3169 rv_vector rv;
3627 int dx, dy; 3170 int dx, dy;
3629 if (pl->type != PLAYER) 3172 if (pl->type != PLAYER)
3630 { 3173 {
3631 LOG (llevError, "player_can_view() called for non-player object\n"); 3174 LOG (llevError, "player_can_view() called for non-player object\n");
3632 return -1; 3175 return -1;
3633 } 3176 }
3177
3634 if (!pl || !op) 3178 if (!pl || !op)
3635 return 0; 3179 return 0;
3636 3180
3637 if (op->head)
3638 {
3639 op = op->head; 3181 op = op->head_ ();
3640 } 3182
3641 get_rangevector (pl, op, &rv, 0x1); 3183 get_rangevector (pl, op, &rv, 0x1);
3642 3184
3643 /* starting with the 'head' part, lets loop 3185 /* starting with the 'head' part, lets loop
3644 * through the object and find if it has any 3186 * through the object and find if it has any
3645 * part that is in the los array but isnt on 3187 * part that is in the los array but isn't on
3646 * a blocked los square. 3188 * a blocked los square.
3647 * we use the archetype to figure out offsets. 3189 * we use the archetype to figure out offsets.
3648 */ 3190 */
3649 while (op) 3191 while (op)
3650 { 3192 {
3651 dx = rv.distance_x + op->arch->clone.x; 3193 dx = rv.distance_x + op->arch->x;
3652 dy = rv.distance_y + op->arch->clone.y; 3194 dy = rv.distance_y + op->arch->y;
3653 3195
3654 /* only the viewable area the player sees is updated by LOS 3196 /* only the viewable area the player sees is updated by LOS
3655 * code, so we need to restrict ourselves to that range of values 3197 * code, so we need to restrict ourselves to that range of values
3656 * for any meaningful values. 3198 * for any meaningful values.
3657 */ 3199 */
3658 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3659 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3660 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3202 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3661 return 1; 3203 return 1;
3204
3662 op = op->more; 3205 op = op->more;
3663 } 3206 }
3207
3664 return 0; 3208 return 0;
3665} 3209}
3666 3210
3667/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3668 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3671 * return 0. 3215 * return 0.
3672 */ 3216 */
3673int 3217int
3674action_makes_visible (object *op) 3218action_makes_visible (object *op)
3675{ 3219{
3676
3677 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3678 { 3221 {
3679 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3680 return 0; 3223 return 0;
3681 3224
3687 { 3230 {
3688 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3231 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3689 return 1; 3232 return 1;
3690 } 3233 }
3691 } 3234 }
3235
3692 return 0; 3236 return 0;
3693} 3237}
3694 3238
3695/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3696 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3701 * Default is to do the same as before, so only people wanting to have different points need worry about this 3245 * Default is to do the same as before, so only people wanting to have different points need worry about this
3702 */ 3246 */
3703int 3247int
3704op_on_battleground (object *op, int *x, int *y) 3248op_on_battleground (object *op, int *x, int *y)
3705{ 3249{
3706 object *tmp;
3707
3708 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3709 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3251 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3710 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3711 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3712 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3713 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3714 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3715 { 3257 {
3716 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3717 { 3259 {
3718 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3719 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3261 && tmp->type == BATTLEGROUND
3262 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp))
3720 { 3264 {
3721 /*before we assign the exit, check if this is a teambattle */ 3265 /* before we assign the exit, check if this is a teambattle */
3722 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3266 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3723 { 3267 {
3724 object *invtmp;
3725
3726 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3727 { 3269 {
3728 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3729 { 3271 {
3730 if (x != NULL && y != NULL) 3272 if (x && y)
3731 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3732 return 1; 3275 return 1;
3733 } 3276 }
3734 } 3277 }
3735 } 3278 }
3279
3736 if (x != NULL && y != NULL) 3280 if (x && y)
3737 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3738 return 1; 3283 return 1;
3739 } 3284 }
3740 } 3285 }
3741 } 3286 }
3287
3742 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3743 return 0; 3289 return 0;
3744} 3290}
3745 3291
3746/* 3292/*
3762 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3763 int i = 0, j = 0; 3309 int i = 0, j = 0;
3764 3310
3765 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3766 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3767 trlist = find_treasurelist ("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3768 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3769 trlist = find_treasurelist ("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3770 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3771 trlist = find_treasurelist ("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3772 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3773 trlist = find_treasurelist ("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3774 3320
3775 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3776 return; 3322 return;
3777 3323
3778 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3324 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3779 3325
3780 if (tr == NULL || tr->item == NULL) 3326 if (!tr || !tr->item)
3781 { 3327 {
3782 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3328 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3783 return; 3329 return;
3784 } 3330 }
3785 3331
3786 /* everything seems okay - now bring on the gift: */ 3332 /* everything seems okay - now bring on the gift: */
3787 item = &(tr->item->clone); 3333 item = tr->item;
3788 3334
3789 if (item->type == SPELL) 3335 if (item->type == SPELL)
3790 { 3336 {
3791 if (check_spell_known (who, item->name)) 3337 if (check_spell_known (who, item->name))
3792 return; 3338 return;
3851 { 3397 {
3852 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3853 object *skin; 3399 object *skin;
3854 3400
3855 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3856 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3402 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3403 ;
3404
3857 if (skin == NULL) 3405 if (!skin)
3858 return; 3406 return;
3859 3407
3860 /* adding new spellpath attunements */ 3408 /* adding new spellpath attunements */
3861 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3409 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3862 { 3410 {
3907 * not readied. 3455 * not readied.
3908 */ 3456 */
3909void 3457void
3910player_unready_range_ob (player *pl, object *ob) 3458player_unready_range_ob (player *pl, object *ob)
3911{ 3459{
3912 rangetype i; 3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3913 3462
3914 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3463 if (pl->combat_ob == ob)
3915 { 3464 pl->combat_ob = 0;
3465
3916 if (pl->ranges[i] == ob) 3466 if (pl->ranged_ob == ob)
3917 { 3467 pl->ranged_ob = 0;
3918 pl->ranges[i] = NULL;
3919 if (pl->shoottype == i)
3920 {
3921 pl->shoottype = range_none;
3922 }
3923 }
3924 }
3925} 3468}
3469
3470sint8
3471player::visibility_at (maptile *map, int x, int y) const
3472{
3473 if (!ns)
3474 return 0;
3475
3476 int dx, dy;
3477 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3478 return 0;
3479
3480 x += dx - ns->current_x + ns->mapx / 2;
3481 y += dy - ns->current_y + ns->mapy / 2;
3482
3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3484 return 0;
3485
3486 return 100 - blocked_los [x][y];
3487}
3488
3489void
3490player::infobox (const char *title, const char *msg, int color)
3491{
3492 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3493}
3494
3495void
3496player::statusmsg (const char *msg, int color)
3497{
3498 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3499}
3500
3501void
3502player::failmsg (const char *msg, int color)
3503{
3504 play_sound (sound_find ("generic_failure"));
3505 statusmsg (msg, color);
3506}
3507

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