ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.31 by pippijn, Mon Dec 11 19:46:47 2006 UTC vs.
Revision 1.174 by root, Thu Nov 8 19:43:27 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 25#include <sproto.h>
28#endif
29#include <sounds.h> 26#include <sounds.h>
30#include <living.h> 27#include <living.h>
31#include <object.h> 28#include <object.h>
32#include <spells.h> 29#include <spells.h>
33#include <skills.h> 30#include <skills.h>
34#include <newclient.h>
35 31
36#ifdef COZY_SERVER 32#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 33#include <functional>
38#endif
39 34
40player * 35playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 36
79void 37void
80display_motd (const object *op) 38display_motd (const object *op)
81{ 39{
82 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
85 int comp; 43 int comp;
86 int size; 44 int size;
87 45
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 48 return;
92 } 49
93 motd[0] = '\0'; 50 motd[0] = '\0';
94 size = 0; 51 size = 0;
52
95 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
96 { 54 {
97 if (*buf == '#') 55 if (*buf == '#')
98 continue; 56 continue;
57
99 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 59 size += strlen (buf);
101 } 60 }
61
102 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);
103 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
104} 64}
105 65
106void 66void
112 int comp; 72 int comp;
113 int size; 73 int size;
114 74
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 77 return;
119 } 78
120 rules[0] = '\0'; 79 rules[0] = '\0';
121 size = 0; 80 size = 0;
81
122 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
123 { 83 {
124 if (*buf == '#') 84 if (*buf == '#')
125 continue; 85 continue;
86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
127 { 88 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 90 break;
130 } 91 }
92
131 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 94 size += strlen (buf);
133 } 95 }
96
134 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);
135 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
136} 99}
137 100
138void 101void
146 int size; 109 int size;
147 110
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 113 return;
114
151 news[0] = '\0'; 115 news[0] = '\0';
152 subject[0] = '\0'; 116 subject[0] = '\0';
153 size = 0; 117 size = 0;
118
154 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
155 { 120 {
156 if (*buf == '#') 121 if (*buf == '#')
157 continue; 122 continue;
123
158 if (*buf == '%') 124 if (*buf == '%')
159 { /* send one news */ 125 { /* send one news */
160 if (size > 0) 126 if (size > 0)
161 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
162 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
163 strip_endline (subject); 130 strip_endline (subject);
164 size = 0; 131 size = 0;
165 news[0] = '\0'; 132 news[0] = '\0';
166 } 133 }
175 size += strlen (buf); 142 size += strlen (buf);
176 } 143 }
177 } 144 }
178 145
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 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);
181 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 149}
308 150
309/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
310static void 152static void
311set_first_map (object *op) 153set_first_map (object *op)
312{ 154{
313 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
314 op->x = -1; 156 op->x = -1;
315 op->y = -1; 157 op->y = -1;
316 enter_exit (op, NULL);
317} 158}
318 159
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->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326}
327
328void
329player::set_observe (object *op)
330{
331 observe = op ? op : ob;
332 do_los = 1;
333}
334
335player::player ()
336{
337 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point.
339 */
340 outputs_sync = 4;
341 outputs_count = 4;
342 unapply = unapply_nochoice;
343
344 savebed_map = first_map_path; /* Init. respawn position */
345
346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
356}
357
358void
359player::do_destroy ()
360{
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy ();
369 }
370
371 ob = observe = 0;
372}
373
374player::~player ()
375{
376 /* Clear item stack */
377 free (stack_items);
378}
379
319/* Tries to add player on the connection passwd in ns. 380/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 381 * All we can really get in this is some settings like host and display
321 * mode. 382 * mode.
322 */ 383 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 384player *
385player::create ()
386{
387 player *pl = new player;
328 388
329 p = get_player (NULL); 389 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 390
333 if (p->socket.faces_sent == NULL) 391 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 392 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */
335 394
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 395 set_first_map (pl->ob);
343 396
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 397 return pl;
352} 398}
353 399
354/* 400/*
355 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
357 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
358 */ 404 */
359archetype * 405archetype *
360get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
361{ 407{
362 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
363 409
364 for (;;) 410 for (;;)
365 { 411 {
366 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
367 at = first_archetype; 413 i = archetypes.begin ();
368 else 414 else if (*i == at)
369 at = at->next; 415 cleanup ("not a single player archetype found");
416
370 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
371 return at; 418 return *i;
372 if (at == start)
373 {
374 LOG (llevError, "No Player archetypes\n");
375 exit (-1);
376 }
377 } 419 }
378} 420}
379
380 421
381object * 422object *
382get_nearest_player (object *mon) 423get_nearest_player (object *mon)
383{ 424{
384 object *op = NULL; 425 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 426 objectlink *ol;
387 unsigned lastdist; 427 unsigned lastdist;
388 rv_vector rv; 428 rv_vector rv;
389 429
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 431 {
392 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop.
396 */
397 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
398 {
399 object *tmp = ol->ob;
400
401 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared.
403 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
405 ol = ol->next;
406 remove_friendly_object (tmp);
407 if (!ol)
408 return op;
409 }
410
411 /* Remove special check for player from this. First, it looks to cause
412 * some crashes (ol->ob->contr not set properly?), but secondly, a more
413 * complicated method of state checking would be needed in any case -
414 * as it was, a clever player could type quit, and the function would
415 * skip them over while waiting for confirmation. Remove
416 * on_same_map check, as can_detect_enemy also does this
417 */
418 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
419 continue; 433 continue;
420 434
421 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
422 { 436 {
423 op = ol->ob; 437 op = ol->ob;
424 lastdist = rv.distance; 438 lastdist = rv.distance;
425 } 439 }
426 } 440 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 441
428 { 442 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 443 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
433 { 445 {
434 op = pl->ob; 446 op = pl->ob;
435 lastdist = rv.distance; 447 lastdist = rv.distance;
436 } 448 }
437 } 449
438 }
439#if 0 450#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 451 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 452#endif
442 return op; 453 return op;
443} 454}
461 * circling behaviour. Unfortunately, this function is also used to determined 472 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 473 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 474 * is probably not a good thing.
464 */ 475 */
465#define MAX_SPACES 50 476#define MAX_SPACES 50
466
467 477
468/* 478/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 480 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 481 * player and if path is blocked then see if blockage is close enough to player that
502 x = mon->x; 512 x = mon->x;
503 y = mon->y; 513 y = mon->y;
504 m = mon->map; 514 m = mon->map;
505 dir = rv.direction; 515 dir = rv.direction;
506 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
507 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518
508 /* If we can't solve it within the search distance, return now. */ 519 /* If we can't solve it within the search distance, return now. */
509 if (diff > max) 520 if (diff > max)
510 return 0; 521 return 0;
522
511 while (diff > 1 && max > 0) 523 while (diff > 1 && max > 0)
512 { 524 {
513 lastx = x; 525 lastx = x;
514 lasty = y; 526 lasty = y;
515 lastmap = m; 527 lastmap = m;
597 max--; 609 max--;
598 lastdir = dir; 610 lastdir = dir;
599 if (!firstdir) 611 if (!firstdir)
600 firstdir = dir; 612 firstdir = dir;
601 } 613 }
614
602 if (diff <= 1) 615 if (diff <= 1)
603 { 616 {
604 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 618 * headed toward player for entire distance.
606 */ 619 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 622 }
623
610 if (diff > max) 624 if (diff > max)
611 return 0; 625 return 0;
612 } 626 }
627
613 /* If we reached the max, didn't find a direction in time */ 628 /* If we reached the max, didn't find a direction in time */
614 if (!max) 629 if (!max)
615 return 0; 630 return 0;
616 631
617 return firstdir; 632 return firstdir;
644 (op->type == ARMOUR || op->type == BOOTS || 659 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 660 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 661 op->type == SHIELD || op->type == GLOVES ||
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 662 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 663 {
649 remove_ob (op); 664 op->destroy ();
650 free_object (op);
651 continue; 665 continue;
652 } 666 }
653 } 667 }
654 668
655 /* This really needs to be better - we should really give 669 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 680 if (tmp->type == op->type && tmp->name == op->name)
667 break; 681 break;
668 682
669 if (tmp) 683 if (tmp)
670 { 684 {
671 remove_ob (op); 685 op->destroy ();
672 free_object (op);
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 686 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue; 687 continue;
675 } 688 }
689
676 if (op->nrof > 1) 690 if (op->nrof > 1)
677 op->nrof = 1; 691 op->nrof = 1;
678 } 692 }
679 693
680 if (op->type == SPELLBOOK && op->inv) 694 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 706 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 707 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 708 }
695 if (op->type == SPELL) 709 if (op->type == SPELL)
696 { 710 {
697 remove_ob (op); 711 op->destroy ();
698 free_object (op);
699 continue; 712 continue;
700 } 713 }
701 else if (op->type == SKILL) 714 else if (op->type == SKILL)
702 { 715 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 716 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 725 /* Need to set up the skill pointers */
713 link_player_skills (pl); 726 link_player_skills (pl);
714} 727}
715 728
716void 729void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 remove_ob (op);
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->destroy (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797}
798
799void
800get_party_password (object *op, partylist *party) 730get_party_password (object *op, partylist *party)
801{ 731{
802 if (party == NULL) 732 if (party == NULL)
803 { 733 {
804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 734 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
805 return; 735 return;
806 } 736 }
737
807 op->contr->write_buf[0] = '\0'; 738 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 739 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 740 op->contr->party_to_join = party;
810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 741 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
811} 742}
812
813 743
814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 744/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int 745static int
816roll_stat (void) 746roll_stat (void)
817{ 747{
818 int a[4], i, j, k; 748 int a[4], i, j, k;
819 749
820 for (i = 0; i < 4; i++) 750 for (i = 0; i < 4; i++)
821 a[i] = (int) RANDOM () % 6 + 1; 751 a[i] = (int) rndm (6) + 1;
822 752
823 for (i = 0, j = 0, k = 7; i < 4; i++) 753 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 754 if (a[i] < k)
825 k = a[i], j = i; 755 k = a[i], j = i;
826 756
827 for (i = 0, k = 0; i < 4; i++) 757 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 758 if (i != j)
830 k += a[i]; 759 k += a[i];
831 } 760
832 return k; 761 return k;
833} 762}
834 763
835void 764void
836roll_stats (object *op) 765object::roll_stats ()
837{ 766{
767 int statsort [NUM_STATS];
768
769 for (;;)
770 {
838 int sum = 0; 771 int sum = 0;
839 int i = 0, j = 0; 772 for (int i = NUM_STATS; i--; )
840 int statsort[7]; 773 sum += statsort [i] = roll_stat ();
841 774
842 do 775 if (sum >= 82 && sum <= 116)
776 break;
843 { 777 }
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 }
853 while (sum < 82 || sum > 116);
854 778
855 /* Sort the stats so that rerolling is easier... */ 779 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 781
864 /* a quick and dirty bubblesort? */ 782 for (int i = 0; i < NUM_STATS; ++i)
865 do 783 stats.stat (i) = statsort [i];
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880 784
881 op->stats.Str = statsort[0];
882 op->stats.Dex = statsort[1];
883 op->stats.Con = statsort[2];
884 op->stats.Int = statsort[3];
885 op->stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6];
888
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 785 stats.exp = 0;
900 op->stats.ac = 0; 786 stats.ac = 0;
901 787
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 788 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 789 stats.sp = stats.maxsp;
909 op->stats.grace = op->stats.maxgrace; 790 stats.grace = stats.maxgrace;
791
792 if (contr)
793 {
794 contr->levhp[1] = 9;
795 contr->levsp[1] = 6;
796 contr->levgrace[1] = 3;
797
910 op->contr->orig_stats = op->stats; 798 contr->orig_stats = stats;
799 }
911} 800}
912 801
913void 802void
914Roll_Again (object *op) 803object::swap_stats (int a, int b)
915{ 804{
916 esrv_new_player (op->contr, 0); 805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
919}
920 806
921void 807 for (int i = 0; i < NUM_STATS; ++i)
922Swap_Stat (object *op, int Swap_Second) 808 stats.stat (i) = contr->orig_stats.stat (i);
809
810 //TODO: the following code looks so borked and should, at the very least,
811 // be merged with the similar code in roll_stats
812 stats.ac = 0;
813
814 level = 1;
815 stats.exp = 0;
816 stats.ac = 0;
817
818 stats.hp = stats.maxhp;
819 stats.sp = stats.maxsp;
820 stats.grace = stats.maxgrace;
821
822 if (contr)
823 {
824 contr->levhp[1] = 9;
825 contr->levsp[1] = 6;
826 contr->levgrace[1] = 3;
827
828 contr->orig_stats = stats;
829 }
830}
831
832static void
833start_info (object *op)
923{ 834{
924 signed char tmp;
925 char buf[MAX_BUF]; 835 char buf[MAX_BUF];
926 836
927 if (op->contr->Swap_First == -1) 837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 838 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 839 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf); 840 //new_draw_info (NDI_UNIQUE, 0, op, " ");
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 841}
1042 842
1043/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
1047 * not the class. 847 * not the class.
1048 */ 848 */
1049 849void
1050int 850player::chargen_race_done ()
1051key_change_class (object *op, char key)
1052{ 851{
1053 int tmp_loop;
1054
1055 if (key == 'q' || key == 'Q')
1056 {
1057 remove_ob (op);
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D')
1062 {
1063 char buf[MAX_BUF];
1064
1065 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1068 854
855 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl)
857 create_treasure (tl, ob, 0, 0, 0);
858
1069 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
1071 861
1072 op->contr->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
1073 863
1074 if (op->msg) 864 if (ob->msg)
1075 op->msg = NULL; 865 ob->msg = 0;
1076 866
1077 /* We create this now because some of the unique maps will need it 867 /* We create this now because some of the unique maps will need it
1078 * to save here. 868 * to save here.
1079 */ 869 */
870 {
871 char buf[MAX_BUF];
1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1081 make_path_to_file (buf); 873 make_path_to_file (buf);
874 }
1082 875
1083#ifdef AUTOSAVE
1084 op->contr->last_save_tick = pticks;
1085#endif
1086 start_info (op); 876 start_info (ob);
1087 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (ob, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 878 give_initial_items (ob, ob->randomitems);
1089 link_player_skills (op); 879 link_player_skills (ob);
1090 esrv_send_inventory (op, op); 880 esrv_send_inventory (ob, ob);
1091 fix_player (op); 881 ob->update_stats ();
1092 882
1093 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
1094 * is one for this race 884 * is one for this race
1095 */ 885 */
1096 if (*first_map_ext_path) 886 if (*first_map_ext_path)
1097 { 887 {
1098 object *tmp; 888 object *tmp;
1099 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
1100 890
1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1102 tmp = get_object (); 892 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 894 EXIT_X (tmp) = ob->x;
1105 EXIT_Y (tmp) = op->y; 895 EXIT_Y (tmp) = ob->y;
1106 enter_exit (op, tmp); /* we don't really care if it succeeded; 896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1107 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
1108 * default initial map */ 898 * default initial map */
1109 free_object (tmp); 899 tmp->destroy ();
1110 } 900 }
1111 else 901 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 903}
1115 return 0;
1116 }
1117 904
905void
906player::chargen_race_next ()
907{
1118 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
1120 */ 910 */
1121 911
1122 tmp_loop = 0; 912 do
1123 while (!tmp_loop)
1124 { 913 {
1125 shstr name = op->name; 914 shstr name = ob->name;
1126 int x = op->x, y = op->y; 915 int x = ob->x, y = ob->y;
1127 916
1128 remove_statbonus (op); 917 ob->remove_statbonus ();
1129 remove_ob (op); 918 ob->remove ();
1130 op->arch = get_player_archetype (op->arch); 919 ob->arch = get_player_archetype (ob->arch);
1131 copy_object (&op->arch->clone, op); 920 ob->arch->copy_to (ob);
1132 op->instantiate (); 921 ob->instantiate ();
1133 op->stats = op->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
1134 op->name = op->name_pl = name; 923 ob->name = ob->name_pl = name;
1135 op->x = x; 924 ob->x = x;
1136 op->y = y; 925 ob->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
1139 assign (op->contr->title, op->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
1140 add_statbonus (op); 929 ob->add_statbonus ();
1141 tmp_loop = allowed_class (op);
1142 } 930 }
931 while (!allowed_class (ob));
1143 932
1144 update_object (op, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
1145 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, ob, ob);
1146 fix_player (op); 935 ob->update_stats ();
1147 op->stats.hp = op->stats.maxhp; 936 ob->stats.hp = ob->stats.maxhp;
1148 op->stats.sp = op->stats.maxsp; 937 ob->stats.sp = ob->stats.maxsp;
1149 op->stats.grace = 0; 938 ob->stats.grace = 0;
1150
1151 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153
1154 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1155 return 0;
1156}
1157
1158int
1159key_confirm_quit (object *op, char key)
1160{
1161 char buf[MAX_BUF];
1162
1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 {
1165 op->contr->state = ST_PLAYING;
1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1167 return 1;
1168 }
1169
1170 INVOKE_PLAYER (LOGOUT, op->contr);
1171 INVOKE_PLAYER (QUIT, op->contr);
1172
1173 terminate_all_pets (op);
1174 leave_map (op);
1175 op->direction = 0;
1176 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1177
1178 strcpy (op->contr->killer, "quit");
1179 check_score (op);
1180 op->contr->party = NULL;
1181 if (settings.set_title == TRUE)
1182 op->contr->own_title[0] = '\0';
1183
1184 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1185 {
1186 maptile *mp, *next;
1187
1188 /* We need to hunt for any per player unique maps in memory and
1189 * get rid of them. The trailing slash in the path is intentional,
1190 * so that players named 'Ab' won't match against players 'Abe' pathname
1191 */
1192 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1193 for (mp = first_map; mp != NULL; mp = next)
1194 {
1195 next = mp->next;
1196 if (!strncmp (mp->path, buf, strlen (buf)))
1197 delete_map (mp);
1198 }
1199
1200 delete_character (op->name, 1);
1201 }
1202
1203 play_again (op);
1204 return 1;
1205} 939}
1206 940
1207void 941void
1208flee_player (object *op) 942flee_player (object *op)
1209{ 943{
1239 { 973 {
1240 op->enemy = NULL; 974 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED); 975 CLEAR_FLAG (op, FLAG_SCARED);
1242 return; 976 return;
1243 } 977 }
978
1244 get_rangevector (op, op->enemy, &rv, 0); 979 get_rangevector (op, op->enemy, &rv, 0);
1245 980
1246 dir = absdir (4 + rv.direction); 981 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 982 for (diff = 0; diff < 3; diff++)
1248 { 983 {
1249 int m = 1 - (RANDOM () & 2); 984 int m = 1 - (RANDOM () & 2);
1250 985
1251 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 986 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1252 {
1253 return; 987 return;
1254 }
1255 } 988 }
989
1256 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1258 op->enemy = NULL; 992 op->enemy = NULL;
1259} 993}
1260 994
1261
1262/* check_pick sees if there is stuff to be picked up/picks up stuff. 995/* check_pick sees if there is stuff to be picked up/picks up stuff.
1263 * IT returns 1 if the player should keep on moving, 0 if he should 996 * It returns 1 if the player should keep on moving, 0 if he should
1264 * stop. 997 * stop.
1265 */ 998 */
1266int 999int
1267check_pick (object *op) 1000check_pick (object *op)
1268{ 1001{
1269 object *tmp, *next; 1002 object *tmp, *next;
1270 int stop = 0; 1003 int stop = 0;
1271 int j, k, wvratio; 1004 int wvratio;
1272 char putstring[128], tmpstr[16]; 1005 char putstring[128];
1273 1006
1274 /* if you're flying, you cna't pick up anything */ 1007 /* if you're flying, you cna't pick up anything */
1275 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1276 return 1; 1009 return 1;
1277 1010
1345 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1347 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1080 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1348 else 1081 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1350 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1083 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1084
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353 sprintf (putstring, "...flags: ");
1354 for (k = 0; k < 4; k++)
1355 {
1356 for (j = 0; j < 32; j++)
1357 {
1358 if ((tmp->flags[k] >> j) & 0x01)
1359 {
1360 sprintf (tmpstr, "%d ", k * 32 + j);
1361 strcat (putstring, tmpstr);
1362 }
1363 }
1364 }
1365 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1366
1367#if 0
1368 /* print the flags too */
1369 for (k = 0; k < 4; k++)
1370 {
1371 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1372 for (j = 0; j < 32; j++)
1373 {
1374 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1375 if (!((j + 1) % 4))
1376 fprintf (stderr, " ");
1377 }
1378 fprintf (stderr, " [%d]\n", k * 32);
1379 }
1380#endif
1381 } 1086 }
1087
1382 /* philosophy: 1088 /* philosophy:
1383 * It's easy to grab an item type from a pile, as long as it's 1089 * It's easy to grab an item type from a pile, as long as it's
1384 * generic. This takes no game-time. For more detailed pickups 1090 * generic. This takes no game-time. For more detailed pickups
1385 * and selections, select-items shoul dbe used. This is a 1091 * and selections, select-items should be used. This is a
1386 * grab-as-you-run type mode that's really useful for arrows for 1092 * grab-as-you-run type mode that's really useful for arrows for
1387 * example. 1093 * example.
1388 * The drawback: right now it has no frontend, so you need to 1094 * The drawback: right now it has no frontend, so you need to
1389 * stick the bits you want into a calculator in hex mode and then 1095 * stick the bits you want into a calculator in hex mode and then
1390 * convert to decimal and then 'pickup <#> 1096 * convert to decimal and then 'pickup <#>
1457 pick_up (op, tmp); 1163 pick_up (op, tmp);
1458 continue; 1164 continue;
1459 } 1165 }
1460 1166
1461 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1462 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1463 { 1169 {
1464 pick_up (op, tmp); 1170 pick_up (op, tmp);
1465 continue; 1171 continue;
1466 } 1172 }
1467 1173
1575 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1576 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1577 { 1283 {
1578 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1579 { 1285 {
1580 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1286 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1581 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1582 { 1288 {
1583 pick_up (op, tmp); 1289 pick_up (op, tmp);
1584 continue; 1290 continue;
1585 } 1291 }
1586 } 1292 }
1587 1293
1588 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1589 { 1295 {
1590 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1296 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1591 { 1297 {
1592 pick_up (op, tmp); 1298 pick_up (op, tmp);
1593 continue; 1299 continue;
1594 } 1300 }
1595 } 1301 }
1620 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1621 { 1327 {
1622 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1623 } 1329 }
1624 else 1330 else
1625 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1626 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1627 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1333 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1628#endif 1334#endif
1629 continue; 1335 continue;
1630 } 1336 }
1641 * found object is returned. 1347 * found object is returned.
1642 */ 1348 */
1643object * 1349object *
1644find_arrow (object *op, const char *type) 1350find_arrow (object *op, const char *type)
1645{ 1351{
1646 object *tmp = NULL; 1352 object *tmp = 0;
1647 1353
1648 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1649 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1650 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1651 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1652 return op; 1358 return splay (op);
1359
1653 return tmp; 1360 return tmp;
1654} 1361}
1655 1362
1656/* 1363/*
1657 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1364 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1658 * against the target. A full test is not performed, simply a basic test 1365 * against the target. A full test is not performed, simply a basic test
1659 * of resistances. The archer is making a quick guess at what he sees down 1366 * of resistances. The archer is making a quick guess at what he sees down
1660 * the hall. Failing that it does it's best to pick the highest plus arrow. 1367 * the hall. Failing that it does it's best to pick the highest plus arrow.
1661 */ 1368 */
1662
1663object * 1369object *
1664find_better_arrow (object *op, object *target, const char *type, int *better) 1370find_better_arrow (object *op, object *target, const char *type, int *better)
1665{ 1371{
1666 object *tmp = NULL, *arrow, *ntmp; 1372 object *tmp = NULL, *arrow, *ntmp;
1667 int attacknum, attacktype, betterby = 0, i; 1373 int attacknum, attacktype, betterby = 0, i;
1700 else 1406 else
1701 { 1407 {
1702 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1703 { 1409 {
1704 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1705 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1706 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1412 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1707 { 1413 {
1708 tmp = arrow; 1414 tmp = arrow;
1709 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1415 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1710 } 1416 }
1711 } 1417 }
1712 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1713 { 1419 {
1714 tmp = arrow; 1420 tmp = arrow;
1733 * find_better_arrow to find a decent arrow to use. 1439 * find_better_arrow to find a decent arrow to use.
1734 * op = the shooter 1440 * op = the shooter
1735 * type = bow->race 1441 * type = bow->race
1736 * dir = fire direction 1442 * dir = fire direction
1737 */ 1443 */
1738
1739object * 1444object *
1740pick_arrow_target (object *op, const char *type, int dir) 1445pick_arrow_target (object *op, const char *type, int dir)
1741{ 1446{
1742 object *tmp = NULL; 1447 object *tmp = NULL;
1743 maptile *m; 1448 maptile *m;
1808 */ 1513 */
1809int 1514int
1810fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1515fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1811{ 1516{
1812 object *left, *bow; 1517 object *left, *bow;
1813 int bowspeed, mflags; 1518 int mflags;
1814 maptile *m; 1519 maptile *m;
1815 1520
1816 if (!dir) 1521 if (!dir)
1817 { 1522 {
1818 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1523 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1819 return 0; 1524 return 0;
1820 } 1525 }
1821 if (op->type == PLAYER) 1526
1822 bow = op->contr->ranges[range_bow]; 1527 if (op->contr)
1528 bow = op->current_weapon;
1823 else 1529 else
1824 { 1530 {
1825 for (bow = op->inv; bow; bow = bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1826 /* Don't check for applied - monsters don't apply bows - in that way, they 1532 /* Don't check for applied - monsters don't apply bows - in that way, they
1827 * don't need to switch back and forth between bows and weapons. 1533 * don't need to switch back and forth between bows and weapons.
1832 if (!bow) 1538 if (!bow)
1833 { 1539 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1541 return 0;
1836 } 1542 }
1543
1544 // optimisation: move object to top so we will find it quickly again
1545 if (bow->below)
1546 {
1547 bow->remove ();
1548 op->insert (bow);
1549 }
1550
1837 } 1551 }
1552
1838 if (!bow->race || !bow->skill) 1553 if (!bow->race || !bow->skill)
1839 { 1554 {
1840 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1555 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1841 return 0; 1556 return 0;
1842 } 1557 }
1843
1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1845
1846 /* penalize ROF for bestarrow */
1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1848 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1849 if (bowspeed < 1)
1850 bowspeed = 1;
1851 1558
1852 if (arrow == NULL) 1559 if (arrow == NULL)
1853 { 1560 {
1854 if ((arrow = find_arrow (op, bow->race)) == NULL) 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1855 { 1562 {
1856 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1857 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1858 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1565 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1859 else 1566 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1567 CLEAR_FLAG (op, FLAG_READY_BOW);
1568
1861 return 0; 1569 return 0;
1862 } 1570 }
1863 } 1571 }
1572
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1573 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1574 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1575 return 0;
1868 } 1576
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1577 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1578 {
1871 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1872 return 0; 1580 return 0;
1873 } 1581 }
1874 1582
1875 /* this should not happen, but sometimes does */ 1583 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1584 if (arrow->nrof == 0)
1877 { 1585 {
1878 remove_ob (arrow); 1586 arrow->destroy ();
1879 free_object (arrow);
1880 return 0; 1587 return 0;
1881 } 1588 }
1882 1589
1883 left = arrow; /* these are arrows left to the player */ 1590 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1591 arrow = get_split_ob (arrow, 1);
1885 if (arrow == NULL) 1592 if (!arrow)
1886 { 1593 {
1887 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1888 return 0; 1595 return 0;
1889 } 1596 }
1890 set_owner (arrow, op); 1597
1598 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1599 arrow->skill = bow->skill;
1892
1893 arrow->direction = dir; 1600 arrow->direction = dir;
1894 arrow->x = sx; 1601
1895 arrow->y = sy; 1602 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1603 arrow->stats.hp = arrow->stats.dam;
1604 arrow->stats.grace = arrow->attacktype;
1605
1606 if (arrow->slaying)
1607 arrow->spellarg = strdup (arrow->slaying);
1608
1609#if 0
1610 if (player *pl = op->contr)
1611 {
1612 float speed = pl->weapon_sp;
1613
1614 /* penalize ROF for bestarrow */
1615 if (pl->bowtype == bow_bestarrow)
1616 speed *= .9f;
1617 else
1618 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1619
1620 op->speed_left += speed - op->speed;
1621 }
1622#endif
1623
1624 SET_ANIMATION (arrow, arrow->direction);
1625
1626 /* update the speed */
1627 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1628 + bow->stats.dam / 7.f;
1629
1630 arrow->set_speed (max (arrow->speed, 2.f));
1631 arrow->speed_left = 0;
1632
1633 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1896 1634
1897 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1898 { 1636 {
1899 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1900 fix_player (op);
1901 }
1902
1903 SET_ANIMATION (arrow, arrow->direction);
1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1905 arrow->stats.hp = arrow->stats.dam;
1906 arrow->stats.grace = arrow->attacktype;
1907 if (arrow->slaying != NULL)
1908 arrow->spellarg = strdup_local (arrow->slaying);
1909
1910 /* Note that this was different for monsters - they got their level
1911 * added to the damage. I think the strength bonus is more proper.
1912 */
1913
1914 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1915
1916 /* update the speed */
1917 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1918 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1919
1920 if (arrow->speed < 1.0)
1921 arrow->speed = 1.0;
1922 update_ob_speed (arrow);
1923 arrow->speed_left = 0;
1924
1925 if (op->type == PLAYER)
1926 {
1927 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1928 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1929 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1930
1931 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1637 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1638 wc -= dex_bonus[op->stats.Dex];
1639
1640 if (!arrow->slaying)
1641 arrow->slaying = op->slaying;
1642
1643 arrow->attacktype |= op->attacktype;
1932 } 1644 }
1933 else 1645 else
1934 { 1646 {
1935 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1936 arrow->level = op->level; 1647 arrow->level = op->level;
1937 } 1648 arrow->stats.wc -= bow->magic;
1938 1649
1939 if (arrow->attacktype == AT_PHYSICAL) 1650 if (!arrow->slaying)
1651 arrow->slaying = bow->slaying;
1652
1940 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1654 }
1941 1655
1942 if (bow->slaying != NULL) 1656 wc -= arrow->level;
1943 arrow->slaying = bow->slaying; 1657 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1944 1658
1945 arrow->map = m; 1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1946 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1948 1662
1949 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1950 insert_ob_in_map (arrow, m, op, 0); 1664 m->insert (arrow, sx, sy, op);
1951 1665
1952 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1953 move_arrow (arrow); 1667 move_arrow (arrow);
1954 1668
1955 if (op->type == PLAYER) 1669 if (op->type == PLAYER)
1975{ 1689{
1976 int ret = 0, wcmod = 0; 1690 int ret = 0, wcmod = 0;
1977 1691
1978 if (op->contr->bowtype == bow_bestarrow) 1692 if (op->contr->bowtype == bow_bestarrow)
1979 { 1693 {
1980 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1694 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1981 } 1695 }
1982 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1696 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1983 { 1697 {
1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1985 wcmod = -1; 1699 wcmod = -1;
1700
1986 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1701 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1987 } 1702 }
1988 else if (op->contr->bowtype == bow_threewide) 1703 else if (op->contr->bowtype == bow_threewide)
1989 { 1704 {
1990 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1705 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994 else if (op->contr->bowtype == bow_spreadshot) 1709 else if (op->contr->bowtype == bow_spreadshot)
1995 { 1710 {
1996 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1997 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);
1998 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1713 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1999
2000 } 1714 }
2001 else 1715 else
2002 { 1716 {
2003 /* Simple case */ 1717 /* Simple case */
2004 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2005 } 1719 }
1720
2006 return ret; 1721 return ret;
2007} 1722}
2008
2009 1723
2010/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
2011 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
2012 */ 1726 */
2013void 1727void
2014fire_misc_object (object *op, int dir) 1728fire_misc_object (object *op, int dir)
2015{ 1729{
2016 object *item; 1730 object *item = op->contr->ranged_ob;
2017 1731
2018 if (!op->contr->ranges[range_misc]) 1732 if (!item)
2019 { 1733 {
2020 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1734 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2021 return; 1735 return;
2022 } 1736 }
2023 1737
2024 item = op->contr->ranges[range_misc];
2025 if (!item->inv) 1738 if (!item->inv)
2026 { 1739 {
2027 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2028 return; 1741 return;
2029 } 1742 }
1743
1744 if (!op->change_weapon (item))
1745 return;
1746
2030 if (item->type == WAND) 1747 if (item->type == WAND)
2031 { 1748 {
2032 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
2033 { 1750 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
2035 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1752 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1753
2036 return; 1754 return;
2037 } 1755 }
2038 } 1756 }
2039 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
2040 { 1758 {
2041 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1759 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2042 { 1760 {
2043 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
2044 if (item->type == ROD) 1763 if (item->type == ROD)
2045 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2046 else 1765 else
2047 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1767
2048 return; 1768 return;
2049 } 1769 }
2050 } 1770 }
2051 1771
2052 if (cast_spell (op, item, dir, item->inv, NULL)) 1772 if (cast_spell (op, item, dir, item->inv, NULL))
2059 object *tmp; 1779 object *tmp;
2060 1780
2061 if (item->arch) 1781 if (item->arch)
2062 { 1782 {
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
2065 item->speed = 0; 1785 item->set_speed (0);
2066 update_ob_speed (item);
2067 } 1786 }
1787
2068 if ((tmp = is_player_inv (item))) 1788 if ((tmp = item->in_player ()))
2069 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
2070 } 1790 }
2071 } 1791 }
2072 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
2073 {
2074 drain_rod_charge (item); 1793 drain_rod_charge (item);
2075 }
2076 } 1794 }
2077} 1795}
2078 1796
2079/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
2080 */ 1798 */
2081void 1799bool
2082fire (object *op, int dir) 1800fire (object *op, int dir)
2083{ 1801{
2084 int spellcost = 0; 1802 int spellcost = 0;
2085 1803
2086 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
2087 if (action_makes_visible (op)) 1805 if (action_makes_visible (op))
2088 make_visible (op); 1806 make_visible (op);
2089 1807
2090 switch (op->contr->shoottype) 1808 player *pl = op->contr;
1809
1810 if (pl->golem)
1811 {
1812 control_golem (op->contr->golem, dir);
1813 return false;
2091 { 1814 }
2092 case range_none:
2093 return;
2094 1815
2095 case range_bow: 1816 object *ob = pl->ranged_ob;
1817
1818 if (!ob)
1819 return false;
1820
1821 if (!op->change_weapon (ob))
1822 return false;
1823
1824 if (op->speed_left > 0.f)
1825 --op->speed_left;
1826 else
1827 return false;
1828
1829 switch (ob->type)
1830 {
1831 case BOW:
2096 player_fire_bow (op, dir); 1832 player_fire_bow (op, dir);
2097 return; 1833 break;
2098 1834
2099 case range_magic: /* Casting spells */ 1835 case SPELL:
2100 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1836 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2101 return; 1837 break;
2102 1838
2103 case range_misc: 1839 case BUILDER:
1840 apply_map_builder (op, dir);
1841 break;
1842
1843 case SKILL:
1844 do_skill (op, op, ob, dir, 0);
1845 break;
1846
1847 default:
2104 fire_misc_object (op, dir); 1848 fire_misc_object (op, dir);
2105 return; 1849 break;
2106
2107 case range_golem: /* Control summoned monsters from scrolls */
2108 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2109 {
2110 op->contr->ranges[range_golem] = 0;
2111 op->contr->shoottype = range_none;
2112 }
2113 else
2114 control_golem (op->contr->ranges[range_golem], dir);
2115 return;
2116
2117 case range_skill:
2118 if (!op->chosen_skill)
2119 {
2120 if (op->type == PLAYER)
2121 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2122 return;
2123 }
2124 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2125 return;
2126 case range_builder:
2127 apply_map_builder (op, dir);
2128 return;
2129 default:
2130 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2131 return;
2132 } 1850 }
2133}
2134 1851
2135 1852 return true;
1853}
2136 1854
2137/* find_key 1855/* find_key
2138 * We try to find a key for the door as passed. If we find a key 1856 * We try to find a key for the door as passed. If we find a key
2139 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
2140 * This function merges both normal and locked door, since the logic 1858 * This function merges both normal and locked door, since the logic
2142 * pl is the player, 1860 * pl is the player,
2143 * inv is the objects inventory to searched 1861 * inv is the objects inventory to searched
2144 * door is the door we are trying to match against. 1862 * door is the door we are trying to match against.
2145 * This function can be called recursively to search containers. 1863 * This function can be called recursively to search containers.
2146 */ 1864 */
2147
2148object * 1865object *
2149find_key (object *pl, object *container, object *door) 1866find_key (object *pl, object *container, object *door)
2150{ 1867{
2151 object *tmp, *key; 1868 object *tmp, *key;
2152 1869
2153 /* Should not happen, but sanity checking is never bad */ 1870 /* Should not happen, but sanity checking is never bad */
2154 if (container->inv == NULL) 1871 if (!container->inv)
2155 return NULL; 1872 return 0;
2156 1873
2157 /* First, lets try to find a key in the top level inventory */ 1874 /* First, lets try to find a key in the top level inventory */
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1875 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1876 {
2160 if (door->type == DOOR && tmp->type == KEY) 1877 if (door->type == DOOR && tmp->type == KEY)
2161 break; 1878 break;
2162 /* For sanity, we should really check door type, but other stuff 1879 /* For sanity, we should really check door type, but other stuff
2163 * (like containers) can be locked with special keys 1880 * (like containers) can be locked with special keys
2164 */ 1881 */
2165 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2166 break; 1883 break;
2167 } 1884 }
1885
2168 /* No key found - lets search inventories now */ 1886 /* No key found - lets search inventories now */
2169 /* If we find and use a key in an inventory, return at that time. 1887 /* If we find and use a key in an inventory, return at that time.
2170 * otherwise, if we search all the inventories and still don't find 1888 * otherwise, if we search all the inventories and still don't find
2171 * a key, return 1889 * a key, return
2172 */ 1890 */
2173 if (!tmp) 1891 if (!tmp)
2174 { 1892 {
2175 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
2176 { 1894 {
2177 /* No reason to search empty containers */ 1895 /* No reason to search empty containers */
2178 if (tmp->type == CONTAINER && tmp->inv) 1896 if (tmp->type == CONTAINER && tmp->inv)
2179 { 1897 {
2180 if ((key = find_key (pl, tmp, door)) != NULL) 1898 if ((key = find_key (pl, tmp, door)))
2181 return key; 1899 return key;
2182 } 1900 }
2183 } 1901 }
1902
2184 if (!tmp) 1903 if (!tmp)
2185 return NULL; 1904 return NULL;
2186 } 1905 }
1906
2187 /* We get down here if we have found a key. Now if its in a container, 1907 /* We get down here if we have found a key. Now if its in a container,
2188 * see if we actually want to use it 1908 * see if we actually want to use it
2189 */ 1909 */
2190 if (pl != container) 1910 if (pl != container)
2191 { 1911 {
2212 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2213 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1933 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2214 return NULL; 1934 return NULL;
2215 } 1935 }
2216 } 1936 }
1937
2217 return tmp; 1938 return tmp;
2218} 1939}
2219 1940
2220/* moved door processing out of move_player_attack. 1941/* moved door processing out of move_player_attack.
2221 * returns 1 if player has opened the door with a key 1942 * returns 1 if player has opened the door with a key
2223 * 0 otherwise 1944 * 0 otherwise
2224 */ 1945 */
2225static int 1946static int
2226player_attack_door (object *op, object *door) 1947player_attack_door (object *op, object *door)
2227{ 1948{
2228
2229 /* If its a door, try to find a use a key. If we do destroy the door, 1949 /* If its a door, try to find a key. If we do destroy the door,
2230 * might as well return immediately as there is nothing more to do - 1950 * might as well return immediately as there is nothing more to do -
2231 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
2232 */ 1952 */
2233 object *key = find_key (op, op, door); 1953 object *key = find_key (op, op, door);
2234 1954
2235 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
2236 if (key) 1956 if (key)
2237 { 1957 {
2238 object *container = key->env; 1958 object *container = key->env;
2239 1959
2240 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2241 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
2242 make_visible (op); 1961 make_visible (op);
1962
2243 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2244 spring_trap (door->inv, op); 1964 spring_trap (door->inv, op);
1965
2245 if (door->type == DOOR) 1966 if (door->type == DOOR)
2246 {
2247 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1967 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2248 }
2249 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
2250 { 1969 {
2251 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2252 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
2253 } 1972 }
1973
2254 /* Do this after we print the message */ 1974 /* Do this after we print the message */
2255 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
2256 /* Need to update the weight the container the key was in */ 1976 /* Need to update the weight the container the key was in */
2257 if (container != op) 1977 if (container != op)
2258 esrv_update_item (UPD_WEIGHT, op, container); 1978 esrv_update_item (UPD_WEIGHT, op, container);
1979
2259 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
2260 } 1981 }
2261 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2262 { 1983 {
2263 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2264 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1985 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2265 return 1; 1986 return 1;
2266 } 1987 }
1988
2267 return 0; 1989 return 0;
2268} 1990}
2269 1991
2270/* This function is just part of a breakup from move_player. 1992/* This function is just part of a breakup from move_player.
2271 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2275 */ 1997 */
2276 1998bool
2277void
2278move_player_attack (object *op, int dir) 1999move_player_attack (object *op, int dir)
2279{ 2000{
2280 object *tmp, *mon;
2281 sint16 nx, ny;
2282 int on_battleground; 2001 int on_battleground;
2283 maptile *m;
2284 2002
2285 nx = freearr_x[dir] + op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2286 ny = freearr_y[dir] + op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2287 2005
2288 on_battleground = op_on_battleground (op, NULL, NULL); 2006 on_battleground = op_on_battleground (op, 0, 0);
2007
2008 if (out_of_map (op->map, nx, ny))
2009 return false;
2010
2011 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2012 {
2013 --op->speed_left;
2014 return true;
2015 }
2289 2016
2290 /* If braced, or can't move to the square, and it is not out of the 2017 /* If braced, or can't move to the square, and it is not out of the
2291 * map, attack it. Note order of if statement is important - don't 2018 * map, attack it. Note order of if statement is important - don't
2292 * want to be calling move_ob if braced, because move_ob will move the 2019 * want to be calling move_ob if braced, because move_ob will move the
2293 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2294 * move to some space, it then means that if we are braced, we should 2021 * move to some space, it then means that if we are braced, we should
2295 * do nothing at all. As it is, if we are braced, we go through 2022 * do nothing at all. As it is, if we are braced, we go through
2296 * quite a bit of processing. However, it probably is less than what 2023 * quite a bit of processing. However, it probably is less than what
2297 * move_ob uses. 2024 * move_ob uses.
2298 */ 2025 */
2299 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2026 maptile *m = op->map->xy_find (nx, ny);
2300 {
2301 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2302 {
2303 m = get_map_from_coord (op->map, &nx, &ny);
2304 if (!m)
2305 return; /* Don't think this should happen */
2306 }
2307 else
2308 m = op->map;
2309 2027
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2311 {
2312 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2313 return;
2314 }
2315
2316 mon = NULL;
2317 /* Go through all the objects, and find ones of interest. Only stop if 2028 /* Go through all the objects, and find ones of interest. Only stop if
2318 * we find a monster - that is something we know we want to attack. 2029 * we find a monster - that is something we know we want to attack.
2319 * if its a door or barrel (can roll) see if there may be monsters 2030 * if its a door or barrel (can roll) see if there may be monsters
2320 * on the space 2031 * on the space
2321 */ 2032 */
2322 while (tmp != NULL) 2033 object *mon;
2323 { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2324 if (tmp == op) 2035 {
2325 { 2036 if ((mon->flag [FLAG_ALIVE]
2326 tmp = tmp->above; 2037 || mon->type == LOCKED_DOOR
2327 continue; 2038 || mon->flag [FLAG_CAN_ROLL])
2328 }
2329
2330 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2331 {
2332 mon = tmp; 2039 && mon != op)
2333 break; 2040 break;
2334 } 2041 }
2335 2042
2336 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2337 mon = tmp;
2338
2339 tmp = tmp->above;
2340 }
2341
2342 if (mon == NULL) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2343 return; /* into a wall */ 2044 return false; /* into a wall */
2344 2045
2345 if (mon->head != NULL)
2346 mon = mon->head; 2046 mon = mon->head_ ();
2347 2047
2348 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2048 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2049 if (op->contr->weapon_sp_left > 0.f)
2349 if (player_attack_door (op, mon)) 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2350 return; 2053 return true;
2054 }
2351 2055
2352 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2353 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2354 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2355 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2356 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2357 * and thus will not push them. 2061 * and thus will not push them.
2358 */ 2062 */
2359 2063
2360 /* If the creature is a pet, push it even if the player is not 2064 /* If the creature is a pet, push it even if the player is not
2361 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2362 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2363 */ 2067 */
2364 if ((op->type == PLAYER) 2068 if (op->type == PLAYER
2365#if COZY_SERVER 2069 && ((mon->owner && mon->owner->contr
2366 &&
2367 ((get_owner (mon) && get_owner (mon)->contr
2368 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2369#else 2071 || mon->owner == op)
2370 && get_owner (mon) == op
2371#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 { 2073 {
2374 /* If we're braced, we don't want to switch places with it */ 2074 /* If we're braced, we don't want to switch places with it */
2375 if (op->contr->braced) 2075 if (op->contr->braced)
2376 return; 2076 return false;
2377 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2077
2078 if (op->speed_left > 0.f)
2079 {
2080 --op->speed_left;
2081
2082 op->play_sound (sound_find ("push_player"));
2378 (void) push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2084
2379 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op); 2086 make_visible (op);
2087
2381 return; 2088 return true;
2382 } 2089 }
2090 else
2091 return false;
2092 }
2383 2093
2384 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2385 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2386 * someone, but put it inside this loop so that you won't 2096 * someone, but put it inside this loop so that you won't
2387 * attack them either. 2097 * attack them either.
2388 */ 2098 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2390 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2100 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2391#ifdef PROHIBIT_PLAYERKILL 2101 && ((op->contr->peaceful
2392 (op->contr->peaceful 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2393 || (mon->type == PLAYER 2103 && !on_battleground))
2394 && mon->contr-> 2104 {
2395 peaceful)) && 2105 if (op->speed_left > 0.f)
2396#else
2397 op->contr->peaceful &&
2398#endif
2399 !on_battleground))
2400 { 2106 {
2107 --op->speed_left;
2108
2401 if (!op->contr->braced) 2109 if (!op->contr->braced)
2402 { 2110 {
2403 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2404 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2405 } 2113 }
2406 else 2114 else
2407 { 2115 op->statusmsg ("You withhold your attack");
2408 new_draw_info (0, 0, op, "You withhold your attack"); 2116
2409 }
2410 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2118 make_visible (op);
2412 }
2413 2119
2120 return true;
2121 }
2122 }
2414 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2415 * roll it if not braced. You can't roll it if you are braced. 2124 * roll it if not braced. You can't roll it if you are braced.
2416 */ 2125 */
2417 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2126 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2127 {
2128 if (op->speed_left > 0.f)
2418 { 2129 {
2130 --op->speed_left;
2131
2419 recursive_roll (mon, dir, op); 2132 recursive_roll (mon, dir, op);
2420 if (action_makes_visible (op)) 2133 if (action_makes_visible (op))
2421 make_visible (op); 2134 make_visible (op);
2422 }
2423 2135
2136 return true;
2137 }
2138 }
2424 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2425 * Way it works is like this: First, it must have some hit points 2140 * Way it works is like this: First, it must have some hit points
2426 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2427 * 1) Not a player, 2) A player, but of a different party. Note 2142 * 1) Not a player, 2) A player, but of a different party. Note
2428 * that party_number -1 is no party, so attacks can still happen. 2143 * that party_number -1 is no party, so attacks can still happen.
2429 */ 2144 */
2430
2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2432 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2146 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2433 { 2147 {
2434 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2435 /* If the player hasn't hit something this tick, and does
2436 * so, give them speed boost based on weapon speed. Doing
2437 * it here is better than process_players2, which basically
2438 * incurred a 1 tick offset.
2439 */
2440 if (!op->contr->has_hit)
2441 { 2149 {
2442 op->speed_left += op->speed / op->contr->weapon_sp; 2150 --op->contr->weapon_sp_left;
2443 2151
2444 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2445 }
2446
2447 skill_attack (mon, op, 0, NULL, NULL); 2152 skill_attack (mon, op, 0, 0, 0);
2448 2153
2449 /* If attacking another player, that player gets automatic
2450 * hitback, and doesn't loose luck either.
2451 * Disable hitback on the battleground or if the target is
2452 * the wiz.
2453 */
2454 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2455 {
2456 short luck = mon->stats.luck;
2457
2458 mon->contr->has_hit = 1;
2459 skill_attack (op, mon, 0, NULL, NULL);
2460 mon->stats.luck = luck;
2461 }
2462 if (action_makes_visible (op)) 2154 if (action_makes_visible (op))
2463 make_visible (op); 2155 make_visible (op);
2464 }
2465 } /* if player should attack something */
2466}
2467 2156
2468int 2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2469move_player (object *op, int dir) 2165move_player (object *op, int dir)
2470{ 2166{
2471 int pick; 2167 int pick;
2472 2168
2473 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2474 return 0; 2170 return 0;
2475 2171
2476 /* Sanity check: make sure dir is valid */ 2172 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9)) 2173 if ((dir < 0) || (dir >= 9))
2478 { 2174 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir); 2175 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0; 2176 return 0;
2481 } 2177 }
2482 2178
2483 /* peterm: added following line */ 2179 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2181 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2486 2182
2487 op->facing = dir; 2183 op->facing = dir;
2488 2184
2489 if (op->hide) 2185 if (op->hide)
2490 do_hidden_move (op); 2186 do_hidden_move (op);
2491 2187
2188 bool retval;
2189
2492 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2493 /*nop */ ; 2191 retval = RESULT_INT (0);
2494 else if (op->contr->fire_on) 2192 else if (op->contr->fire_on)
2495 fire (op, dir); 2193 retval = fire (op, dir);
2496 else 2194 else
2497 { 2195 {
2498 move_player_attack (op, dir); 2196 retval = move_player_attack (op, dir);
2499 pick = check_pick (op); 2197 pick = check_pick (op);
2500 } 2198 }
2501 2199
2502 /* Add special check for newcs players and fire on - this way, the 2200 /* Add special check for newcs players and fire on - this way, the
2503 * server can handle repeat firing. 2201 * server can handle repeat firing.
2504 */ 2202 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2203 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2204 op->direction = dir;
2508 }
2509 else 2205 else
2510 {
2511 op->direction = 0; 2206 op->direction = 0;
2512 } 2207
2513 /* Update how the player looks. Use the facing, so direction may 2208 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2209 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2210 * for players.
2516 */ 2211 */
2517 animate_object (op, op->facing); 2212 animate_object (op, op->facing);
2518 return 0; 2213
2214 return retval;
2519} 2215}
2520 2216
2521/* This is similar to handle_player, below, but is only used by the 2217/* This is similar to handle_player, below, but is only used by the
2522 * new client/server stuff. 2218 * new client/server stuff.
2523 * This is sort of special, in that the new client/server actually uses 2219 * This is sort of special, in that the new client/server actually uses
2524 * the new speed values for commands. 2220 * the new speed values for commands.
2525 * 2221 *
2526 * Returns true if there are more actions we can do. 2222 * Returns true if there are more actions we can do. Should not do
2223 * many actions in a row, as that would be too unfair to other
2224 * players.
2527 */ 2225 */
2528int 2226bool
2529handle_newcs_player (object *op) 2227handle_newcs_player (object *op)
2530{ 2228{
2531 if (op->contr->hidden)
2532 {
2533 op->invisible = 1000;
2534 /* the socket code flashes the player visible/invisible
2535 * depending on the value of invisible, so we need to
2536 * alternate it here for it to work correctly.
2537 */
2538 if (pticks & 2)
2539 op->invisible--;
2540 }
2541 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2542 {
2543 op->invisible--;
2544 if (!op->invisible)
2545 {
2546 make_visible (op);
2547 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2548 }
2549 }
2550
2551 if (QUERY_FLAG (op, FLAG_SCARED)) 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2552 { 2230 {
2553 flee_player (op); 2231 if (op->speed_left > 0.f)
2554 /* If player is still scared, that is his action for this tick */
2555 if (QUERY_FLAG (op, FLAG_SCARED))
2556 { 2232 {
2557 op->speed_left--; 2233 --op->speed_left;
2234 flee_player (op);
2235
2558 return 0; 2236 return true;
2559 } 2237 }
2238 else
2239 return false;
2560 } 2240 }
2561
2562 /* I've been seeing crashes where the golem has been destroyed, but
2563 * the player object still points to the defunct golem. The code that
2564 * destroys the golem looks correct, and it doesn't always happen, so
2565 * put this in a a workaround to clean up the golem pointer.
2566 */
2567 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2568 op->contr->ranges[range_golem] = 0;
2569 2241
2570 /* call this here - we also will call this in do_ericserver, but 2242 /* call this here - we also will call this in do_ericserver, but
2571 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2244 * called, so we recheck it here.
2573 */ 2245 */
2574 HandleClient (&op->contr->socket, op->contr); 2246 if (op->contr->ns->handle_command ())
2575 if (op->speed_left < 0)
2576 return 0; 2247 return true;
2577 2248
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 {
2580 /* All move commands take 1 tick, at least for now */
2581 op->speed_left--;
2582
2583 /* Instead of all the stuff below, let move_player take care
2584 * of it. Also, some of the skill stuff is only put in
2585 * there, as well as the confusion stuff.
2586 */
2587 move_player (op, op->direction); 2250 return move_player (op, op->direction);
2588 if (op->speed_left > 0) 2251
2589 return 1;
2590 else
2591 return 0;
2592 }
2593 return 0; 2252 return false;
2594} 2253}
2595 2254
2596int 2255int
2597save_life (object *op) 2256save_life (object *op)
2598{ 2257{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2258 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0; 2259 return 0;
2603 2260
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 { 2263 {
2607 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2608 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2265 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2266
2609 if (op->contr) 2267 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2611 remove_ob (tmp); 2269
2612 free_object (tmp); 2270 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2271 CLEAR_FLAG (op, FLAG_LIFESAVE);
2272
2614 if (op->stats.hp < 0) 2273 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2274 op->stats.hp = op->stats.maxhp;
2275
2616 if (op->stats.food < 0) 2276 if (op->stats.food < 0)
2617 op->stats.food = 999; 2277 op->stats.food = 999;
2618 fix_player (op); 2278
2279 op->update_stats ();
2619 return 1; 2280 return 1;
2620 } 2281 }
2282
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2283 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2284 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2285 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2286 return 0;
2625} 2287}
2627/* This goes throws the inventory and removes unpaid objects, and puts them 2289/* This goes throws the inventory and removes unpaid objects, and puts them
2628 * back in the map (location and map determined by values of env). This 2290 * back in the map (location and map determined by values of env). This
2629 * function will descend into containers. op is the object to start the search 2291 * function will descend into containers. op is the object to start the search
2630 * from. 2292 * from.
2631 */ 2293 */
2632void 2294static void
2633remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2634{ 2296{
2635 object *next;
2636
2637 while (op) 2297 while (op)
2638 { 2298 {
2639 next = op->below; /* Make sure we have a good value, in case 2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2640 * we remove object 'op' 2300
2641 */
2642 if (QUERY_FLAG (op, FLAG_UNPAID)) 2301 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 { 2302 {
2644 remove_ob (op);
2645 op->x = env->x;
2646 op->y = env->y;
2647 if (env->type == PLAYER) 2303 if (env->type == PLAYER)
2648 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0); 2305
2306 op->insert_at (env);
2650 } 2307 }
2651 else if (op->inv) 2308 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2310
2653 op = next; 2311 op = next;
2654 } 2312 }
2655} 2313}
2656 2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2320}
2657 2321
2658/* 2322/*
2659 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2660 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2661 * actually uses this function. player.c may not be quite the 2325 * actually uses this function. player.c may not be quite the
2672 strcpy (buf2, " R.I.P.\n\n"); 2336 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER) 2337 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2338 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else 2339 else
2676 sprintf (buf, "%s\n", &op->name); 2340 sprintf (buf, "%s\n", &op->name);
2341
2677 strncat (buf2, " ", 20 - strlen (buf) / 2); 2342 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf); 2343 strcat (buf2, buf);
2679 if (op->type == PLAYER) 2344 if (op->type == PLAYER)
2680 sprintf (buf, "who was in level %d when killed\n", op->level); 2345 sprintf (buf, "who was in level %d when killed\n", op->level);
2681 else 2346 else
2682 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2347 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2348
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2349 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2350 strcat (buf2, buf);
2685 if (op->type == PLAYER) 2351 if (op->type == PLAYER)
2686 { 2352 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer); 2353 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2); 2354 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2355 strcat (buf2, buf);
2690 } 2356 }
2357
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2358 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf); 2360 strcat (buf2, buf);
2361
2694 return buf2; 2362 return buf2;
2695} 2363}
2696
2697
2698 2364
2699void 2365void
2700do_some_living (object *op) 2366do_some_living (object *op)
2701{ 2367{
2702 int last_food = op->stats.food; 2368 int last_food = op->stats.food;
2708 int rate_grace = 2000; 2374 int rate_grace = 2000;
2709 const int max_hp = 1; 2375 const int max_hp = 1;
2710 const int max_sp = 1; 2376 const int max_sp = 1;
2711 const int max_grace = 1; 2377 const int max_grace = 1;
2712 2378
2713 if (op->contr->outputs_sync) 2379 if (op->contr->hidden)
2714 {
2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2716 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2717 flush_output_element (op, &op->contr->outputs[i]);
2718 } 2380 {
2381 op->invisible = 1000;
2382 /* the socket code flashes the player visible/invisible
2383 * depending on the value of invisible, so we need to
2384 * alternate it here for it to work correctly.
2385 */
2386 if (pticks & 2)
2387 op->invisible--;
2388 }
2389 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2390 {
2391 if (!op->invisible--)
2392 {
2393 make_visible (op);
2394 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2395 }
2396 }
2719 2397
2720 if (op->contr->state == ST_PLAYING) 2398 if (op->contr->ns->state == ST_PLAYING)
2721 { 2399 {
2722
2723 /* these next three if clauses make it possible to SLOW DOWN 2400 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2401 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2402 if (op->contr->gen_hp >= 0)
2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2403 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727 else 2404 else
2728 { 2405 {
2729 gen_hp = op->stats.maxhp; 2406 gen_hp = op->stats.maxhp;
2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2407 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731 } 2408 }
2409
2732 if (op->contr->gen_sp >= 0) 2410 if (op->contr->gen_sp >= 0)
2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2411 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734 else 2412 else
2735 { 2413 {
2736 gen_sp = op->stats.maxsp; 2414 gen_sp = op->stats.maxsp;
2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2415 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738 } 2416 }
2417
2739 if (op->contr->gen_grace >= 0) 2418 if (op->contr->gen_grace >= 0)
2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741 else 2420 else
2742 { 2421 {
2743 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2744 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2745 } 2424 }
2746 2425
2747 /* Regenerate Spell Points */
2748 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2749 {
2750 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2751 if (op->stats.sp < op->stats.maxsp)
2752 {
2753 op->stats.sp++;
2754 /* dms do not consume food */
2755 if (!QUERY_FLAG (op, FLAG_WIZ))
2756 {
2757 op->stats.food--;
2758 if (op->contr->digestion < 0)
2759 op->stats.food += op->contr->digestion;
2760 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2761 op->stats.food = last_food;
2762 }
2763 }
2764 if (max_sp > 1)
2765 {
2766 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0)
2768 {
2769 if (op->stats.sp < op->stats.maxsp)
2770 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2772 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2773 op->stats.sp--;
2774 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp;
2776 }
2777 op->last_sp = 0;
2778 }
2779 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 }
2784 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 }
2789
2790 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2791 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2427 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2792 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2793 { 2429 {
2794 if (op->stats.grace < op->stats.maxgrace / 2) 2430 if (op->stats.grace < op->stats.maxgrace / 2)
2795 op->stats.grace++; /* no penalty in food for regaining grace */ 2431 op->stats.grace++; /* no penalty in food for regaining grace */
2432
2796 if (max_grace > 1) 2433 if (max_grace > 1)
2797 { 2434 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2435 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799 if (over_grace > 0) 2436 if (over_grace > 0)
2800 { 2437 {
2812 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2449 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2813 } 2450 }
2814 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2815 } 2452 }
2816 2453
2454 if (op->stats.food > 0)
2455 {
2817 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2818 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2819 {
2820 if (op->stats.hp < op->stats.maxhp)
2821 { 2458 {
2822 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2823 /* dms do not consume food */ 2460
2824 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2825 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2826 op->stats.food--; 2468 op->stats.food--;
2469
2827 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2828 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2829 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2830 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2831 } 2475 }
2832 } 2476
2833 if (max_hp > 1) 2477 if (max_sp > 1)
2834 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0)
2837 { 2478 {
2838 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492
2839 op->last_heal = 0; 2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2840 } 2497 }
2841 else 2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501
2502 /* Regenerate Hit Points */
2503 if (--op->last_heal < 0)
2504 {
2505 if (op->stats.hp < op->stats.maxhp)
2842 { 2506 {
2843 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2507 op->stats.hp++;
2508
2509 /* dms do not consume food */
2510 if (!QUERY_FLAG (op, FLAG_WIZ))
2511 {
2512 op->stats.food--;
2513
2514 if (op->contr->digestion < 0)
2515 op->stats.food += op->contr->digestion;
2516 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2517 op->stats.food = last_food;
2518 }
2844 } 2519 }
2520
2521 if (max_hp > 1)
2522 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524
2525 if (over_hp > 0)
2526 {
2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2528 op->last_heal = 0;
2529 }
2530 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2845 } 2532 }
2846 else 2533 else
2847 {
2848 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2534 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2849 } 2535 }
2850 } 2536 }
2851 2537
2852 /* Digestion */ 2538 /* Digestion */
2853 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2854 { 2540 {
2855#ifdef COZY_SERVER 2541 int bonus = max (0, op->contr->digestion),
2856 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2542 penalty = max (0, -op->contr->digestion);
2857 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2858#else
2859 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2860#endif
2861 2543
2862 if (op->contr->gen_hp > 0)
2863 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2544 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2864 else 2545
2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2866 /* dms do not consume food */ 2546 /* dms do not consume food */
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2868 op->stats.food--; 2548 op->stats.food--;
2869 } 2549 }
2870 }
2871 2550
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2551 if (op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2552 {
2874 object *tmp, *flesh = NULL; 2553 object *tmp, *flesh = 0;
2875 2554
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2555 for (tmp = op->inv; tmp; tmp = tmp->below)
2877 {
2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 { 2556 {
2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2557 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 { 2558 {
2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2560 {
2882 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2561 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2883 manual_apply (op, tmp, 0); 2562 manual_apply (op, tmp, 0);
2884 if (op->stats.food >= 0 || op->stats.hp < 0) 2563 if (op->stats.food >= 0 || op->stats.hp < 0)
2885 break; 2564 break;
2886 } 2565 }
2887 else if (tmp->type == FLESH) 2566 else if (tmp->type == FLESH)
2888 flesh = tmp; 2567 flesh = tmp;
2889 } /* End if paid for object */ 2568 } /* End if paid for object */
2890 } /* end of for loop */ 2569 } /* end of for loop */
2570
2891 /* If player is still starving, it means they don't have any food, so 2571 /* If player is still starving, it means they don't have any food, so
2892 * eat flesh instead. 2572 * eat flesh instead.
2893 */ 2573 */
2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 { 2575 {
2896 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2897 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2578 }
2579 }
2580
2581 if (op->stats.food < 0)
2898 } 2582 {
2899 } /* end if player is starving */ 2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2900 2586
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2902 op->stats.food++, op->stats.hp--;
2903
2904 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2905 kill_player (op); 2588 kill_player (op);
2589 }
2906} 2590}
2907
2908
2909 2591
2910/* If the player should die (lack of hp, food, etc), we call this. 2592/* If the player should die (lack of hp, food, etc), we call this.
2911 * op is the player in jeopardy. If the player can not be saved (not 2593 * op is the player in jeopardy. If the player can not be saved (not
2912 * permadeath, no lifesave), this will take care of removing the player 2594 * permadeath, no lifesave), this will take care of removing the player
2913 * file. 2595 * file.
2914 */ 2596 */
2915void 2597void
2916kill_player (object *op) 2598kill_player (object *op)
2917{ 2599{
2600 int x, y;
2918 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2919 int x, y;
2920
2921 //int i;
2922 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2923
2924 /* int z;
2925 int num_stats_lose;
2926 int lost_a_stat;
2927 int lose_this_stat;
2928 int this_stat; */
2929 int will_kill_again; 2603 int will_kill_again;
2930 archetype *at; 2604 archetype *at;
2931 object *tmp; 2605 object *tmp;
2932 2606
2933 if (save_life (op)) 2607 if (save_life (op))
2934 return; 2608 return;
2935
2936 2609
2937 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2610 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2938 * in cities ONLY!!! It is very important that this doesn't get abused. 2611 * in cities ONLY!!! It is very important that this doesn't get abused.
2939 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2940 */ 2613 */
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2617 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2945 2618
2946 /* restore player */ 2619 /* restore player */
2947 at = archetype::find ("poisoning"); 2620 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op); 2621 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2622 {
2951 remove_ob (tmp); 2623 tmp->destroy ();
2952 free_object (tmp);
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2624 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2625 }
2955 2626
2956 at = archetype::find ("confusion"); 2627 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2629 {
2960 remove_ob (tmp); 2630 tmp->destroy ();
2961 free_object (tmp);
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2632 }
2964 2633
2965 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2637 op->stats.food = 999;
2969 2638
2970 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2641 {
2974 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2975 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2976 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2977 " the %s, when he was defeated at\n level %d by %s.\n", 2645 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2979 tmp->msg = buf; 2647 );
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2649 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2650 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2651 }
2985 2652
2986 /* teleport defeated player to new destination */ 2653 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2654 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2655 op->contr->braced = 0;
2992 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2993 2660
2994 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2995 2662
2996 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2997 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2665
2666 op->contr->play_sound (sound_find ("player_dies"));
2667
2668 /* save the map location for corpse, gravestone */
2669 x = op->x;
2670 y = op->y;
2671 map = op->map;
2672
2673 /* NOT_PERMADEATH code. This basically brings the character back to
2674 * life if they are dead - it takes some exp and a random stat.
2675 * See the config.h file for a little more in depth detail about this.
2676 */
2677
2678 /* Basically two ways to go - remove a stat permanently, or just
2679 * make it depletion. This bunch of code deals with that aspect
2680 * of death.
2681 */
2682#ifndef COZY_SERVER
2683 if (settings.balanced_stat_loss)
2684 {
2685 /* If stat loss is permanent, lose one stat only. */
2686 /* Lower level chars don't lose as many stats because they suffer
2687 more if they do. */
2688 /* Higher level characters can afford things such as potions of
2689 restoration, or better, stat potions. So we slug them that
2690 little bit harder. */
2691 /* GD */
2692 if (settings.stat_loss_on_death)
2693 num_stats_lose = 1;
2694 else
2695 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3007 } 2696 }
3008 else 2697 else
3009 { 2698 num_stats_lose = 1;
3010 if (op->contr->explore) 2699
3011 { 2700 lost_a_stat = 0;
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2701
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2702 for (z = 0; z < num_stats_lose; z++)
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name);
3018 } 2703 {
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2704 i = RANDOM () % NUM_STATS;
3020 2705
3021 /* save the map location for corpse, gravestone */
3022 x = op->x;
3023 y = op->y;
3024 map = op->map;
3025
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat.
3031 * See the config.h file for a little more in depth detail about this.
3032 */
3033
3034 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect
3036 * of death.
3037 */
3038#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss)
3040 {
3041 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */
3044 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */
3047 /* GD */
3048 if (settings.stat_loss_on_death) 2706 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2707 {
3050 else 2708 /* Pick a random stat and take a point off it. Tell the player
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2709 * what he lost.
2710 */
2711 change_attr_value (&(op->stats), i, -1);
2712 check_stat_bounds (&(op->stats));
2713 change_attr_value (&(op->contr->orig_stats), i, -1);
2714 check_stat_bounds (&(op->contr->orig_stats));
2715 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2716 lost_a_stat = 1;
3052 } 2717 }
3053 else 2718 else
3054 { 2719 {
3055 num_stats_lose = 1; 2720 /* deplete a stat */
3056 } 2721 archetype *deparch = archetype::find ("depletion");
3057 lost_a_stat = 0; 2722 object *dep;
3058 2723
3059 for (z = 0; z < num_stats_lose; z++) 2724 dep = present_arch_in_ob (deparch, op);
3060 { 2725 if (!dep)
3061 i = RANDOM () % NUM_STATS;
3062
3063 if (settings.stat_loss_on_death)
3064 { 2726 {
3065 /* Pick a random stat and take a point off it. Tell the player 2727 dep = arch_to_object (deparch);
3066 * what he lost. 2728 insert_ob_in_ob (dep, op);
3067 */
3068 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1;
3074 } 2729 }
3075 else 2730 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss)
3076 { 2732 {
3077 /* deplete a stat */ 2733 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2734 /* Get the stat that we're about to deplete. */
3079 object *dep; 2735 this_stat = get_attr_value (&(dep->stats), i);
3080 2736 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2737 {
3084 dep = arch_to_object (deparch); 2738 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2739 int keep_chance = this_stat * this_stat;
3086 } 2740
3087 lose_this_stat = 1; 2741 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 if (this_stat < 0) 2742 if (keep_chance < 1)
2743 keep_chance = 1;
2744
2745 /* There is a maximum depletion total per level. */
2746 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 { 2747 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2748 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2749 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2750 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2751 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2752 else
3129 if (this_stat >= -50)
3130 { 2753 {
3131 change_attr_value (&(dep->stats), i, -1); 2754 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 lost_a_stat = 1; 2755 lose_this_stat = 0;
2756 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2757 this_stat, keep_chance, loss_chance,
2758 lose_this_stat?"LOSE":"KEEP"); */
3136 } 2759 }
3137 } 2760 }
3138 } 2761 }
2762
2763 if (lose_this_stat)
2764 {
2765 this_stat = get_attr_value (&(dep->stats), i);
2766 /* We could try to do something clever like find another
2767 * stat to reduce if this fails. But chances are, if
2768 * stats have been depleted to -50, all are pretty low
2769 * and should be roughly the same, so it shouldn't make a
2770 * difference.
2771 */
2772 if (this_stat >= -50)
2773 {
2774 change_attr_value (&(dep->stats), i, -1);
2775 SET_FLAG (dep, FLAG_APPLIED);
2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2777 op->update_stats ();
2778 lost_a_stat = 1;
2779 }
3139 } 2780 }
2781 }
2782 }
3140 /* If no stat lost, tell the player. */ 2783 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2784 if (!lost_a_stat)
3142 { 2785 {
3143 /* determine_god() seems to not work sometimes... why is this? 2786 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2787 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2788 const char *god = determine_god (op);
3146 2789
3147 if (god && (strcmp (god, "none"))) 2790 if (god && (strcmp (god, "none")))
3148 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2791 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2792 else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2793 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3151 } 2794 }
3152#else 2795#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2796 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154#endif 2797#endif
3155 2798
3156 /* Put a gravestone up where the character 'almost' died. List the 2799 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2800 * exp loss on the stone.
3158 */ 2801 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2802 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2803 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2804 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2805 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2806 tmp->name_pl = buf;
3164 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); 2807 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);
3165 tmp->msg = buf; 2808 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2809 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2810 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2811
3169 /**************************************/ 2812 /**************************************/
3170 /* */ 2813 /* */
3171 /* Subtract the experience points, */ 2814 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2815 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2816 /* food, and reset HP's... */
3174 /* */ 2817 /* */
3175 /**************************************/ 2818 /**************************************/
3176 2819
3177 /* remove any poisoning and confusion the character may be suffering. */ 2820 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2821 /* restore player */
3179 at = archetype::find ("poisoning"); 2822 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2823 tmp = present_arch_in_ob (at, op);
2824
3181 if (tmp) 2825 if (tmp)
3182 { 2826 {
3183 remove_ob (tmp); 2827 tmp->destroy ();
3184 free_object (tmp);
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2828 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2829 }
3187 2830
3188 at = archetype::find ("confusion"); 2831 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2832 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2833 if (tmp)
3191 { 2834 {
3192 remove_ob (tmp); 2835 tmp->destroy ();
3193 free_object (tmp);
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 } 2837 }
3196 2838
3197 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
3198 2840
3199 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
3202 op->stats.food = 900; 2844 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206 2848
3207 /* 2849 /*
3208 * Check to see if the player is in a shop. IF so, then check to see if 2850 * Check to see if the player has any unpaid items. If so, remove them
3209 * the player has any unpaid items. If so, remove them and put them back 2851 * and put them back in the map.
3210 * in the map. 2852 */
3211 */ 2853 op->drop_unpaid_items ();
3212 2854
3213 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op);
3215
3216 /****************************************/ 2855 /****************************************/
3217 /* */ 2856 /* */
3218 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
3220 /* */ 2859 /* */
3221 /****************************************/ 2860 /****************************************/
3222 2861
3223 enter_player_savebed (op); 2862 enter_player_savebed (op);
3224 2863
3225 /* Save the player before inserting the force to reduce
3226 * chance of abuse.
3227 */
3228 op->contr->braced = 0; 2864 op->contr->braced = 0;
3229 save_player (op, 1);
3230 2865
3231 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 2869 * on the space that might harm the player.
3235 */ 2870 */
3236 will_kill_again = 0; 2871 will_kill_again = 0;
3237 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2872 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3238 if (tmp->type == SPELL_EFFECT) 2873 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 2874 will_kill_again |= tmp->attacktype;
3240 2875
3241 if (will_kill_again) 2876 if (will_kill_again)
3242 { 2877 {
3243 object *force; 2878 object *force;
3244 int at; 2879 int at;
3245 2880
3246 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1; 2883 force->speed = 0.1f;
3249 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
3250 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
3251 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100; 2888 force->resist[at] = 100;
3254 2889
3255 insert_ob_in_ob (force, op); 2890 insert_ob_in_ob (force, op);
3256 fix_player (op); 2891 op->update_stats ();
3257 2892
3258 } 2893 }
3259 2894
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3261 return;
3262 } /* NOT_PERMADETH */
3263 else
3264 {
3265 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3266 * should probably be embedded in an else statement.
3267 */
3268
3269 op->contr->party = NULL;
3270 if (settings.set_title == TRUE)
3271 op->contr->own_title[0] = '\0';
3272 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3273 check_score (op);
3274
3275 if (op->contr->ranges[range_golem])
3276 {
3277 remove_friendly_object (op->contr->ranges[range_golem]);
3278 remove_ob (op->contr->ranges[range_golem]);
3279 free_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem] = 0;
3281 }
3282
3283 loot_object (op); /* Remove some of the items for good */
3284 remove_ob (op);
3285 op->direction = 0;
3286
3287 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288 {
3289 delete_character (op->name, 0);
3290 if (settings.resurrection == TRUE)
3291 {
3292 /* save playerfile sans equipment when player dies
3293 ** then save it as player.pl.dead so that future resurrection
3294 ** type spells will work on them nicely
3295 */
3296 delete_character (op->name, 0);
3297 op->stats.hp = op->stats.maxhp;
3298 op->stats.food = 999;
3299
3300 /* set the location of where the person will reappear when */
3301 /* maybe resurrection code should fix map also */
3302 strcpy (op->contr->maplevel, settings.emergency_mapname);
3303 if (op->map != NULL)
3304 op->map = NULL;
3305 op->x = settings.emergency_x;
3306 op->y = settings.emergency_y;
3307 save_player (op, 0);
3308 op->map = map;
3309 /* please see resurrection.c: peterm */
3310 dead_player (op);
3311 }
3312 else
3313 delete_character (op->name, 1);
3314 }
3315
3316 play_again (op);
3317
3318 /* peterm: added to create a corpse at deathsite. */
3319 tmp = arch_to_object (archetype::find ("corpse_pl"));
3320 sprintf (buf, "%s", &op->name);
3321 tmp->name = tmp->name_pl = buf;
3322 tmp->level = op->level;
3323 tmp->x = x;
3324 tmp->y = y;
3325 tmp->msg = gravestone_text (op);
3326 SET_FLAG (tmp, FLAG_UNIQUE);
3327 insert_ob_in_map (tmp, map, NULL, 0);
3328 }
3329} 2896}
3330
3331 2897
3332void 2898void
3333loot_object (object *op) 2899loot_object (object *op)
3334{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
3336 2902
3337 if (op->container) 2903 op->close_container (); /* close open sack first */
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container);
3340 }
3341 2904
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
3343 { 2906 {
3344 next = tmp->below; 2907 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 2908
2909 if (tmp->invisible)
3346 continue; 2910 continue;
3347 remove_ob (tmp); 2911
2912 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
3349 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
3351 loot_object (tmp); 2917
3352 }
3353 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3354 { 2919 {
3355 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
3356 { 2921 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3358 free_object (tmp2); 2923 tmp2->destroy ();
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 2924 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 2925 }
3361 else 2926 else
3362 free_object (tmp); 2927 tmp->destroy ();
3363 } 2928 }
3364 else 2929 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2930 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2931 }
3367} 2932}
3369/* 2934/*
3370 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
3371 * what needs to be fixed. Refresh windows and fix speed if anything 2936 * what needs to be fixed. Refresh windows and fix speed if anything
3372 * was changed. 2937 * was changed.
3373 */ 2938 */
3374
3375void 2939void
3376fix_weight (void) 2940fix_weight (void)
3377{ 2941{
3378 player *pl; 2942 for_all_players (pl)
3379
3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 { 2943 {
3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3383 2945
3384 if (old == sum) 2946 if (old == sum)
3385 continue; 2947 continue;
3386 fix_player (pl->ob); 2948 pl->ob->update_stats ();
3387 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2949 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3388 } 2950 }
3389} 2951}
3390 2952
3391void 2953void
3392fix_luck (void) 2954fix_luck (void)
3393{ 2955{
3394 player *pl; 2956 for_all_players (pl)
3395
3396 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 2957 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 2958 pl->ob->change_luck (0);
3399} 2959}
3400
3401 2960
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 2961/* cast_dust() - handles op throwing objects of type 'DUST'.
3403 * This is much simpler in the new spell code - we basically 2962 * This is much simpler in the new spell code - we basically
3404 * just treat this as any other spell casting object. 2963 * just treat this as any other spell casting object.
3405 */ 2964 */
3406
3407void 2965void
3408cast_dust (object *op, object *throw_ob, int dir) 2966cast_dust (object *op, object *throw_ob, int dir)
3409{ 2967{
3410 object *skop, *spob; 2968 object *skop, *spob;
3411 2969
3432 if (op->type == PLAYER) 2990 if (op->type == PLAYER)
3433 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2991 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3434 2992
3435 cast_spell (op, throw_ob, dir, spob, NULL); 2993 cast_spell (op, throw_ob, dir, spob, NULL);
3436 2994
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2995 throw_ob->destroy ();
3438 remove_ob (throw_ob);
3439 free_object (throw_ob);
3440} 2996}
3441 2997
3442void 2998void
3443make_visible (object *op) 2999make_visible (object *op)
3444{ 3000{
3445 op->hide = 0; 3001 op->hide = 0;
3446 op->invisible = 0; 3002 op->invisible = 0;
3003
3447 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3448 { 3005 {
3449 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3450 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3451 } 3008 }
3009
3452 update_object (op, UP_OBJ_FACE); 3010 update_object (op, UP_OBJ_CHANGE);
3453} 3011}
3454 3012
3455int 3013int
3456is_true_undead (object *op) 3014is_true_undead (object *op)
3457{ 3015{
3458 object *tmp = NULL;
3459
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3461 return 1; 3017 return 1;
3462 3018
3463 if (op->type == PLAYER)
3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3468 return 0; 3019 return 0;
3469} 3020}
3470 3021
3471/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3473 * indicate greater hideability. 3024 * indicate greater hideability.
3474 */ 3025 */
3475
3476int 3026int
3477hideability (object *ob) 3027hideability (object *ob)
3478{ 3028{
3479 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3480 sint16 x, y; 3030 sint16 x, y;
3514/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3515 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3516 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3517 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3518 */ 3068 */
3519
3520void 3069void
3521do_hidden_move (object *op) 3070do_hidden_move (object *op)
3522{ 3071{
3523 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3524 object *skop; 3073 object *skop;
3528 3077
3529 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3530 3079
3531 /* its *extremely* hard to run and sneak/hide at the same time! */ 3080 /* its *extremely* hard to run and sneak/hide at the same time! */
3532 if (op->type == PLAYER && op->contr->run_on) 3081 if (op->type == PLAYER && op->contr->run_on)
3533 {
3534 if (!skop || num >= skop->level) 3082 if (!skop || num >= skop->level)
3535 { 3083 {
3536 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3084 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3537 make_visible (op); 3085 make_visible (op);
3538 return; 3086 return;
3539 } 3087 }
3540 else 3088 else
3541 num += 20; 3089 num += 20;
3542 } 3090
3543 num += op->map->difficulty; 3091 num += op->map->difficulty;
3544 hide = hideability (op); /* modify by terrain hidden level */ 3092 hide = hideability (op); /* modify by terrain hidden level */
3545 num -= hide; 3093 num -= hide;
3094
3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 { 3096 {
3548 make_visible (op); 3097 make_visible (op);
3549 if (op->type == PLAYER) 3098 if (op->type == PLAYER)
3550 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3099 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3551 } 3100 }
3552 else if (op->type == PLAYER && skop) 3101 else if (op->type == PLAYER && skop)
3553 {
3554 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3102 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3555 }
3556} 3103}
3557 3104
3558/* determine if who is standing near a hostile creature. */ 3105/* determine if who is standing near a hostile creature. */
3559 3106
3560int 3107int
3587 if (mflags & P_OUT_OF_MAP) 3134 if (mflags & P_OUT_OF_MAP)
3588 continue; 3135 continue;
3589 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3136 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3590 continue; 3137 continue;
3591 3138
3592 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3139 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3593 { 3140 {
3594 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3141 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3595 return 1; 3142 return 1;
3596 else if (tmp->type == PLAYER) 3143 else if (tmp->type == PLAYER)
3597 { 3144 {
3608 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3609 * but we dont worry if the object isnt the top one in 3156 * but we dont worry if the object isnt the top one in
3610 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3611 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3612 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3613 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3614 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3615 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3616 * for them to differ. Sigh, this fctn could get a bit more complex. 3163 * for them to differ. Sigh, this fctn could get a bit more complex.
3617 * -b.t. 3164 * -b.t.
3618 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3619 */ 3166 */
3620
3621int 3167int
3622player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3623{ 3169{
3624 rv_vector rv; 3170 rv_vector rv;
3625 int dx, dy; 3171 int dx, dy;
3627 if (pl->type != PLAYER) 3173 if (pl->type != PLAYER)
3628 { 3174 {
3629 LOG (llevError, "player_can_view() called for non-player object\n"); 3175 LOG (llevError, "player_can_view() called for non-player object\n");
3630 return -1; 3176 return -1;
3631 } 3177 }
3178
3632 if (!pl || !op) 3179 if (!pl || !op)
3633 return 0; 3180 return 0;
3634 3181
3635 if (op->head)
3636 {
3637 op = op->head; 3182 op = op->head_ ();
3638 } 3183
3639 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3640 3185
3641 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any 3187 * through the object and find if it has any
3643 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3644 * a blocked los square. 3189 * a blocked los square.
3645 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3646 */ 3191 */
3647 while (op) 3192 while (op)
3648 { 3193 {
3649 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3650 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3651 3196
3652 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3653 * code, so we need to restrict ourselves to that range of values 3198 * code, so we need to restrict ourselves to that range of values
3654 * for any meaningful values. 3199 * for any meaningful values.
3655 */ 3200 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3658 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3203 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3659 return 1; 3204 return 1;
3205
3660 op = op->more; 3206 op = op->more;
3661 } 3207 }
3208
3662 return 0; 3209 return 0;
3663} 3210}
3664 3211
3665/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3666 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3669 * return 0. 3216 * return 0.
3670 */ 3217 */
3671int 3218int
3672action_makes_visible (object *op) 3219action_makes_visible (object *op)
3673{ 3220{
3674
3675 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3676 { 3222 {
3677 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3678 return 0; 3224 return 0;
3679 3225
3685 { 3231 {
3686 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3687 return 1; 3233 return 1;
3688 } 3234 }
3689 } 3235 }
3236
3690 return 0; 3237 return 0;
3691} 3238}
3692 3239
3693/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3694 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3699 * Default is to do the same as before, so only people wanting to have different points need worry about this 3246 * Default is to do the same as before, so only people wanting to have different points need worry about this
3700 */ 3247 */
3701int 3248int
3702op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3703{ 3250{
3704 object *tmp;
3705
3706 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3707 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3252 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3708 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3709 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3710 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3711 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3712 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3713 { 3258 {
3714 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3715 { 3260 {
3716 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3717 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3262 && tmp->type == BATTLEGROUND
3263 && tmp->name == shstr_battleground
3264 && EXIT_X (tmp) && EXIT_Y (tmp))
3718 { 3265 {
3719 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3720 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3267 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3721 { 3268 {
3722 object *invtmp;
3723
3724 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3725 { 3270 {
3726 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3727 { 3272 {
3728 if (x != NULL && y != NULL) 3273 if (x && y)
3729 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3730 return 1; 3276 return 1;
3731 } 3277 }
3732 } 3278 }
3733 } 3279 }
3280
3734 if (x != NULL && y != NULL) 3281 if (x && y)
3735 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3736 return 1; 3284 return 1;
3737 } 3285 }
3738 } 3286 }
3739 } 3287 }
3288
3740 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3741 return 0; 3290 return 0;
3742} 3291}
3743 3292
3744/* 3293/*
3760 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3761 int i = 0, j = 0; 3310 int i = 0, j = 0;
3762 3311
3763 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3764 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3765 trlist = find_treasurelist ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3766 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3767 trlist = find_treasurelist ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3768 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3769 trlist = find_treasurelist ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3770 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3771 trlist = find_treasurelist ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3772 3321
3773 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3774 return; 3323 return;
3775 3324
3776 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3325 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3777 3326
3778 if (tr == NULL || tr->item == NULL) 3327 if (!tr || !tr->item)
3779 { 3328 {
3780 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3329 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3781 return; 3330 return;
3782 } 3331 }
3783 3332
3784 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3785 item = &(tr->item->clone); 3334 item = tr->item;
3786 3335
3787 if (item->type == SPELL) 3336 if (item->type == SPELL)
3788 { 3337 {
3789 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3790 return; 3339 return;
3849 { 3398 {
3850 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3400 object *skin;
3852 3401
3853 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3854 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3403 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3404 ;
3405
3855 if (skin == NULL) 3406 if (!skin)
3856 return; 3407 return;
3857 3408
3858 /* adding new spellpath attunements */ 3409 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3410 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3411 {
3905 * not readied. 3456 * not readied.
3906 */ 3457 */
3907void 3458void
3908player_unready_range_ob (player *pl, object *ob) 3459player_unready_range_ob (player *pl, object *ob)
3909{ 3460{
3910 rangetype i; 3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3911 3463
3912 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3464 if (pl->combat_ob == ob)
3913 { 3465 pl->combat_ob = 0;
3466
3914 if (pl->ranges[i] == ob) 3467 if (pl->ranged_ob == ob)
3915 { 3468 pl->ranged_ob = 0;
3916 pl->ranges[i] = NULL;
3917 if (pl->shoottype == i)
3918 {
3919 pl->shoottype = range_none;
3920 }
3921 }
3922 }
3923} 3469}
3470
3471sint8
3472player::visibility_at (maptile *map, int x, int y) const
3473{
3474 if (!ns)
3475 return 0;
3476
3477 int dx, dy;
3478 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3479 return 0;
3480
3481 x += dx - ns->current_x + ns->mapx / 2;
3482 y += dy - ns->current_y + ns->mapy / 2;
3483
3484 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3485 return 0;
3486
3487 return 100 - blocked_los [x][y];
3488}
3489
3490void
3491player::infobox (const char *title, const char *msg, int color)
3492{
3493 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3494}
3495
3496void
3497player::statusmsg (const char *msg, int color)
3498{
3499 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3500}
3501
3502void
3503player::failmsg (const char *msg, int color)
3504{
3505 play_sound (sound_find ("generic_failure"));
3506 statusmsg (msg, color);
3507}
3508

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines