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Comparing deliantra/server/server/player.C (file contents):
Revision 1.37 by root, Thu Dec 14 02:37:37 2006 UTC vs.
Revision 1.140 by root, Fri May 18 13:15:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <sounds.h> 27#include <sounds.h>
30#include <living.h> 28#include <living.h>
31#include <object.h> 29#include <object.h>
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35 32
36#ifdef COZY_SERVER 33#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 34#include <functional>
38#endif
39 35
40player * 36playervec 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 37
79void 38void
80display_motd (const object *op) 39display_motd (const object *op)
81{ 40{
82 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
85 int comp; 44 int comp;
86 int size; 45 int size;
87 46
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 49 return;
92 } 50
93 motd[0] = '\0'; 51 motd[0] = '\0';
94 size = 0; 52 size = 0;
53
95 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
96 { 55 {
97 if (*buf == '#') 56 if (*buf == '#')
98 continue; 57 continue;
58
99 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 60 size += strlen (buf);
101 } 61 }
62
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
104} 65}
105 66
106void 67void
112 int comp; 73 int comp;
113 int size; 74 int size;
114 75
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 78 return;
119 } 79
120 rules[0] = '\0'; 80 rules[0] = '\0';
121 size = 0; 81 size = 0;
82
122 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
123 { 84 {
124 if (*buf == '#') 85 if (*buf == '#')
125 continue; 86 continue;
87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
127 { 89 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 91 break;
130 } 92 }
93
131 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 95 size += strlen (buf);
133 } 96 }
97
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
136} 100}
137 101
138void 102void
146 int size; 110 int size;
147 111
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 114 return;
115
151 news[0] = '\0'; 116 news[0] = '\0';
152 subject[0] = '\0'; 117 subject[0] = '\0';
153 size = 0; 118 size = 0;
119
154 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
155 { 121 {
156 if (*buf == '#') 122 if (*buf == '#')
157 continue; 123 continue;
124
158 if (*buf == '%') 125 if (*buf == '%')
159 { /* send one news */ 126 { /* send one news */
160 if (size > 0) 127 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 */ 128 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 */
129
162 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
163 strip_endline (subject); 131 strip_endline (subject);
164 size = 0; 132 size = 0;
165 news[0] = '\0'; 133 news[0] = '\0';
166 } 134 }
175 size += strlen (buf); 143 size += strlen (buf);
176 } 144 }
177 } 145 }
178 146
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 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); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
182} 150}
183 151
184int 152float
185playername_ok (const char *cp) 153player::weapon_speed () const
186{ 154{
187 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
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} 156}
308 157
309/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
310static void 159static void
311set_first_map (object *op) 160set_first_map (object *op)
312{ 161{
313 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
314 op->x = -1; 163 op->x = -1;
315 op->y = -1; 164 op->y = -1;
316 enter_exit (op, NULL);
317} 165}
318 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case SKILL:
278 ob->flag [FLAG_APPLIED] = false;
279 break;
280
281 case WAND:
282 case ROD:
283 case HORN:
284 case BOW:
285 ranged_ob = op;
286 break;
287
288 case WEAPON:
289 combat_ob = op;
290 break;
291 }
292
293 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
294 ob->update_stats ();
295
296 ns->floorbox_update ();
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->reset_stats ();
321 ns->pl = 0;
322 ns = 0;
323 }
324
325 if (ob)
326 ob->close_container (); //TODO: client-specific
327
328 deactivate ();
329}
330
331// the need for this function can be explained
332// by load_object not returning the object
333void
334player::set_object (object *op)
335{
336 ob = op;
337 ob->contr = this; /* this aren't yet in archetype */
338
339 ob->speed_left = 0.5f;
340 ob->speed = 1.0f;
341 ob->direction = 5; /* So player faces south */
342}
343
344player::player ()
345{
346 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point.
348 */
349 outputs_sync = 4;
350 outputs_count = 4;
351 unapply = unapply_nochoice;
352
353 savebed_map = first_map_path; /* Init. respawn position */
354
355 gen_sp_armour = 10;
356 bowtype = bow_normal;
357 petmode = pet_normal;
358 listening = 10;
359 usekeys = containers;
360 peaceful = 1; /* default peaceful */
361 do_los = 1;
362}
363
364void
365player::do_destroy ()
366{
367 disconnect ();
368
369 attachable::do_destroy ();
370
371 if (ob)
372 {
373 ob->destroy_inv (false);
374 ob->destroy ();
375 }
376}
377
378player::~player ()
379{
380 /* Clear item stack */
381 free (stack_items);
382}
383
319/* Tries to add player on the connection passwd in ns. 384/* 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 385 * All we can really get in this is some settings like host and display
321 * mode. 386 * mode.
322 */ 387 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 388player *
389player::create ()
390{
391 player *pl = new player;
328 392
329 p = get_player (NULL); 393 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));
332 394
333 if (p->socket.faces_sent == NULL) 395 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 396 pl->ob->stats.wc = 2;
397 pl->ob->run_away = 25; /* Then we panick... */
335 398
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 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 399 set_first_map (pl->ob);
344 400
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 401 return pl;
353} 402}
354 403
355/* 404/*
356 * get_player_archetype() return next player archetype from archetype 405 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 406 * list. Not very efficient routine, but used only creating new players.
366 { 415 {
367 if (at == NULL || at->next == NULL) 416 if (at == NULL || at->next == NULL)
368 at = first_archetype; 417 at = first_archetype;
369 else 418 else
370 at = at->next; 419 at = at->next;
420
371 if (at->clone.type == PLAYER) 421 if (at->clone.type == PLAYER)
372 return at; 422 return at;
423
373 if (at == start) 424 if (at == start)
374 { 425 {
375 LOG (llevError, "No Player archetypes\n"); 426 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 427 exit (-1);
377 } 428 }
378 } 429 }
379} 430}
380 431
381
382object * 432object *
383get_nearest_player (object *mon) 433get_nearest_player (object *mon)
384{ 434{
385 object *op = NULL; 435 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 436 objectlink *ol;
388 unsigned lastdist; 437 unsigned lastdist;
389 rv_vector rv; 438 rv_vector rv;
390 439
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 441 {
393 /* We should not find free objects on this friendly list, but it 442 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it. 443 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 444 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 445 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 449 object *tmp = ol->ob;
401 450
402 /* Can't do much more other than log the fact, because the object 451 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared. 452 * itself will have been cleared.
404 */ 453 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 454 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
455 tmp->debug_desc ());
406 ol = ol->next; 456 ol = ol->next;
407 remove_friendly_object (tmp); 457 remove_friendly_object (tmp);
408 if (!ol) 458 if (!ol)
409 return op; 459 return op;
410 } 460 }
423 { 473 {
424 op = ol->ob; 474 op = ol->ob;
425 lastdist = rv.distance; 475 lastdist = rv.distance;
426 } 476 }
427 } 477 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 478
429 { 479 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
434 { 482 {
435 op = pl->ob; 483 op = pl->ob;
436 lastdist = rv.distance; 484 lastdist = rv.distance;
437 } 485 }
438 } 486
439 }
440#if 0 487#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 489#endif
443 return op; 490 return op;
444} 491}
462 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
463 * if the creature should cast a spell, so returning a direction in that case 510 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 511 * is probably not a good thing.
465 */ 512 */
466#define MAX_SPACES 50 513#define MAX_SPACES 50
467
468 514
469/* 515/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * modified to verify there is a path to the player. Does this by stepping towards 517 * modified to verify there is a path to the player. Does this by stepping towards
472 * player and if path is blocked then see if blockage is close enough to player that 518 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 549 x = mon->x;
504 y = mon->y; 550 y = mon->y;
505 m = mon->map; 551 m = mon->map;
506 dir = rv.direction; 552 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 553 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
508 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 554 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
555
509 /* If we can't solve it within the search distance, return now. */ 556 /* If we can't solve it within the search distance, return now. */
510 if (diff > max) 557 if (diff > max)
511 return 0; 558 return 0;
559
512 while (diff > 1 && max > 0) 560 while (diff > 1 && max > 0)
513 { 561 {
514 lastx = x; 562 lastx = x;
515 lasty = y; 563 lasty = y;
516 lastmap = m; 564 lastmap = m;
598 max--; 646 max--;
599 lastdir = dir; 647 lastdir = dir;
600 if (!firstdir) 648 if (!firstdir)
601 firstdir = dir; 649 firstdir = dir;
602 } 650 }
651
603 if (diff <= 1) 652 if (diff <= 1)
604 { 653 {
605 /* Recalculate diff (distance) because we may not have actually 654 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 655 * headed toward player for entire distance.
607 */ 656 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 657 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 658 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 659 }
660
611 if (diff > max) 661 if (diff > max)
612 return 0; 662 return 0;
613 } 663 }
664
614 /* If we reached the max, didn't find a direction in time */ 665 /* If we reached the max, didn't find a direction in time */
615 if (!max) 666 if (!max)
616 return 0; 667 return 0;
617 668
618 return firstdir; 669 return firstdir;
711 /* Need to set up the skill pointers */ 762 /* Need to set up the skill pointers */
712 link_player_skills (pl); 763 link_player_skills (pl);
713} 764}
714 765
715void 766void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 767get_party_password (object *op, partylist *party)
800{ 768{
801 if (party == NULL) 769 if (party == NULL)
802 { 770 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 771 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 772 return;
805 } 773 }
774
806 op->contr->write_buf[0] = '\0'; 775 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 776 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 777 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 778 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 779}
811
812 780
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 781/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 782static int
815roll_stat (void) 783roll_stat (void)
816{ 784{
817 int a[4], i, j, k; 785 int a[4], i, j, k;
818 786
819 for (i = 0; i < 4; i++) 787 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 788 a[i] = (int) rndm (6) + 1;
821 789
822 for (i = 0, j = 0, k = 7; i < 4; i++) 790 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 791 if (a[i] < k)
824 k = a[i], j = i; 792 k = a[i], j = i;
825 793
826 for (i = 0, k = 0; i < 4; i++) 794 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 795 if (i != j)
829 k += a[i]; 796 k += a[i];
830 } 797
831 return k; 798 return k;
832} 799}
833 800
834void 801void
835roll_stats (object *op) 802object::roll_stats ()
836{ 803{
804 int statsort [NUM_STATS];
805
806 for (;;)
807 {
837 int sum = 0; 808 int sum = 0;
838 int i = 0, j = 0; 809 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 810 sum += statsort [i] = roll_stat ();
840 811
841 do 812 if (sum >= 82 && sum <= 116)
813 break;
842 { 814 }
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 }
852 while (sum < 82 || sum > 116);
853 815
854 /* Sort the stats so that rerolling is easier... */ 816 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 817 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 818
863 /* a quick and dirty bubblesort? */ 819 for (int i = 0; i < NUM_STATS; ++i)
864 do 820 stats.stat (i) = statsort [i];
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879 821
880 op->stats.Str = statsort[0];
881 op->stats.Dex = statsort[1];
882 op->stats.Con = statsort[2];
883 op->stats.Int = statsort[3];
884 op->stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6];
887
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 822 stats.exp = 0;
899 op->stats.ac = 0; 823 stats.ac = 0;
900 824
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
909 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
910} 837}
911 838
912void 839void
913Roll_Again (object *op) 840object::swap_stats (int a, int b)
914{ 841{
915 esrv_new_player (op->contr, 0); 842 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919 843
920void 844 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 845 stats.stat (i) = contr->orig_stats.stat (i);
846
847 //TODO: the following code looks so borked and should, at the very least,
848 // be merged with the similar code in roll_stats
849 stats.ac = 0;
850
851 level = 1;
852 stats.exp = 0;
853 stats.ac = 0;
854
855 stats.hp = stats.maxhp;
856 stats.sp = stats.maxsp;
857 stats.grace = stats.maxgrace;
858
859 if (contr)
860 {
861 contr->levhp[1] = 9;
862 contr->levsp[1] = 6;
863 contr->levgrace[1] = 3;
864
865 contr->orig_stats = stats;
866 }
867}
868
869static void
870start_info (object *op)
922{ 871{
923 signed char tmp;
924 char buf[MAX_BUF]; 872 char buf[MAX_BUF];
925 873
926 if (op->contr->Swap_First == -1) 874 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 875 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 876 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 877 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 878}
1041 879
1042/* This function takes the key that is passed, and does the 880/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 881 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 882 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 883 * separate race and class; this actually changes the RACE,
1046 * not the class. 884 * not the class.
1047 */ 885 */
1048 886void
1049int 887player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 888{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 889 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 890 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 891
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 892 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 893 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 894 create_treasure (tl, ob, 0, 0, 0);
1070 895
1071 INVOKE_PLAYER (BIRTH, op->contr); 896 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 897 INVOKE_PLAYER (LOGIN, ob->contr);
1073 898
1074 op->contr->state = ST_PLAYING; 899 ob->contr->ns->state = ST_PLAYING;
1075 900
1076 if (op->msg) 901 if (ob->msg)
1077 op->msg = NULL; 902 ob->msg = 0;
1078 903
1079 /* We create this now because some of the unique maps will need it 904 /* We create this now because some of the unique maps will need it
1080 * to save here. 905 * to save here.
1081 */ 906 */
907 {
908 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 909 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 910 make_path_to_file (buf);
911 }
1084 912
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 913 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 914 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 915 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 916 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 917 esrv_send_inventory (ob, ob);
1093 fix_player (op); 918 ob->update_stats ();
1094 919
1095 /* This moves the player to a different start map, if there 920 /* This moves the player to a different start map, if there
1096 * is one for this race 921 * is one for this race
1097 */ 922 */
1098 if (*first_map_ext_path) 923 if (*first_map_ext_path)
1099 { 924 {
1100 object *tmp; 925 object *tmp;
1101 char mapname[MAX_BUF]; 926 char mapname[MAX_BUF];
1102 927
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 928 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = object::create (); 929 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 930 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 931 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 932 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 933 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 934 * if the map isn't there, then stay on the
1110 * default initial map */ 935 * default initial map */
1111 tmp->destroy (); 936 tmp->destroy ();
1112 } 937 }
1113 else 938 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 939 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 940}
1117 return 0;
1118 }
1119 941
942void
943player::chargen_race_next ()
944{
1120 /* Following actually changes the race - this is the default command 945 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 946 * if we don't match with one of the options above.
1122 */ 947 */
1123 948
1124 tmp_loop = 0; 949 do
1125 while (!tmp_loop)
1126 { 950 {
1127 shstr name = op->name; 951 shstr name = ob->name;
1128 int x = op->x, y = op->y; 952 int x = ob->x, y = ob->y;
1129 953
1130 remove_statbonus (op); 954 ob->remove_statbonus ();
1131 op->remove (); 955 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 956 ob->arch = get_player_archetype (ob->arch);
1133 op->arch->clone.copy_to (op); 957 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 958 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 959 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 960 ob->name = ob->name_pl = name;
1137 op->x = x; 961 ob->x = x;
1138 op->y = y; 962 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 963 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 964 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 965 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 966 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 967 }
968 while (!allowed_class (ob));
1145 969
1146 update_object (op, UP_OBJ_FACE); 970 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 971 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 972 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 973 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 974 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 975 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 976}
1208 977
1209void 978void
1210flee_player (object *op) 979flee_player (object *op)
1211{ 980{
1241 { 1010 {
1242 op->enemy = NULL; 1011 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1013 return;
1245 } 1014 }
1015
1246 get_rangevector (op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1247 1017
1248 dir = absdir (4 + rv.direction); 1018 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1019 for (diff = 0; diff < 3; diff++)
1250 { 1020 {
1251 int m = 1 - (RANDOM () & 2); 1021 int m = 1 - (RANDOM () & 2);
1252 1022
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1024 return;
1256 }
1257 } 1025 }
1026
1258 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1029 op->enemy = NULL;
1261} 1030}
1262 1031
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1032/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 1033 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1034 * stop.
1267 */ 1035 */
1268int 1036int
1269check_pick (object *op) 1037check_pick (object *op)
1270{ 1038{
1271 object *tmp, *next; 1039 object *tmp, *next;
1272 int stop = 0; 1040 int stop = 0;
1273 int j, k, wvratio; 1041 int wvratio;
1274 char putstring[128], tmpstr[16]; 1042 char putstring[128];
1275 1043
1276 /* if you're flying, you cna't pick up anything */ 1044 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1045 if (op->move_type & MOVE_FLYING)
1278 return 1; 1046 return 1;
1279 1047
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1118 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1122 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1123 }
1124
1384 /* philosophy: 1125 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1126 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1127 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1128 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1129 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1130 * example.
1390 * The drawback: right now it has no frontend, so you need to 1131 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1132 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1133 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1384 * found object is returned.
1644 */ 1385 */
1645object * 1386object *
1646find_arrow (object *op, const char *type) 1387find_arrow (object *op, const char *type)
1647{ 1388{
1648 object *tmp = NULL; 1389 object *tmp = 0;
1649 1390
1650 for (op = op->inv; op; op = op->below) 1391 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1393 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1394 else if (op->type == ARROW && op->race == type)
1654 return op; 1395 return op;
1396
1655 return tmp; 1397 return tmp;
1656} 1398}
1657 1399
1658/* 1400/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1402 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1403 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1405 */
1664
1665object * 1406object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1407find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1408{
1668 object *tmp = NULL, *arrow, *ntmp; 1409 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1410 int attacknum, attacktype, betterby = 0, i;
1735 * find_better_arrow to find a decent arrow to use. 1476 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1477 * op = the shooter
1737 * type = bow->race 1478 * type = bow->race
1738 * dir = fire direction 1479 * dir = fire direction
1739 */ 1480 */
1740
1741object * 1481object *
1742pick_arrow_target (object *op, const char *type, int dir) 1482pick_arrow_target (object *op, const char *type, int dir)
1743{ 1483{
1744 object *tmp = NULL; 1484 object *tmp = NULL;
1745 maptile *m; 1485 maptile *m;
1810 */ 1550 */
1811int 1551int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1552fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1553{
1814 object *left, *bow; 1554 object *left, *bow;
1815 int bowspeed, mflags; 1555 int mflags;
1816 maptile *m; 1556 maptile *m;
1817 1557
1818 if (!dir) 1558 if (!dir)
1819 { 1559 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1560 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1561 return 0;
1822 } 1562 }
1823 if (op->type == PLAYER) 1563
1824 bow = op->contr->ranges[range_bow]; 1564 if (op->contr)
1565 bow = op->current_weapon;
1825 else 1566 else
1826 { 1567 {
1827 for (bow = op->inv; bow; bow = bow->below) 1568 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1569 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1570 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1575 if (!bow)
1835 { 1576 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1577 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1578 return 0;
1838 } 1579 }
1580
1581 // optimisation: move object to top so we will find it quickly again
1582 if (bow->below)
1583 {
1584 bow->remove ();
1585 op->insert (bow);
1586 }
1587
1839 } 1588 }
1589
1840 if (!bow->race || !bow->skill) 1590 if (!bow->race || !bow->skill)
1841 { 1591 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1593 return 0;
1844 } 1594 }
1845
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847
1848 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851 if (bowspeed < 1)
1852 bowspeed = 1;
1853 1595
1854 if (arrow == NULL) 1596 if (arrow == NULL)
1855 { 1597 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1598 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1599 {
1858 if (op->type == PLAYER) 1600 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1601 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1602 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1603 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1604 CLEAR_FLAG (op, FLAG_READY_BOW);
1605
1863 return 0; 1606 return 0;
1864 } 1607 }
1865 } 1608 }
1609
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1610 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1611 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1612 return 0;
1870 } 1613
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1614 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1615 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1616 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1617 return 0;
1875 } 1618 }
1881 return 0; 1624 return 0;
1882 } 1625 }
1883 1626
1884 left = arrow; /* these are arrows left to the player */ 1627 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1628 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1629 if (!arrow)
1887 { 1630 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1631 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1632 return 0;
1890 } 1633 }
1634
1891 arrow->set_owner (op); 1635 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1636 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1637 arrow->direction = dir;
1895 arrow->x = sx; 1638
1896 arrow->y = sy; 1639 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1640 arrow->stats.hp = arrow->stats.dam;
1641 arrow->stats.grace = arrow->attacktype;
1642
1643 if (arrow->slaying)
1644 arrow->spellarg = strdup (arrow->slaying);
1645
1646 if (player *pl = op->contr)
1647 {
1648 if (!pl->has_hit)
1649 {
1650 pl->has_hit = 1;
1651 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1652 }
1653#if 0
1654 float speed = pl->weapon_sp;
1655
1656 /* penalize ROF for bestarrow */
1657 if (pl->bowtype == bow_bestarrow)
1658 speed *= .9f;
1659 else
1660 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1661
1662 op->speed_left += speed - op->speed;
1663#endif
1664 }
1665
1666 SET_ANIMATION (arrow, arrow->direction);
1667
1668 /* update the speed */
1669 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1670 + bow->stats.dam / 7.0;
1671
1672 arrow->set_speed (max (arrow->speed, 2.0));
1673 arrow->speed_left = 0;
1674
1675 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1897 1676
1898 if (op->type == PLAYER) 1677 if (op->type == PLAYER)
1899 { 1678 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op);
1902 }
1903
1904 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying);
1910
1911 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper.
1913 */
1914
1915 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1916
1917 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1919 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920
1921 if (arrow->speed < 1.0)
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0;
1925
1926 if (op->type == PLAYER)
1927 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1930 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1931
1932 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1679 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1680 wc -= dex_bonus[op->stats.Dex];
1681
1682 if (!arrow->slaying)
1683 arrow->slaying = op->slaying;
1684
1685 arrow->attacktype |= op->attacktype;
1933 } 1686 }
1934 else 1687 else
1935 { 1688 {
1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937 arrow->level = op->level; 1689 arrow->level = op->level;
1938 } 1690 arrow->stats.wc -= bow->magic;
1939 1691
1940 if (arrow->attacktype == AT_PHYSICAL) 1692 if (!arrow->slaying)
1693 arrow->slaying = bow->slaying;
1694
1941 arrow->attacktype |= bow->attacktype; 1695 arrow->attacktype |= bow->attacktype;
1696 }
1942 1697
1943 if (bow->slaying != NULL) 1698 wc -= arrow->level;
1944 arrow->slaying = bow->slaying; 1699 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1945 1700
1946 arrow->map = m; 1701 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1947 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1704
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1952 1707
1953 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1709 move_arrow (arrow);
1955 1710
1956 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1976{ 1731{
1977 int ret = 0, wcmod = 0; 1732 int ret = 0, wcmod = 0;
1978 1733
1979 if (op->contr->bowtype == bow_bestarrow) 1734 if (op->contr->bowtype == bow_bestarrow)
1980 { 1735 {
1981 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1982 } 1737 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1739 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1741 wcmod = -1;
1742
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1744 }
1989 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
1990 { 1746 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1995 else if (op->contr->bowtype == bow_spreadshot) 1751 else if (op->contr->bowtype == bow_spreadshot)
1996 { 1752 {
1997 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1998 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1999 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1755 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2000
2001 } 1756 }
2002 else 1757 else
2003 { 1758 {
2004 /* Simple case */ 1759 /* Simple case */
2005 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1760 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2006 } 1761 }
1762
2007 return ret; 1763 return ret;
2008} 1764}
2009
2010 1765
2011/* Fires a misc (wand/rod/horn) object in 'dir'. 1766/* Fires a misc (wand/rod/horn) object in 'dir'.
2012 * Broken apart from 'fire' to keep it more readable. 1767 * Broken apart from 'fire' to keep it more readable.
2013 */ 1768 */
2014void 1769void
2015fire_misc_object (object *op, int dir) 1770fire_misc_object (object *op, int dir)
2016{ 1771{
2017 object *item; 1772 object *item = op->contr->ranged_ob;
2018 1773
2019 if (!op->contr->ranges[range_misc]) 1774 if (!item)
2020 { 1775 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1776 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2022 return; 1777 return;
2023 } 1778 }
2024 1779
2025 item = op->contr->ranges[range_misc];
2026 if (!item->inv) 1780 if (!item->inv)
2027 { 1781 {
2028 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1782 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029 return; 1783 return;
2030 } 1784 }
1785
1786 if (!op->change_weapon (item))
1787 return;
1788
2031 if (item->type == WAND) 1789 if (item->type == WAND)
2032 { 1790 {
2033 if (item->stats.food <= 0) 1791 if (item->stats.food <= 0)
2034 { 1792 {
2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1795
2037 return; 1796 return;
2038 } 1797 }
2039 } 1798 }
2040 else if (item->type == ROD || item->type == HORN) 1799 else if (item->type == ROD || item->type == HORN)
2041 { 1800 {
2042 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1801 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2043 { 1802 {
2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1803 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804
2045 if (item->type == ROD) 1805 if (item->type == ROD)
2046 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2047 else 1807 else
2048 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1808 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1809
2049 return; 1810 return;
2050 } 1811 }
2051 } 1812 }
2052 1813
2053 if (cast_spell (op, item, dir, item->inv, NULL)) 1814 if (cast_spell (op, item, dir, item->inv, NULL))
2061 1822
2062 if (item->arch) 1823 if (item->arch)
2063 { 1824 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1825 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1826 item->face = item->arch->clone.face;
2066 item->speed = 0; 1827 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1828 }
1829
2069 if ((tmp = is_player_inv (item))) 1830 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1831 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1832 }
2072 } 1833 }
2073 else if (item->type == ROD || item->type == HORN) 1834 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1835 drain_rod_charge (item);
2076 }
2077 } 1836 }
2078} 1837}
2079 1838
2080/* Received a fire command for the player - go and do it. 1839/* Received a fire command for the player - go and do it.
2081 */ 1840 */
2086 1845
2087 /* check for loss of invisiblity/hide */ 1846 /* check for loss of invisiblity/hide */
2088 if (action_makes_visible (op)) 1847 if (action_makes_visible (op))
2089 make_visible (op); 1848 make_visible (op);
2090 1849
2091 switch (op->contr->shoottype) 1850 player *pl = op->contr;
1851
1852 if (pl->golem)
2092 { 1853 {
2093 case range_none: 1854 control_golem (op->contr->golem, dir);
2094 return; 1855 return;
1856 }
2095 1857
2096 case range_bow: 1858 object *ob = pl->ranged_ob;
1859
1860 if (!ob)
1861 return;
1862
1863 if (!op->change_weapon (ob))
1864 return;
1865
1866 switch (ob->type)
1867 {
1868 case BOW:
2097 player_fire_bow (op, dir); 1869 player_fire_bow (op, dir);
2098 return; 1870 break;
2099 1871
2100 case range_magic: /* Casting spells */ 1872 case SPELL:
2101 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1873 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2102 return; 1874 break;
2103 1875
2104 case range_misc: 1876 case BUILDER:
1877 apply_map_builder (op, dir);
1878 break;
1879
1880 case SKILL:
1881 do_skill (op, op, ob, dir, 0);
1882 break;
1883
1884 default:
2105 fire_misc_object (op, dir); 1885 fire_misc_object (op, dir);
2106 return; 1886 break;
2107
2108 case range_golem: /* Control summoned monsters from scrolls */
2109 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2110 {
2111 op->contr->ranges[range_golem] = 0;
2112 op->contr->shoottype = range_none;
2113 }
2114 else
2115 control_golem (op->contr->ranges[range_golem], dir);
2116 return;
2117
2118 case range_skill:
2119 if (!op->chosen_skill)
2120 {
2121 if (op->type == PLAYER)
2122 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2123 return;
2124 }
2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2126 return;
2127 case range_builder:
2128 apply_map_builder (op, dir);
2129 return;
2130 default:
2131 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2132 return;
2133 } 1887 }
2134} 1888}
2135
2136
2137 1889
2138/* find_key 1890/* find_key
2139 * We try to find a key for the door as passed. If we find a key 1891 * We try to find a key for the door as passed. If we find a key
2140 * and successfully use it, we return the key, otherwise NULL 1892 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1893 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1895 * pl is the player,
2144 * inv is the objects inventory to searched 1896 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1897 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1898 * This function can be called recursively to search containers.
2147 */ 1899 */
2148
2149object * 1900object *
2150find_key (object *pl, object *container, object *door) 1901find_key (object *pl, object *container, object *door)
2151{ 1902{
2152 object *tmp, *key; 1903 object *tmp, *key;
2153 1904
2154 /* Should not happen, but sanity checking is never bad */ 1905 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1906 if (!container->inv)
2156 return NULL; 1907 return 0;
2157 1908
2158 /* First, lets try to find a key in the top level inventory */ 1909 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1911 {
2161 if (door->type == DOOR && tmp->type == KEY) 1912 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1913 break;
2163 /* For sanity, we should really check door type, but other stuff 1914 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1915 * (like containers) can be locked with special keys
2165 */ 1916 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1918 break;
2168 } 1919 }
1920
2169 /* No key found - lets search inventories now */ 1921 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1922 /* If we find and use a key in an inventory, return at that time.
2171 * otherwise, if we search all the inventories and still don't find 1923 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1924 * a key, return
2173 */ 1925 */
2174 if (!tmp) 1926 if (!tmp)
2175 { 1927 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1928 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1929 {
2178 /* No reason to search empty containers */ 1930 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1931 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1932 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1933 if ((key = find_key (pl, tmp, door)))
2182 return key; 1934 return key;
2183 } 1935 }
2184 } 1936 }
1937
2185 if (!tmp) 1938 if (!tmp)
2186 return NULL; 1939 return NULL;
2187 } 1940 }
1941
2188 /* We get down here if we have found a key. Now if its in a container, 1942 /* We get down here if we have found a key. Now if its in a container,
2189 * see if we actually want to use it 1943 * see if we actually want to use it
2190 */ 1944 */
2191 if (pl != container) 1945 if (pl != container)
2192 { 1946 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1967 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2214 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1969 return NULL;
2216 } 1970 }
2217 } 1971 }
1972
2218 return tmp; 1973 return tmp;
2219} 1974}
2220 1975
2221/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1979 * 0 otherwise
2225 */ 1980 */
2226static int 1981static int
2227player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2228{ 1983{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a use a key. If we do destroy the door,
2231 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2233 */ 1987 */
2234 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2237 if (key) 1991 if (key)
2238 { 1992 {
2239 object *container = key->env; 1993 object *container = key->env;
2240 1994
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
2242 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
2243 make_visible (op); 1998 make_visible (op);
1999
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 2001 spring_trap (door->inv, op);
2002
2246 if (door->type == DOOR) 2003 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2251 { 2006 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2007 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2253 remove_door2 (door); /* remove door without violence ;-) */ 2008 remove_door2 (door); /* remove door without violence ;-) */
2254 } 2009 }
2010
2255 /* Do this after we print the message */ 2011 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 2012 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 2013 /* Need to update the weight the container the key was in */
2258 if (container != op) 2014 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 2015 esrv_update_item (UPD_WEIGHT, op, container);
2016
2260 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
2261 } 2018 }
2262 else if (door->type == LOCKED_DOOR) 2019 else if (door->type == LOCKED_DOOR)
2263 { 2020 {
2264 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 2023 return 1;
2267 } 2024 }
2025
2268 return 0; 2026 return 0;
2269} 2027}
2270 2028
2271/* This function is just part of a breakup from move_player. 2029/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2276 */ 2034 */
2277
2278void 2035void
2279move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2280{ 2037{
2281 object *tmp, *mon; 2038 object *tmp, *mon;
2282 sint16 nx, ny;
2283 int on_battleground; 2039 int on_battleground;
2284 maptile *m; 2040 maptile *m;
2285 2041
2286 nx = freearr_x[dir] + op->x; 2042 sint16 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2043 sint16 ny = freearr_y[dir] + op->y;
2288 2044
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2045 on_battleground = op_on_battleground (op, 0, 0);
2290 2046
2291 /* If braced, or can't move to the square, and it is not out of the 2047 /* If braced, or can't move to the square, and it is not out of the
2292 * map, attack it. Note order of if statement is important - don't 2048 * map, attack it. Note order of if statement is important - don't
2293 * want to be calling move_ob if braced, because move_ob will move the 2049 * want to be calling move_ob if braced, because move_ob will move the
2294 * player. This is a pretty nasty hack, because if we could 2050 * player. This is a pretty nasty hack, because if we could
2299 */ 2055 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2056 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2301 { 2057 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2058 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 { 2059 {
2304 m = get_map_from_coord (op->map, &nx, &ny); 2060 m = op->map->xy_find (nx, ny);
2305 if (!m) 2061 if (!m)
2306 return; /* Don't think this should happen */ 2062 return; /* Don't think this should happen */
2307 } 2063 }
2308 else 2064 else
2309 m = op->map; 2065 m = op->map;
2310 2066
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2067 if (!(tmp = m->at (nx, ny).bot))
2312 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2314 return; 2068 return;
2315 }
2316 2069
2317 mon = NULL; 2070 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2071 /* Go through all the objects, and find ones of interest. Only stop if
2319 * we find a monster - that is something we know we want to attack. 2072 * we find a monster - that is something we know we want to attack.
2320 * if its a door or barrel (can roll) see if there may be monsters 2073 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2074 * on the space
2322 */ 2075 */
2323 while (tmp != NULL) 2076 while (tmp)
2324 { 2077 {
2325 if (tmp == op) 2078 if (tmp == op)
2326 { 2079 {
2327 tmp = tmp->above; 2080 tmp = tmp->above;
2328 continue; 2081 continue;
2338 mon = tmp; 2091 mon = tmp;
2339 2092
2340 tmp = tmp->above; 2093 tmp = tmp->above;
2341 } 2094 }
2342 2095
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2096 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2097 return; /* into a wall */
2345 2098
2346 if (mon->head != NULL) 2099 if (mon->head)
2347 mon = mon->head; 2100 mon = mon->head;
2348 2101
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2102 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2103 if (player_attack_door (op, mon))
2351 return; 2104 return;
2360 2113
2361 /* If the creature is a pet, push it even if the player is not 2114 /* If the creature is a pet, push it even if the player is not
2362 * peaceful. Our assumption is the creature is a pet if the 2115 * peaceful. Our assumption is the creature is a pet if the
2363 * player owns it and it is either friendly or unagressive. 2116 * player owns it and it is either friendly or unagressive.
2364 */ 2117 */
2365 if ((op->type == PLAYER) 2118 if (op->type == PLAYER
2366#if COZY_SERVER
2367 &&
2368 ((mon->owner && mon->owner->contr 2119 && ((mon->owner && mon->owner->contr
2369 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2120 && same_party (mon->owner->contr->party, op->contr->party))
2370#else
2371 && mon->owner == op 2121 || mon->owner == op)
2372#endif
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2122 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2123 {
2375 /* If we're braced, we don't want to switch places with it */ 2124 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2125 if (op->contr->braced)
2377 return; 2126 return;
2127
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide) 2130 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2131 make_visible (op);
2132
2382 return; 2133 return;
2383 } 2134 }
2384 2135
2385 /* in certain circumstances, you shouldn't attack friendly 2136 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2137 * creatures. Note that if you are braced, you can't push
2387 * someone, but put it inside this loop so that you won't 2138 * someone, but put it inside this loop so that you won't
2388 * attack them either. 2139 * attack them either.
2389 */ 2140 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2141 if ((mon->type == PLAYER || mon->enemy != op)
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2142 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2392#ifdef PROHIBIT_PLAYERKILL 2143 && ((op->contr->peaceful
2393 (op->contr->peaceful 2144 || (mon->type == PLAYER && mon->contr->peaceful))
2394 || (mon->type == PLAYER 2145 && !on_battleground))
2395 && mon->contr->
2396 peaceful)) &&
2397#else
2398 op->contr->peaceful &&
2399#endif
2400 !on_battleground))
2401 { 2146 {
2402 if (!op->contr->braced) 2147 if (!op->contr->braced)
2403 { 2148 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2149 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2150 push_ob (mon, dir, op);
2406 } 2151 }
2407 else 2152 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2153 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2154
2411 if (op->contr->tmp_invis || op->hide) 2155 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2156 make_visible (op);
2413 } 2157 }
2414 2158
2415 /* If the object is a boulder or other rollable object, then 2159 /* If the object is a boulder or other rollable object, then
2426 * Way it works is like this: First, it must have some hit points 2170 * Way it works is like this: First, it must have some hit points
2427 * and be living. Then, it must be one of the following: 2171 * and be living. Then, it must be one of the following:
2428 * 1) Not a player, 2) A player, but of a different party. Note 2172 * 1) Not a player, 2) A player, but of a different party. Note
2429 * that party_number -1 is no party, so attacks can still happen. 2173 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2174 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2433 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2177 {
2435
2436 /* If the player hasn't hit something this tick, and does
2437 * so, give them speed boost based on weapon speed. Doing
2438 * it here is better than process_players2, which basically
2439 * incurred a 1 tick offset.
2440 */
2441 if (!op->contr->has_hit) 2178 if (!op->contr->has_hit)
2442 { 2179 {
2180 op->contr->has_hit = 1;
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2181 op->speed_left += op->contr->weapon_speed () - op->speed;
2444
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2182 }
2447 2183
2448 skill_attack (mon, op, 0, NULL, NULL); 2184 skill_attack (mon, op, 0, 0, 0);
2449 2185
2450 /* If attacking another player, that player gets automatic 2186 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2187 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2188 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2189 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2192 {
2457 short luck = mon->stats.luck; 2193 short luck = mon->stats.luck;
2458 2194
2459 mon->contr->has_hit = 1; 2195 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2196 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2197 mon->stats.luck = luck;
2462 } 2198 }
2199
2463 if (action_makes_visible (op)) 2200 if (action_makes_visible (op))
2464 make_visible (op); 2201 make_visible (op);
2465 } 2202 }
2466 } /* if player should attack something */ 2203 } /* if player should attack something */
2467} 2204}
2469int 2206int
2470move_player (object *op, int dir) 2207move_player (object *op, int dir)
2471{ 2208{
2472 int pick; 2209 int pick;
2473 2210
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2212 return 0;
2476 2213
2477 /* Sanity check: make sure dir is valid */ 2214 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2215 if ((dir < 0) || (dir >= 9))
2479 { 2216 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2217 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2218 return 0;
2482 } 2219 }
2483 2220
2484 /* peterm: added following line */ 2221 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2223 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2224
2488 op->facing = dir; 2225 op->facing = dir;
2489 2226
2490 if (op->hide) 2227 if (op->hide)
2491 do_hidden_move (op); 2228 do_hidden_move (op);
2502 2239
2503 /* Add special check for newcs players and fire on - this way, the 2240 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2241 * server can handle repeat firing.
2505 */ 2242 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2243 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2244 op->direction = dir;
2509 }
2510 else 2245 else
2511 {
2512 op->direction = 0; 2246 op->direction = 0;
2513 } 2247
2514 /* Update how the player looks. Use the facing, so direction may 2248 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2249 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2250 * for players.
2517 */ 2251 */
2518 animate_object (op, op->facing); 2252 animate_object (op, op->facing);
2527 * Returns true if there are more actions we can do. 2261 * Returns true if there are more actions we can do.
2528 */ 2262 */
2529int 2263int
2530handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2531{ 2265{
2532 if (op->contr->hidden)
2533 {
2534 op->invisible = 1000;
2535 /* the socket code flashes the player visible/invisible
2536 * depending on the value of invisible, so we need to
2537 * alternate it here for it to work correctly.
2538 */
2539 if (pticks & 2)
2540 op->invisible--;
2541 }
2542 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2543 {
2544 op->invisible--;
2545 if (!op->invisible)
2546 {
2547 make_visible (op);
2548 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2549 }
2550 }
2551
2552 if (QUERY_FLAG (op, FLAG_SCARED)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2267 {
2554 flee_player (op); 2268 flee_player (op);
2269
2555 /* If player is still scared, that is his action for this tick */ 2270 /* If player is still scared, that is his action for this tick */
2556 if (QUERY_FLAG (op, FLAG_SCARED)) 2271 if (op->flag [FLAG_SCARED])
2557 { 2272 {
2558 op->speed_left--; 2273 --op->speed_left;
2559 return 0; 2274 return 0;
2560 } 2275 }
2561 } 2276 }
2562
2563 /* I've been seeing crashes where the golem has been destroyed, but
2564 * the player object still points to the defunct golem. The code that
2565 * destroys the golem looks correct, and it doesn't always happen, so
2566 * put this in a a workaround to clean up the golem pointer.
2567 */
2568 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2569 op->contr->ranges[range_golem] = 0;
2570 2277
2571 /* call this here - we also will call this in do_ericserver, but 2278 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2279 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2280 * called, so we recheck it here.
2574 */ 2281 */
2575 HandleClient (&op->contr->socket, op->contr); 2282 if (op->contr->ns->handle_command ())
2576 if (op->speed_left < 0)
2577 return 0; 2283 return 1;
2578 2284
2285 if (op->speed_left > 0.f)
2286 {
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2287 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2288 {
2581 /* All move commands take 1 tick, at least for now */ 2289 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--; 2290 --op->speed_left;
2583 2291
2584 /* Instead of all the stuff below, let move_player take care 2292 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in 2293 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff. 2294 * there, as well as the confusion stuff.
2587 */ 2295 */
2588 move_player (op, op->direction); 2296 move_player (op, op->direction);
2589 if (op->speed_left > 0) 2297
2590 return 1; 2298 return op->speed_left > 0.f;
2591 else 2299 }
2592 return 0;
2593 } 2300 }
2301
2594 return 0; 2302 return 0;
2595} 2303}
2596 2304
2597int 2305int
2598save_life (object *op) 2306save_life (object *op)
2599{ 2307{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2308 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2309 return 0;
2604 2310
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2311 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2312 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2313 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2314 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2315 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2316
2618 op->stats.hp = op->stats.maxhp; 2324 op->stats.hp = op->stats.maxhp;
2619 2325
2620 if (op->stats.food < 0) 2326 if (op->stats.food < 0)
2621 op->stats.food = 999; 2327 op->stats.food = 999;
2622 2328
2623 fix_player (op); 2329 op->update_stats ();
2624 return 1; 2330 return 1;
2625 } 2331 }
2332
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2333 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2334 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2335 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2336 return 0;
2630} 2337}
2635 * from. 2342 * from.
2636 */ 2343 */
2637void 2344void
2638remove_unpaid_objects (object *op, object *env) 2345remove_unpaid_objects (object *op, object *env)
2639{ 2346{
2640 object *next;
2641
2642 while (op) 2347 while (op)
2643 { 2348 {
2644 next = op->below; /* Make sure we have a good value, in case 2349 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2350
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2351 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2352 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2353 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2354 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2355
2356 op->insert_at (env);
2655 } 2357 }
2656 else if (op->inv) 2358 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2359 remove_unpaid_objects (op->inv, env);
2360
2658 op = next; 2361 op = next;
2659 } 2362 }
2660} 2363}
2661
2662 2364
2663/* 2365/*
2664 * Returns pointer a static string containing gravestone text 2366 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2367 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2368 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2379 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2380 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2381 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2382 else
2681 sprintf (buf, "%s\n", &op->name); 2383 sprintf (buf, "%s\n", &op->name);
2384
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2386 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2388 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2389 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2390 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2391
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2393 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2394 if (op->type == PLAYER)
2691 { 2395 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2396 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2397 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2398 strcat (buf2, buf);
2695 } 2399 }
2400
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2401 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2402 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2403 strcat (buf2, buf);
2404
2699 return buf2; 2405 return buf2;
2700} 2406}
2701
2702
2703 2407
2704void 2408void
2705do_some_living (object *op) 2409do_some_living (object *op)
2706{ 2410{
2707 int last_food = op->stats.food; 2411 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2417 int rate_grace = 2000;
2714 const int max_hp = 1; 2418 const int max_hp = 1;
2715 const int max_sp = 1; 2419 const int max_sp = 1;
2716 const int max_grace = 1; 2420 const int max_grace = 1;
2717 2421
2718 if (op->contr->outputs_sync) 2422 if (op->contr->hidden)
2719 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2721 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2722 flush_output_element (op, &op->contr->outputs[i]);
2723 } 2423 {
2424 op->invisible = 1000;
2425 /* the socket code flashes the player visible/invisible
2426 * depending on the value of invisible, so we need to
2427 * alternate it here for it to work correctly.
2428 */
2429 if (pticks & 2)
2430 op->invisible--;
2431 }
2432 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2433 {
2434 if (!op->invisible--)
2435 {
2436 make_visible (op);
2437 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2438 }
2439 }
2724 2440
2725 if (op->contr->state == ST_PLAYING) 2441 if (op->contr->ns->state == ST_PLAYING)
2726 { 2442 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2443 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2444 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2445 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2446 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2447 else
2733 { 2448 {
2734 gen_hp = op->stats.maxhp; 2449 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2450 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2451 }
2452
2737 if (op->contr->gen_sp >= 0) 2453 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2454 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2455 else
2740 { 2456 {
2741 gen_sp = op->stats.maxsp; 2457 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2458 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2459 }
2460
2744 if (op->contr->gen_grace >= 0) 2461 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2462 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2463 else
2747 { 2464 {
2748 gen_grace = op->stats.maxgrace; 2465 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2466 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2467 }
2751 2468
2752 /* Regenerate Spell Points */ 2469 /* Regenerate Spell Points */
2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2470 if (!op->contr->golem && --op->last_sp < 0)
2754 { 2471 {
2755 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2472 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2756 if (op->stats.sp < op->stats.maxsp) 2473 if (op->stats.sp < op->stats.maxsp)
2757 { 2474 {
2758 op->stats.sp++; 2475 op->stats.sp++;
2764 op->stats.food += op->contr->digestion; 2481 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2482 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2483 op->stats.food = last_food;
2767 } 2484 }
2768 } 2485 }
2486
2769 if (max_sp > 1) 2487 if (max_sp > 1)
2770 { 2488 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2489 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2490 if (over_sp > 0)
2773 { 2491 {
2774 if (op->stats.sp < op->stats.maxsp) 2492 if (op->stats.sp < op->stats.maxsp)
2775 { 2493 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2494 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2496 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2497 op->stats.sp--;
2498
2779 if (op->stats.sp > op->stats.maxsp) 2499 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2500 op->stats.sp = op->stats.maxsp;
2781 } 2501 }
2782 op->last_sp = 0; 2502 op->last_sp = 0;
2783 } 2503 }
2784 else 2504 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2506 }
2789 else 2507 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2509 }
2794 2510
2795 /* Regenerate Grace */ 2511 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2512 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2513 if (--op->last_grace < 0)
2798 { 2514 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2515 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2516 op->stats.grace++; /* no penalty in food for regaining grace */
2517
2801 if (max_grace > 1) 2518 if (max_grace > 1)
2802 { 2519 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2520 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2521 if (over_grace > 0)
2805 { 2522 {
2833 op->stats.food += op->contr->digestion; 2550 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2551 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2552 op->stats.food = last_food;
2836 } 2553 }
2837 } 2554 }
2555
2838 if (max_hp > 1) 2556 if (max_hp > 1)
2839 { 2557 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2558 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2559 if (over_hp > 0)
2842 { 2560 {
2855 } 2573 }
2856 2574
2857 /* Digestion */ 2575 /* Digestion */
2858 if (--op->last_eat < 0) 2576 if (--op->last_eat < 0)
2859 { 2577 {
2860#ifdef COZY_SERVER
2861 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2862 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2863#else
2864 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2578 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2865#endif
2866 2579
2867 if (op->contr->gen_hp > 0) 2580 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2581 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2582 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2583 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2584
2871 /* dms do not consume food */ 2585 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2586 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2587 op->stats.food--;
2874 } 2588 }
2875 }
2876 2589
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2590 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2591 {
2879 object *tmp, *flesh = NULL; 2592 object *tmp, *flesh = 0;
2880 2593
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2594 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2595 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2596 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2597 {
2598 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2599 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2600 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2601 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2602 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2603 break;
2891 } 2604 }
2892 else if (tmp->type == FLESH) 2605 else if (tmp->type == FLESH)
2893 flesh = tmp; 2606 flesh = tmp;
2894 } /* End if paid for object */ 2607 } /* End if paid for object */
2895 } /* end of for loop */ 2608 } /* end of for loop */
2609
2896 /* If player is still starving, it means they don't have any food, so 2610 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2611 * eat flesh instead.
2898 */ 2612 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2613 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2614 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2616 manual_apply (op, flesh, 0);
2903 } 2617 }
2904 } /* end if player is starving */ 2618 }
2905 2619
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2620 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2621 op->stats.food++, op->stats.hp--;
2908 2622
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2623 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2624 kill_player (op);
2625 }
2911} 2626}
2912
2913
2914 2627
2915/* If the player should die (lack of hp, food, etc), we call this. 2628/* If the player should die (lack of hp, food, etc), we call this.
2916 * op is the player in jeopardy. If the player can not be saved (not 2629 * op is the player in jeopardy. If the player can not be saved (not
2917 * permadeath, no lifesave), this will take care of removing the player 2630 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2631 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2662 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2663
2951 /* restore player */ 2664 /* restore player */
2952 at = archetype::find ("poisoning"); 2665 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2666 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2667 {
2956 tmp->destroy (); 2668 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2669 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2670 }
2959 2671
2960 at = archetype::find ("confusion"); 2672 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2673 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2674 {
2964 tmp->destroy (); 2675 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2676 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2677 }
2967 2678
2969 op->stats.hp = op->stats.maxhp; 2680 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2681 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2682 op->stats.food = 999;
2972 2683
2973 /* create a bodypart-trophy to make the winner happy */ 2684 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2685 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2686 {
2977 sprintf (buf, "%s's finger", &op->name); 2687 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2688 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2689 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2690 " the %s, when he was defeated at\n level %d by %s.\n",
2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2691 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2692 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2693 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2694 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2695 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2696 }
2988 2697
2989 /* teleport defeated player to new destination */ 2698 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2699 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2700 op->contr->braced = 0;
2996 2705
2997 command_kill_pets (op, 0); 2706 command_kill_pets (op, 0);
2998 2707
2999 if (op->stats.food < 0) 2708 if (op->stats.food < 0)
3000 { 2709 {
3001 if (op->contr->explore)
3002 {
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005 op->stats.food = 999;
3006 return;
3007 }
3008 sprintf (buf, "%s starved to death.", &op->name); 2710 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2711 strcpy (op->contr->killer, "starvation");
3010 } 2712 }
3011 else 2713 else
3012 {
3013 if (op->contr->explore)
3014 {
3015 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3016 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3017 op->stats.hp = op->stats.maxhp;
3018 return;
3019 }
3020 sprintf (buf, "%s died.", &op->name); 2714 sprintf (buf, "%s died.", &op->name);
3021 } 2715
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2716 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2717
3024 /* save the map location for corpse, gravestone */ 2718 /* save the map location for corpse, gravestone */
3025 x = op->x; 2719 x = op->x;
3026 y = op->y; 2720 y = op->y;
3027 map = op->map; 2721 map = op->map;
3028 2722
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2723 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2724 * life if they are dead - it takes some exp and a random stat.
3034 * See the config.h file for a little more in depth detail about this. 2725 * See the config.h file for a little more in depth detail about this.
3035 */ 2726 */
3036 2727
3037 /* Basically two ways to go - remove a stat permanently, or just 2728 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2729 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2730 * of death.
3040 */ 2731 */
3041#ifndef COZY_SERVER 2732#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2733 if (settings.balanced_stat_loss)
3043 { 2734 {
3044 /* If stat loss is permanent, lose one stat only. */ 2735 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2736 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2737 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2738 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2739 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2740 little bit harder. */
3050 /* GD */ 2741 /* GD */
3051 if (settings.stat_loss_on_death) 2742 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2743 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2744 else
3057 { 2745 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2746 }
2747 else
3058 num_stats_lose = 1; 2748 num_stats_lose = 1;
3059 } 2749
3060 lost_a_stat = 0; 2750 lost_a_stat = 0;
3061 2751
3062 for (z = 0; z < num_stats_lose; z++) 2752 for (z = 0; z < num_stats_lose; z++)
3063 { 2753 {
3064 i = RANDOM () % NUM_STATS; 2754 i = RANDOM () % NUM_STATS;
3065 2755
3066 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
3067 { 2757 {
3068 /* Pick a random stat and take a point off it. Tell the player 2758 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2759 * what he lost.
3070 */ 2760 */
3071 change_attr_value (&(op->stats), i, -1); 2761 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2762 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2763 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2764 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2765 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2766 lost_a_stat = 1;
2767 }
2768 else
2769 {
2770 /* deplete a stat */
2771 archetype *deparch = archetype::find ("depletion");
2772 object *dep;
2773
2774 dep = present_arch_in_ob (deparch, op);
2775 if (!dep)
2776 {
2777 dep = arch_to_object (deparch);
2778 insert_ob_in_ob (dep, op);
3077 } 2779 }
3078 else 2780 lose_this_stat = 1;
2781 if (settings.balanced_stat_loss)
3079 { 2782 {
3080 /* deplete a stat */ 2783 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2784 /* Get the stat that we're about to deplete. */
3082 object *dep; 2785 this_stat = get_attr_value (&(dep->stats), i);
3083 2786 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2787 {
3087 dep = arch_to_object (deparch); 2788 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2789 int keep_chance = this_stat * this_stat;
3089 } 2790
3090 lose_this_stat = 1; 2791 /* Yes, I am paranoid. Sue me. */
3091 if (settings.balanced_stat_loss)
3092 {
3093 /* GD */
3094 /* Get the stat that we're about to deplete. */
3095 this_stat = get_attr_value (&(dep->stats), i);
3096 if (this_stat < 0) 2792 if (keep_chance < 1)
2793 keep_chance = 1;
2794
2795 /* There is a maximum depletion total per level. */
2796 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2797 {
3098 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3099 int keep_chance = this_stat * this_stat;
3100
3101 /* Yes, I am paranoid. Sue me. */
3102 if (keep_chance < 1)
3103 keep_chance = 1;
3104
3105 /* There is a maximum depletion total per level. */
3106 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3107 {
3108 lose_this_stat = 0; 2798 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2799 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2800 retain the stat. */
3111 }
3112 else
3113 {
3114 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 lose_this_stat = 0;
3116 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3117 this_stat, keep_chance, loss_chance,
3118 lose_this_stat?"LOSE":"KEEP"); */
3119 }
3120 } 2801 }
3121 }
3122
3123 if (lose_this_stat)
3124 {
3125 this_stat = get_attr_value (&(dep->stats), i);
3126 /* We could try to do something clever like find another
3127 * stat to reduce if this fails. But chances are, if
3128 * stats have been depleted to -50, all are pretty low
3129 * and should be roughly the same, so it shouldn't make a
3130 * difference.
3131 */ 2802 else
3132 if (this_stat >= -50)
3133 { 2803 {
3134 change_attr_value (&(dep->stats), i, -1); 2804 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3135 SET_FLAG (dep, FLAG_APPLIED);
3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3137 fix_player (op);
3138 lost_a_stat = 1; 2805 lose_this_stat = 0;
2806 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2807 this_stat, keep_chance, loss_chance,
2808 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2809 }
3140 } 2810 }
3141 } 2811 }
2812
2813 if (lose_this_stat)
2814 {
2815 this_stat = get_attr_value (&(dep->stats), i);
2816 /* We could try to do something clever like find another
2817 * stat to reduce if this fails. But chances are, if
2818 * stats have been depleted to -50, all are pretty low
2819 * and should be roughly the same, so it shouldn't make a
2820 * difference.
2821 */
2822 if (this_stat >= -50)
2823 {
2824 change_attr_value (&(dep->stats), i, -1);
2825 SET_FLAG (dep, FLAG_APPLIED);
2826 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2827 op->update_stats ();
2828 lost_a_stat = 1;
2829 }
3142 } 2830 }
2831 }
2832 }
3143 /* If no stat lost, tell the player. */ 2833 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2834 if (!lost_a_stat)
3145 { 2835 {
3146 /* determine_god() seems to not work sometimes... why is this? 2836 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2837 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2838 const char *god = determine_god (op);
3149 2839
3150 if (god && (strcmp (god, "none"))) 2840 if (god && (strcmp (god, "none")))
3151 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2841 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2842 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2843 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2844 }
3155#else 2845#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2846 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2847#endif
3158 2848
3159 /* Put a gravestone up where the character 'almost' died. List the 2849 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2850 * exp loss on the stone.
3161 */ 2851 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2852 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2853 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2854 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2855 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2856 tmp->name_pl = buf;
3167 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); 2857 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);
3168 tmp->msg = buf; 2858 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2859 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2860 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2861
3172 /**************************************/ 2862 /**************************************/
3173 /* */ 2863 /* */
3174 /* Subtract the experience points, */ 2864 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2865 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2866 /* food, and reset HP's... */
3177 /* */ 2867 /* */
3178 /**************************************/ 2868 /**************************************/
3179 2869
3180 /* remove any poisoning and confusion the character may be suffering. */ 2870 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2871 /* restore player */
3182 at = archetype::find ("poisoning"); 2872 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2873 tmp = present_arch_in_ob (at, op);
3184 2874
3185 if (tmp) 2875 if (tmp)
3186 { 2876 {
3187 tmp->destroy (); 2877 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2878 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2879 }
3190 2880
3191 at = archetype::find ("confusion"); 2881 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2882 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2883 if (tmp)
3194 { 2884 {
3195 tmp->destroy (); 2885 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2886 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2887 }
3198 2888
3199 cure_disease (op, 0); /* remove any disease */ 2889 cure_disease (op, 0); /* remove any disease */
3200 2890
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2891 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2892 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2893 if (op->stats.food < 100)
3204 op->stats.food = 900; 2894 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2895 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2896 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2897 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2898
3209 /* 2899 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2900 * Check to see if the player has any unpaid items. If so, remove them
3211 * the player has any unpaid items. If so, remove them and put them back 2901 * and put them back in the map.
3212 * in the map. 2902 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2903 remove_unpaid_objects (op->inv, op);
3217 2904
3218 /****************************************/ 2905 /****************************************/
3219 /* */ 2906 /* */
3220 /* Move player to his current respawn- */ 2907 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2908 /* position (usually last savebed) */
3222 /* */ 2909 /* */
3223 /****************************************/ 2910 /****************************************/
3224 2911
3225 enter_player_savebed (op); 2912 enter_player_savebed (op);
3226 2913
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2914 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2915
3233 /* it is possible that the player has blown something up 2916 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2917 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2918 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2919 * on the space that might harm the player.
3237 */ 2920 */
3238 will_kill_again = 0; 2921 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2922 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2923 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2924 will_kill_again |= tmp->attacktype;
3242 2925
3243 if (will_kill_again) 2926 if (will_kill_again)
3244 { 2927 {
3245 object *force; 2928 object *force;
3246 int at; 2929 int at;
3247 2930
3248 force = get_archetype (FORCE_NAME); 2931 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2932 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2933 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2934 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2935 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2936 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2937 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2938 force->resist[at] = 100;
3256 2939
3257 insert_ob_in_ob (force, op); 2940 insert_ob_in_ob (force, op);
3258 fix_player (op); 2941 op->update_stats ();
3259 2942
3260 } 2943 }
3261 2944
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2945 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem]->destroy ();
3281 op->contr->ranges[range_golem] = 0;
3282 }
3283
3284 loot_object (op); /* Remove some of the items for good */
3285 op->remove ();
3286 op->direction = 0;
3287
3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289 {
3290 delete_character (op->name, 0);
3291 if (settings.resurrection == TRUE)
3292 {
3293 /* save playerfile sans equipment when player dies
3294 ** then save it as player.pl.dead so that future resurrection
3295 ** type spells will work on them nicely
3296 */
3297 delete_character (op->name, 0);
3298 op->stats.hp = op->stats.maxhp;
3299 op->stats.food = 999;
3300
3301 /* set the location of where the person will reappear when */
3302 /* maybe resurrection code should fix map also */
3303 strcpy (op->contr->maplevel, settings.emergency_mapname);
3304 if (op->map != NULL)
3305 op->map = NULL;
3306 op->x = settings.emergency_x;
3307 op->y = settings.emergency_y;
3308 save_player (op, 0);
3309 op->map = map;
3310 /* please see resurrection.c: peterm */
3311 dead_player (op);
3312 }
3313 else
3314 delete_character (op->name, 1);
3315 }
3316
3317 play_again (op);
3318
3319 /* peterm: added to create a corpse at deathsite. */
3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
3321 sprintf (buf, "%s", &op->name);
3322 tmp->name = tmp->name_pl = buf;
3323 tmp->level = op->level;
3324 tmp->x = x;
3325 tmp->y = y;
3326 tmp->msg = gravestone_text (op);
3327 SET_FLAG (tmp, FLAG_UNIQUE);
3328 insert_ob_in_map (tmp, map, NULL, 0);
3329 }
3330} 2946}
3331
3332 2947
3333void 2948void
3334loot_object (object *op) 2949loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2950{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2951 object *tmp, *tmp2, *next;
3337 2952
3338 if (op->container) 2953 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2954
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2955 for (tmp = op->inv; tmp; tmp = next)
3344 { 2956 {
3345 next = tmp->below; 2957 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2958
2959 if (tmp->invisible)
3347 continue; 2960 continue;
2961
3348 tmp->remove (); 2962 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2963 tmp->x = op->x, tmp->y = op->y;
2964
3350 if (tmp->type == CONTAINER) 2965 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2966 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2967
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2968 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2969 {
3356 if (tmp->nrof > 1) 2970 if (tmp->nrof > 1)
3357 { 2971 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2972 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2973 tmp2->destroy ();
3370/* 2984/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2985 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 2986 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 2987 * was changed.
3374 */ 2988 */
3375
3376void 2989void
3377fix_weight (void) 2990fix_weight (void)
3378{ 2991{
3379 player *pl; 2992 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 2993 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2994 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 2995
3385 if (old == sum) 2996 if (old == sum)
3386 continue; 2997 continue;
3387 fix_player (pl->ob); 2998 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2999 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3000 }
3390} 3001}
3391 3002
3392void 3003void
3393fix_luck (void) 3004fix_luck (void)
3394{ 3005{
3395 player *pl; 3006 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3007 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3008 pl->ob->change_luck (0);
3400} 3009}
3401
3402 3010
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3011/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3012 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3013 * just treat this as any other spell casting object.
3406 */ 3014 */
3407
3408void 3015void
3409cast_dust (object *op, object *throw_ob, int dir) 3016cast_dust (object *op, object *throw_ob, int dir)
3410{ 3017{
3411 object *skop, *spob; 3018 object *skop, *spob;
3412 3019
3446 if (op->type == PLAYER) 3053 if (op->type == PLAYER)
3447 { 3054 {
3448 op->contr->tmp_invis = 0; 3055 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3056 op->contr->invis_race = 0;
3450 } 3057 }
3058
3451 update_object (op, UP_OBJ_FACE); 3059 update_object (op, UP_OBJ_CHANGE);
3452} 3060}
3453 3061
3454int 3062int
3455is_true_undead (object *op) 3063is_true_undead (object *op)
3456{ 3064{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3065 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3066 return 1;
3461 3067
3462 if (op->type == PLAYER)
3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3467 return 0; 3068 return 0;
3468} 3069}
3469 3070
3470/* look at the surrounding terrain to determine 3071/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3072 * the hideability of this object. Positive levels
3527 3128
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3129 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3130
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3131 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3132 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3133 if (!skop || num >= skop->level)
3534 { 3134 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3135 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3136 make_visible (op);
3537 return; 3137 return;
3538 } 3138 }
3539 else 3139 else
3540 num += 20; 3140 num += 20;
3541 } 3141
3542 num += op->map->difficulty; 3142 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3143 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3144 num -= hide;
3145
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3146 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3147 {
3547 make_visible (op); 3148 make_visible (op);
3548 if (op->type == PLAYER) 3149 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3150 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3151 }
3551 else if (op->type == PLAYER && skop) 3152 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3153 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3154}
3556 3155
3557/* determine if who is standing near a hostile creature. */ 3156/* determine if who is standing near a hostile creature. */
3558 3157
3559int 3158int
3586 if (mflags & P_OUT_OF_MAP) 3185 if (mflags & P_OUT_OF_MAP)
3587 continue; 3186 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3187 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3188 continue;
3590 3189
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3190 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3191 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3192 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3193 return 1;
3595 else if (tmp->type == PLAYER) 3194 else if (tmp->type == PLAYER)
3596 { 3195 {
3626 if (pl->type != PLAYER) 3225 if (pl->type != PLAYER)
3627 { 3226 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3227 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3228 return -1;
3630 } 3229 }
3230
3631 if (!pl || !op) 3231 if (!pl || !op)
3632 return 0; 3232 return 0;
3633 3233
3634 if (op->head)
3635 {
3636 op = op->head; 3234 op = op->head_ ();
3637 } 3235
3638 get_rangevector (pl, op, &rv, 0x1); 3236 get_rangevector (pl, op, &rv, 0x1);
3639 3237
3640 /* starting with the 'head' part, lets loop 3238 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3239 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3240 * part that is in the los array but isnt on
3650 3248
3651 /* only the viewable area the player sees is updated by LOS 3249 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3250 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3251 * for any meaningful values.
3654 */ 3252 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3253 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3254 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3255 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3256 return 1;
3659 op = op->more; 3257 op = op->more;
3660 } 3258 }
3661 return 0; 3259 return 0;
3662} 3260}
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3357 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3358 int i = 0, j = 0;
3761 3359
3762 /* get the appropriate treasurelist */ 3360 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3361 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3362 trlist = treasurelist::find ("dragon_ability_fire");
3765 else if (atnr == ATNR_COLD) 3363 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3364 trlist = treasurelist::find ("dragon_ability_cold");
3767 else if (atnr == ATNR_ELECTRICITY) 3365 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3366 trlist = treasurelist::find ("dragon_ability_elec");
3769 else if (atnr == ATNR_POISON) 3367 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3368 trlist = treasurelist::find ("dragon_ability_poison");
3771 3369
3772 if (trlist == NULL || who->type != PLAYER) 3370 if (trlist == NULL || who->type != PLAYER)
3773 return; 3371 return;
3774 3372
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3373 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3374
3777 if (tr == NULL || tr->item == NULL) 3375 if (!tr || !tr->item)
3778 { 3376 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3377 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3378 return;
3781 } 3379 }
3782 3380
3848 { 3446 {
3849 /* forces in the treasurelist can alter the player's stats */ 3447 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3448 object *skin;
3851 3449
3852 /* first get the dragon skin force */ 3450 /* first get the dragon skin force */
3451 shstr_cmp dragon_skin_force ("dragon_skin_force");
3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3452 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3453 ;
3454
3854 if (skin == NULL) 3455 if (!skin)
3855 return; 3456 return;
3856 3457
3857 /* adding new spellpath attunements */ 3458 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3459 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3460 {
3904 * not readied. 3505 * not readied.
3905 */ 3506 */
3906void 3507void
3907player_unready_range_ob (player *pl, object *ob) 3508player_unready_range_ob (player *pl, object *ob)
3908{ 3509{
3909 rangetype i; 3510 if (pl->ob->current_weapon == ob)
3511 pl->ob->current_weapon = 0;
3910 3512
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3513 if (pl->combat_ob == ob)
3912 { 3514 pl->combat_ob = 0;
3515
3913 if (pl->ranges[i] == ob) 3516 if (pl->ranged_ob == ob)
3914 { 3517 pl->ranged_ob = 0;
3915 pl->ranges[i] = NULL;
3916 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none;
3919 }
3920 }
3921 }
3922} 3518}
3519
3520sint8
3521player::visibility_at (maptile *map, int x, int y) const
3522{
3523 if (!ns)
3524 return 0;
3525
3526 int dx, dy;
3527 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3528 return 0;
3529
3530 x += dx - ns->current_x + ns->mapx / 2;
3531 y += dy - ns->current_y + ns->mapy / 2;
3532
3533 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3534 return 0;
3535
3536 return 100 - blocked_los [x][y];
3537}

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