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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 1.142 by root, Fri May 18 19:46:22 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}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 150}
308 151
309/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
310static void 153static void
311set_first_map (object *op) 154set_first_map (object *op)
312{ 155{
313 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
314 op->x = -1; 157 op->x = -1;
315 op->y = -1; 158 op->y = -1;
316 enter_exit (op, NULL);
317} 159}
318 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats ();
289
290 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0);
293
294 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this);
302}
303
304void
305player::disconnect ()
306{
307 if (ns)
308 {
309 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311
312 INVOKE_PLAYER (DISCONNECT, this);
313
314 ns->reset_stats ();
315 ns->pl = 0;
316 ns = 0;
317 }
318
319 if (ob)
320 ob->close_container (); //TODO: client-specific
321
322 deactivate ();
323}
324
325// the need for this function can be explained
326// by load_object not returning the object
327void
328player::set_object (object *op)
329{
330 ob = op;
331 ob->contr = this; /* this aren't yet in archetype */
332
333 ob->speed = 1.0f;
334 ob->speed_left = 0.5f;
335
336 ob->direction = 5; /* So player faces south */
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers;
355 peaceful = 1; /* default peaceful */
356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
360}
361
362void
363player::do_destroy ()
364{
365 disconnect ();
366
367 attachable::do_destroy ();
368
369 if (ob)
370 {
371 ob->destroy_inv (false);
372 ob->destroy ();
373 }
374}
375
376player::~player ()
377{
378 /* Clear item stack */
379 free (stack_items);
380}
381
319/* Tries to add player on the connection passwd in ns. 382/* 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 383 * All we can really get in this is some settings like host and display
321 * mode. 384 * mode.
322 */ 385 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 386player *
387player::create ()
388{
389 player *pl = new player;
328 390
329 p = get_player (NULL); 391 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));
332 392
333 if (p->socket.faces_sent == NULL) 393 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 394 pl->ob->stats.wc = 2;
395 pl->ob->run_away = 25; /* Then we panick... */
335 396
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); 397 set_first_map (pl->ob);
344 398
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; 399 return pl;
353} 400}
354 401
355/* 402/*
356 * get_player_archetype() return next player archetype from archetype 403 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 404 * list. Not very efficient routine, but used only creating new players.
366 { 413 {
367 if (at == NULL || at->next == NULL) 414 if (at == NULL || at->next == NULL)
368 at = first_archetype; 415 at = first_archetype;
369 else 416 else
370 at = at->next; 417 at = at->next;
418
371 if (at->clone.type == PLAYER) 419 if (at->clone.type == PLAYER)
372 return at; 420 return at;
421
373 if (at == start) 422 if (at == start)
374 { 423 {
375 LOG (llevError, "No Player archetypes\n"); 424 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 425 exit (-1);
377 } 426 }
378 } 427 }
379} 428}
380 429
381
382object * 430object *
383get_nearest_player (object *mon) 431get_nearest_player (object *mon)
384{ 432{
385 object *op = NULL; 433 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 434 objectlink *ol;
388 unsigned lastdist; 435 unsigned lastdist;
389 rv_vector rv; 436 rv_vector rv;
390 437
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 439 {
393 /* We should not find free objects on this friendly list, but it 440 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it. 441 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 442 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 443 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 447 object *tmp = ol->ob;
401 448
402 /* Can't do much more other than log the fact, because the object 449 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared. 450 * itself will have been cleared.
404 */ 451 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
406 ol = ol->next; 454 ol = ol->next;
407 remove_friendly_object (tmp); 455 remove_friendly_object (tmp);
408 if (!ol) 456 if (!ol)
409 return op; 457 return op;
410 } 458 }
423 { 471 {
424 op = ol->ob; 472 op = ol->ob;
425 lastdist = rv.distance; 473 lastdist = rv.distance;
426 } 474 }
427 } 475 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 476
429 { 477 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 478 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 479 if (lastdist > rv.distance)
434 { 480 {
435 op = pl->ob; 481 op = pl->ob;
436 lastdist = rv.distance; 482 lastdist = rv.distance;
437 } 483 }
438 } 484
439 }
440#if 0 485#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 486 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 487#endif
443 return op; 488 return op;
444} 489}
462 * circling behaviour. Unfortunately, this function is also used to determined 507 * 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 508 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 509 * is probably not a good thing.
465 */ 510 */
466#define MAX_SPACES 50 511#define MAX_SPACES 50
467
468 512
469/* 513/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 514 * 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 515 * 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 516 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 547 x = mon->x;
504 y = mon->y; 548 y = mon->y;
505 m = mon->map; 549 m = mon->map;
506 dir = rv.direction; 550 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 551 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); 552 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
553
509 /* If we can't solve it within the search distance, return now. */ 554 /* If we can't solve it within the search distance, return now. */
510 if (diff > max) 555 if (diff > max)
511 return 0; 556 return 0;
557
512 while (diff > 1 && max > 0) 558 while (diff > 1 && max > 0)
513 { 559 {
514 lastx = x; 560 lastx = x;
515 lasty = y; 561 lasty = y;
516 lastmap = m; 562 lastmap = m;
598 max--; 644 max--;
599 lastdir = dir; 645 lastdir = dir;
600 if (!firstdir) 646 if (!firstdir)
601 firstdir = dir; 647 firstdir = dir;
602 } 648 }
649
603 if (diff <= 1) 650 if (diff <= 1)
604 { 651 {
605 /* Recalculate diff (distance) because we may not have actually 652 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 653 * headed toward player for entire distance.
607 */ 654 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 655 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); 656 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 657 }
658
611 if (diff > max) 659 if (diff > max)
612 return 0; 660 return 0;
613 } 661 }
662
614 /* If we reached the max, didn't find a direction in time */ 663 /* If we reached the max, didn't find a direction in time */
615 if (!max) 664 if (!max)
616 return 0; 665 return 0;
617 666
618 return firstdir; 667 return firstdir;
711 /* Need to set up the skill pointers */ 760 /* Need to set up the skill pointers */
712 link_player_skills (pl); 761 link_player_skills (pl);
713} 762}
714 763
715void 764void
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) 765get_party_password (object *op, partylist *party)
800{ 766{
801 if (party == NULL) 767 if (party == NULL)
802 { 768 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 769 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 770 return;
805 } 771 }
772
806 op->contr->write_buf[0] = '\0'; 773 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 774 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 775 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 776 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 777}
811
812 778
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 779/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 780static int
815roll_stat (void) 781roll_stat (void)
816{ 782{
817 int a[4], i, j, k; 783 int a[4], i, j, k;
818 784
819 for (i = 0; i < 4; i++) 785 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 786 a[i] = (int) rndm (6) + 1;
821 787
822 for (i = 0, j = 0, k = 7; i < 4; i++) 788 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 789 if (a[i] < k)
824 k = a[i], j = i; 790 k = a[i], j = i;
825 791
826 for (i = 0, k = 0; i < 4; i++) 792 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 793 if (i != j)
829 k += a[i]; 794 k += a[i];
830 } 795
831 return k; 796 return k;
832} 797}
833 798
834void 799void
835roll_stats (object *op) 800object::roll_stats ()
836{ 801{
802 int statsort [NUM_STATS];
803
804 for (;;)
805 {
837 int sum = 0; 806 int sum = 0;
838 int i = 0, j = 0; 807 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 808 sum += statsort [i] = roll_stat ();
840 809
841 do 810 if (sum >= 82 && sum <= 116)
811 break;
842 { 812 }
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);
853 813
854 /* Sort the stats so that rerolling is easier... */ 814 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 815 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;
862 816
863 /* a quick and dirty bubblesort? */ 817 for (int i = 0; i < NUM_STATS; ++i)
864 do 818 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);
879 819
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; 820 stats.exp = 0;
899 op->stats.ac = 0; 821 stats.ac = 0;
900 822
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; 823 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
909 op->contr->orig_stats = op->stats; 833 contr->orig_stats = stats;
834 }
910} 835}
911 836
912void 837void
913Roll_Again (object *op) 838object::swap_stats (int a, int b)
914{ 839{
915 esrv_new_player (op->contr, 0); 840 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}
919 841
920void 842 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 843 stats.stat (i) = contr->orig_stats.stat (i);
844
845 //TODO: the following code looks so borked and should, at the very least,
846 // be merged with the similar code in roll_stats
847 stats.ac = 0;
848
849 level = 1;
850 stats.exp = 0;
851 stats.ac = 0;
852
853 stats.hp = stats.maxhp;
854 stats.sp = stats.maxsp;
855 stats.grace = stats.maxgrace;
856
857 if (contr)
858 {
859 contr->levhp[1] = 9;
860 contr->levsp[1] = 6;
861 contr->levgrace[1] = 3;
862
863 contr->orig_stats = stats;
864 }
865}
866
867static void
868start_info (object *op)
922{ 869{
923 signed char tmp;
924 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
925 871
926 if (op->contr->Swap_First == -1) 872 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); 873 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 874 //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); 875 //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} 876}
1041 877
1042/* This function takes the key that is passed, and does the 878/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 879 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 880 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 881 * separate race and class; this actually changes the RACE,
1046 * not the class. 882 * not the class.
1047 */ 883 */
1048 884void
1049int 885player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 886{
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 */ 887 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 889
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 890 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 891 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 892 create_treasure (tl, ob, 0, 0, 0);
1070 893
1071 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, ob->contr);
1073 896
1074 op->contr->state = ST_PLAYING; 897 ob->contr->ns->state = ST_PLAYING;
1075 898
1076 if (op->msg) 899 if (ob->msg)
1077 op->msg = NULL; 900 ob->msg = 0;
1078 901
1079 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
1080 * to save here. 903 * to save here.
1081 */ 904 */
905 {
906 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 908 make_path_to_file (buf);
909 }
1084 910
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 911 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 913 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 914 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 915 esrv_send_inventory (ob, ob);
1093 fix_player (op); 916 ob->update_stats ();
1094 917
1095 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
1096 * is one for this race 919 * is one for this race
1097 */ 920 */
1098 if (*first_map_ext_path) 921 if (*first_map_ext_path)
1099 { 922 {
1100 object *tmp; 923 object *tmp;
1101 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
1102 925
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = object::create (); 927 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
1110 * default initial map */ 933 * default initial map */
1111 tmp->destroy (); 934 tmp->destroy ();
1112 } 935 }
1113 else 936 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 938}
1117 return 0;
1118 }
1119 939
940void
941player::chargen_race_next ()
942{
1120 /* Following actually changes the race - this is the default command 943 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 944 * if we don't match with one of the options above.
1122 */ 945 */
1123 946
1124 tmp_loop = 0; 947 do
1125 while (!tmp_loop)
1126 { 948 {
1127 shstr name = op->name; 949 shstr name = ob->name;
1128 int x = op->x, y = op->y; 950 int x = ob->x, y = ob->y;
1129 951
1130 remove_statbonus (op); 952 ob->remove_statbonus ();
1131 op->remove (); 953 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 954 ob->arch = get_player_archetype (ob->arch);
1133 op->arch->clone.copy_to (op); 955 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 956 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 957 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 958 ob->name = ob->name_pl = name;
1137 op->x = x; 959 ob->x = x;
1138 op->y = y; 960 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 963 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 964 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 965 }
966 while (!allowed_class (ob));
1145 967
1146 update_object (op, UP_OBJ_FACE); 968 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 970 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 971 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 972 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 973 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} 974}
1208 975
1209void 976void
1210flee_player (object *op) 977flee_player (object *op)
1211{ 978{
1241 { 1008 {
1242 op->enemy = NULL; 1009 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1011 return;
1245 } 1012 }
1013
1246 get_rangevector (op, op->enemy, &rv, 0); 1014 get_rangevector (op, op->enemy, &rv, 0);
1247 1015
1248 dir = absdir (4 + rv.direction); 1016 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1017 for (diff = 0; diff < 3; diff++)
1250 { 1018 {
1251 int m = 1 - (RANDOM () & 2); 1019 int m = 1 - (RANDOM () & 2);
1252 1020
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1021 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1022 return;
1256 }
1257 } 1023 }
1024
1258 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1027 op->enemy = NULL;
1261} 1028}
1262 1029
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* 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 1031 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1032 * stop.
1267 */ 1033 */
1268int 1034int
1269check_pick (object *op) 1035check_pick (object *op)
1270{ 1036{
1271 object *tmp, *next; 1037 object *tmp, *next;
1272 int stop = 0; 1038 int stop = 0;
1273 int j, k, wvratio; 1039 int wvratio;
1274 char putstring[128], tmpstr[16]; 1040 char putstring[128];
1275 1041
1276 /* if you're flying, you cna't pick up anything */ 1042 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1043 if (op->move_type & MOVE_FLYING)
1278 return 1; 1044 return 1;
1279 1045
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 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)))); 1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1116 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 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)))); 1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1120 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 } 1121 }
1122
1384 /* philosophy: 1123 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1124 * 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 1125 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1126 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1127 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1128 * example.
1390 * The drawback: right now it has no frontend, so you need to 1129 * 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 1130 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1131 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1382 * found object is returned.
1644 */ 1383 */
1645object * 1384object *
1646find_arrow (object *op, const char *type) 1385find_arrow (object *op, const char *type)
1647{ 1386{
1648 object *tmp = NULL; 1387 object *tmp = 0;
1649 1388
1650 for (op = op->inv; op; op = op->below) 1389 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1391 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1392 else if (op->type == ARROW && op->race == type)
1654 return op; 1393 return op;
1394
1655 return tmp; 1395 return tmp;
1656} 1396}
1657 1397
1658/* 1398/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1399 * 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 1400 * 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 1401 * 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. 1402 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1403 */
1664
1665object * 1404object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1405find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1406{
1668 object *tmp = NULL, *arrow, *ntmp; 1407 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1408 int attacknum, attacktype, betterby = 0, i;
1735 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1475 * op = the shooter
1737 * type = bow->race 1476 * type = bow->race
1738 * dir = fire direction 1477 * dir = fire direction
1739 */ 1478 */
1740
1741object * 1479object *
1742pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1743{ 1481{
1744 object *tmp = NULL; 1482 object *tmp = NULL;
1745 maptile *m; 1483 maptile *m;
1810 */ 1548 */
1811int 1549int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1551{
1814 object *left, *bow; 1552 object *left, *bow;
1815 int bowspeed, mflags; 1553 int mflags;
1816 maptile *m; 1554 maptile *m;
1817 1555
1818 if (!dir) 1556 if (!dir)
1819 { 1557 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1559 return 0;
1822 } 1560 }
1823 if (op->type == PLAYER) 1561
1824 bow = op->contr->ranges[range_bow]; 1562 if (op->contr)
1563 bow = op->current_weapon;
1825 else 1564 else
1826 { 1565 {
1827 for (bow = op->inv; bow; bow = bow->below) 1566 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1567 /* 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. 1568 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1573 if (!bow)
1835 { 1574 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1576 return 0;
1838 } 1577 }
1578
1579 // optimisation: move object to top so we will find it quickly again
1580 if (bow->below)
1581 {
1582 bow->remove ();
1583 op->insert (bow);
1584 }
1585
1839 } 1586 }
1587
1840 if (!bow->race || !bow->skill) 1588 if (!bow->race || !bow->skill)
1841 { 1589 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1591 return 0;
1844 } 1592 }
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 1593
1854 if (arrow == NULL) 1594 if (arrow == NULL)
1855 { 1595 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1596 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1597 {
1858 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1599 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 */ 1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1601 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1863 return 0; 1604 return 0;
1864 } 1605 }
1865 } 1606 }
1607
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1609 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1610 return 0;
1870 } 1611
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1612 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1613 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1614 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1615 return 0;
1875 } 1616 }
1881 return 0; 1622 return 0;
1882 } 1623 }
1883 1624
1884 left = arrow; /* these are arrows left to the player */ 1625 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1626 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1627 if (!arrow)
1887 { 1628 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1630 return 0;
1890 } 1631 }
1632
1891 arrow->set_owner (op); 1633 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1635 arrow->direction = dir;
1895 arrow->x = sx; 1636
1896 arrow->y = sy; 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644#if 0
1645 if (player *pl = op->contr)
1646 {
1647 float speed = pl->weapon_sp;
1648
1649 /* penalize ROF for bestarrow */
1650 if (pl->bowtype == bow_bestarrow)
1651 speed *= .9f;
1652 else
1653 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1654
1655 op->speed_left += speed - op->speed;
1656 }
1657#endif
1658
1659 SET_ANIMATION (arrow, arrow->direction);
1660
1661 /* update the speed */
1662 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1663 + bow->stats.dam / 7.f;
1664
1665 arrow->set_speed (max (arrow->speed, 2.f));
1666 arrow->speed_left = 0;
1667
1668 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1897 1669
1898 if (op->type == PLAYER) 1670 if (op->type == PLAYER)
1899 { 1671 {
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; 1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1673 wc -= dex_bonus[op->stats.Dex];
1674
1675 if (!arrow->slaying)
1676 arrow->slaying = op->slaying;
1677
1678 arrow->attacktype |= op->attacktype;
1933 } 1679 }
1934 else 1680 else
1935 { 1681 {
1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937 arrow->level = op->level; 1682 arrow->level = op->level;
1938 } 1683 arrow->stats.wc -= bow->magic;
1939 1684
1940 if (arrow->attacktype == AT_PHYSICAL) 1685 if (!arrow->slaying)
1686 arrow->slaying = bow->slaying;
1687
1941 arrow->attacktype |= bow->attacktype; 1688 arrow->attacktype |= bow->attacktype;
1689 }
1942 1690
1943 if (bow->slaying != NULL) 1691 wc -= arrow->level;
1944 arrow->slaying = bow->slaying; 1692 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1945 1693
1946 arrow->map = m; 1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1947 arrow->move_type = MOVE_FLY_LOW; 1695 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1697
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1699 m->insert (arrow, sx, sy, op);
1952 1700
1953 if (!arrow->destroyed ()) 1701 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1702 move_arrow (arrow);
1955 1703
1956 if (op->type == PLAYER) 1704 if (op->type == PLAYER)
1976{ 1724{
1977 int ret = 0, wcmod = 0; 1725 int ret = 0, wcmod = 0;
1978 1726
1979 if (op->contr->bowtype == bow_bestarrow) 1727 if (op->contr->bowtype == bow_bestarrow)
1980 { 1728 {
1981 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1982 } 1730 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1731 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1732 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1734 wcmod = -1;
1735
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1737 }
1989 else if (op->contr->bowtype == bow_threewide) 1738 else if (op->contr->bowtype == bow_threewide)
1990 { 1739 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1995 else if (op->contr->bowtype == bow_spreadshot) 1744 else if (op->contr->bowtype == bow_spreadshot)
1996 { 1745 {
1997 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 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); 1747 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); 1748 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2000
2001 } 1749 }
2002 else 1750 else
2003 { 1751 {
2004 /* Simple case */ 1752 /* Simple case */
2005 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);
2006 } 1754 }
1755
2007 return ret; 1756 return ret;
2008} 1757}
2009
2010 1758
2011/* Fires a misc (wand/rod/horn) object in 'dir'. 1759/* Fires a misc (wand/rod/horn) object in 'dir'.
2012 * Broken apart from 'fire' to keep it more readable. 1760 * Broken apart from 'fire' to keep it more readable.
2013 */ 1761 */
2014void 1762void
2015fire_misc_object (object *op, int dir) 1763fire_misc_object (object *op, int dir)
2016{ 1764{
2017 object *item; 1765 object *item = op->contr->ranged_ob;
2018 1766
2019 if (!op->contr->ranges[range_misc]) 1767 if (!item)
2020 { 1768 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1769 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2022 return; 1770 return;
2023 } 1771 }
2024 1772
2025 item = op->contr->ranges[range_misc];
2026 if (!item->inv) 1773 if (!item->inv)
2027 { 1774 {
2028 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1775 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029 return; 1776 return;
2030 } 1777 }
1778
1779 if (!op->change_weapon (item))
1780 return;
1781
2031 if (item->type == WAND) 1782 if (item->type == WAND)
2032 { 1783 {
2033 if (item->stats.food <= 0) 1784 if (item->stats.food <= 0)
2034 { 1785 {
2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 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)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788
2037 return; 1789 return;
2038 } 1790 }
2039 } 1791 }
2040 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
2041 { 1793 {
2042 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2043 { 1795 {
2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797
2045 if (item->type == ROD) 1798 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)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2047 else 1800 else
2048 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802
2049 return; 1803 return;
2050 } 1804 }
2051 } 1805 }
2052 1806
2053 if (cast_spell (op, item, dir, item->inv, NULL)) 1807 if (cast_spell (op, item, dir, item->inv, NULL))
2061 1815
2062 if (item->arch) 1816 if (item->arch)
2063 { 1817 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1818 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1819 item->face = item->arch->clone.face;
2066 item->speed = 0; 1820 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1821 }
1822
2069 if ((tmp = is_player_inv (item))) 1823 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1824 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1825 }
2072 } 1826 }
2073 else if (item->type == ROD || item->type == HORN) 1827 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1828 drain_rod_charge (item);
2076 }
2077 } 1829 }
2078} 1830}
2079 1831
2080/* Received a fire command for the player - go and do it. 1832/* Received a fire command for the player - go and do it.
2081 */ 1833 */
2082void 1834bool
2083fire (object *op, int dir) 1835fire (object *op, int dir)
2084{ 1836{
2085 int spellcost = 0; 1837 int spellcost = 0;
2086 1838
2087 /* check for loss of invisiblity/hide */ 1839 /* check for loss of invisiblity/hide */
2088 if (action_makes_visible (op)) 1840 if (action_makes_visible (op))
2089 make_visible (op); 1841 make_visible (op);
2090 1842
2091 switch (op->contr->shoottype) 1843 player *pl = op->contr;
1844
1845 if (pl->golem)
1846 {
1847 control_golem (op->contr->golem, dir);
1848 return false;
2092 { 1849 }
2093 case range_none:
2094 return;
2095 1850
2096 case range_bow: 1851 object *ob = pl->ranged_ob;
1852
1853 if (!ob)
1854 return false;
1855
1856 if (!op->change_weapon (ob))
1857 return false;
1858
1859 if (op->speed_left > 0.f)
1860 --op->speed_left;
1861 else
1862 return false;
1863
1864 switch (ob->type)
1865 {
1866 case BOW:
2097 player_fire_bow (op, dir); 1867 player_fire_bow (op, dir);
2098 return; 1868 break;
2099 1869
2100 case range_magic: /* Casting spells */ 1870 case SPELL:
2101 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1871 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2102 return; 1872 break;
2103 1873
2104 case range_misc: 1874 case BUILDER:
1875 apply_map_builder (op, dir);
1876 break;
1877
1878 case SKILL:
1879 do_skill (op, op, ob, dir, 0);
1880 break;
1881
1882 default:
2105 fire_misc_object (op, dir); 1883 fire_misc_object (op, dir);
2106 return; 1884 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 } 1885 }
2134}
2135 1886
2136 1887 return true;
1888}
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 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);
2235 1989
2236 /* IF we found a key, do some extra work */ 1990 /* If we found a key, do some extra work */
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 2035bool
2278void
2279move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2280{ 2037{
2281 object *tmp, *mon;
2282 sint16 nx, ny;
2283 int on_battleground; 2038 int on_battleground;
2284 maptile *m;
2285 2039
2286 nx = freearr_x[dir] + op->x; 2040 sint16 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2041 sint16 ny = freearr_y[dir] + op->y;
2288 2042
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2043 on_battleground = op_on_battleground (op, 0, 0);
2044
2045 if (out_of_map (op->map, nx, ny))
2046 return false;
2047
2048 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2049 {
2050 --op->speed_left;
2051 return true;
2052 }
2290 2053
2291 /* If braced, or can't move to the square, and it is not out of the 2054 /* 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 2055 * 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 2056 * 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 2057 * player. This is a pretty nasty hack, because if we could
2295 * move to some space, it then means that if we are braced, we should 2058 * move to some space, it then means that if we are braced, we should
2296 * do nothing at all. As it is, if we are braced, we go through 2059 * do nothing at all. As it is, if we are braced, we go through
2297 * quite a bit of processing. However, it probably is less than what 2060 * quite a bit of processing. However, it probably is less than what
2298 * move_ob uses. 2061 * move_ob uses.
2299 */ 2062 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2063 maptile *m = op->map->xy_find (nx, ny);
2301 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 {
2304 m = get_map_from_coord (op->map, &nx, &ny);
2305 if (!m)
2306 return; /* Don't think this should happen */
2307 }
2308 else
2309 m = op->map;
2310 2064
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2312 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2314 return;
2315 }
2316
2317 mon = NULL;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* 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. 2066 * 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 2067 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2068 * on the space
2322 */ 2069 */
2323 while (tmp != NULL) 2070 object *mon;
2324 { 2071 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2325 if (tmp == op) 2072 {
2326 { 2073 if ((mon->flag [FLAG_ALIVE]
2327 tmp = tmp->above; 2074 || mon->type == LOCKED_DOOR
2328 continue; 2075 || mon->flag [FLAG_CAN_ROLL])
2329 }
2330
2331 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2332 {
2333 mon = tmp; 2076 && mon != op)
2334 break; 2077 break;
2335 } 2078 }
2336 2079
2337 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2338 mon = tmp;
2339
2340 tmp = tmp->above;
2341 }
2342
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2081 return false; /* into a wall */
2345 2082
2346 if (mon->head != NULL)
2347 mon = mon->head; 2083 mon = mon->head_ ();
2348 2084
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (op->contr->weapon_sp_left > 0.f)
2350 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2088 {
2089 --op->contr->weapon_sp_left;
2351 return; 2090 return true;
2091 }
2352 2092
2353 /* The following deals with possibly attacking peaceful 2093 /* The following deals with possibly attacking peaceful
2354 * or frienddly creatures. Basically, all players are considered 2094 * or friendly creatures. Basically, all players are considered
2355 * unaggressive. If the moving player has peaceful set, then the 2095 * unaggressive. If the moving player has peaceful set, then the
2356 * object should be pushed instead of attacked. It is assumed that 2096 * object should be pushed instead of attacked. It is assumed that
2357 * if you are braced, you will not attack friends accidently, 2097 * if you are braced, you will not attack friends accidently,
2358 * and thus will not push them. 2098 * and thus will not push them.
2359 */ 2099 */
2360 2100
2361 /* If the creature is a pet, push it even if the player is not 2101 /* 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 2102 * peaceful. Our assumption is the creature is a pet if the
2363 * player owns it and it is either friendly or unagressive. 2103 * player owns it and it is either friendly or unagressive.
2364 */ 2104 */
2365 if ((op->type == PLAYER) 2105 if (op->type == PLAYER
2366#if COZY_SERVER
2367 &&
2368 ((mon->owner && mon->owner->contr 2106 && ((mon->owner && mon->owner->contr
2369 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2107 && same_party (mon->owner->contr->party, op->contr->party))
2370#else
2371 && mon->owner == op 2108 || mon->owner == op)
2372#endif
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2110 {
2375 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2112 if (op->contr->braced)
2377 return; 2113 return false;
2114
2115 if (op->speed_left > 0.f)
2116 {
2117 --op->speed_left;
2118
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2121
2380 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2123 make_visible (op);
2124
2382 return; 2125 return true;
2383 } 2126 }
2127 else
2128 return false;
2129 }
2384 2130
2385 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2387 * someone, but put it inside this loop so that you won't 2133 * someone, but put it inside this loop so that you won't
2388 * attack them either. 2134 * attack them either.
2389 */ 2135 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op)
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2137 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2392#ifdef PROHIBIT_PLAYERKILL 2138 && ((op->contr->peaceful
2393 (op->contr->peaceful 2139 || (mon->type == PLAYER && mon->contr->peaceful))
2394 || (mon->type == PLAYER 2140 && !on_battleground))
2395 && mon->contr-> 2141 {
2396 peaceful)) && 2142 if (op->speed_left > 0.f)
2397#else
2398 op->contr->peaceful &&
2399#endif
2400 !on_battleground))
2401 { 2143 {
2144 --op->speed_left;
2145
2402 if (!op->contr->braced) 2146 if (!op->contr->braced)
2403 { 2147 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2406 } 2150 }
2407 else 2151 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2153
2411 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2155 make_visible (op);
2413 }
2414 2156
2157 return true;
2158 }
2159 }
2415 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2416 * roll it if not braced. You can't roll it if you are braced. 2161 * roll it if not braced. You can't roll it if you are braced.
2417 */ 2162 */
2418 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2164 {
2165 if (op->speed_left > 0.f)
2419 { 2166 {
2167 --op->speed_left;
2168
2420 recursive_roll (mon, dir, op); 2169 recursive_roll (mon, dir, op);
2421 if (action_makes_visible (op)) 2170 if (action_makes_visible (op))
2422 make_visible (op); 2171 make_visible (op);
2423 }
2424 2172
2173 return true;
2174 }
2175 }
2425 /* Any generic living creature. Including things like doors. 2176 /* Any generic living creature. Including things like doors.
2426 * Way it works is like this: First, it must have some hit points 2177 * 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: 2178 * 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 2179 * 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. 2180 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2181 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 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))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2184 {
2435 2185 if (op->contr->weapon_sp_left > 0.f)
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)
2442 { 2186 {
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2187 --op->contr->weapon_sp_left;
2444 2188
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 }
2447
2448 skill_attack (mon, op, 0, NULL, NULL); 2189 skill_attack (mon, op, 0, 0, 0);
2449 2190
2450 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is
2453 * the wiz.
2454 */
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 {
2457 short luck = mon->stats.luck;
2458
2459 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL);
2461 mon->stats.luck = luck;
2462 }
2463 if (action_makes_visible (op)) 2191 if (action_makes_visible (op))
2464 make_visible (op); 2192 make_visible (op);
2465 }
2466 } /* if player should attack something */
2467}
2468 2193
2469int 2194 return true;
2195 }
2196 }
2197
2198 return false;
2199}
2200
2201bool
2470move_player (object *op, int dir) 2202move_player (object *op, int dir)
2471{ 2203{
2472 int pick; 2204 int pick;
2473 2205
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2207 return 0;
2476 2208
2477 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2479 { 2211 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2213 return 0;
2482 } 2214 }
2483 2215
2484 /* peterm: added following line */ 2216 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2219
2488 op->facing = dir; 2220 op->facing = dir;
2489 2221
2490 if (op->hide) 2222 if (op->hide)
2491 do_hidden_move (op); 2223 do_hidden_move (op);
2492 2224
2225 bool retval;
2226
2493 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2494 /*nop */ ; 2228 retval = RESULT_INT (0);
2495 else if (op->contr->fire_on) 2229 else if (op->contr->fire_on)
2496 fire (op, dir); 2230 retval = fire (op, dir);
2497 else 2231 else
2498 { 2232 {
2499 move_player_attack (op, dir); 2233 retval = move_player_attack (op, dir);
2500 pick = check_pick (op); 2234 pick = check_pick (op);
2501 } 2235 }
2502 2236
2503 /* Add special check for newcs players and fire on - this way, the 2237 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2238 * server can handle repeat firing.
2505 */ 2239 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2240 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2241 op->direction = dir;
2509 }
2510 else 2242 else
2511 {
2512 op->direction = 0; 2243 op->direction = 0;
2513 } 2244
2514 /* Update how the player looks. Use the facing, so direction may 2245 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2246 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2247 * for players.
2517 */ 2248 */
2518 animate_object (op, op->facing); 2249 animate_object (op, op->facing);
2519 return 0; 2250
2251 return retval;
2520} 2252}
2521 2253
2522/* This is similar to handle_player, below, but is only used by the 2254/* This is similar to handle_player, below, but is only used by the
2523 * new client/server stuff. 2255 * new client/server stuff.
2524 * This is sort of special, in that the new client/server actually uses 2256 * This is sort of special, in that the new client/server actually uses
2525 * the new speed values for commands. 2257 * the new speed values for commands.
2526 * 2258 *
2527 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do. Should not do
2260 * many actions in a row, as that would be too unfair to other
2261 * players.
2528 */ 2262 */
2529int 2263bool
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 if (op->speed_left > 0.f)
2555 /* If player is still scared, that is his action for this tick */
2556 if (QUERY_FLAG (op, FLAG_SCARED))
2557 { 2269 {
2558 op->speed_left--; 2270 --op->speed_left;
2271 flee_player (op);
2272
2559 return 0; 2273 return true;
2560 } 2274 }
2275 else
2276 return false;
2561 } 2277 }
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 2278
2571 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2281 * called, so we recheck it here.
2574 */ 2282 */
2575 HandleClient (&op->contr->socket, op->contr); 2283 if (op->contr->ns->handle_command ())
2576 if (op->speed_left < 0)
2577 return 0; 2284 return true;
2578 2285
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 {
2581 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--;
2583
2584 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff.
2587 */
2588 move_player (op, op->direction); 2287 return move_player (op, op->direction);
2589 if (op->speed_left > 0) 2288
2590 return 1;
2591 else
2592 return 0;
2593 }
2594 return 0; 2289 return false;
2595} 2290}
2596 2291
2597int 2292int
2598save_life (object *op) 2293save_life (object *op)
2599{ 2294{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2295 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2296 return 0;
2604 2297
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2298 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2299 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2300 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2301 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)); 2302 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2303
2618 op->stats.hp = op->stats.maxhp; 2311 op->stats.hp = op->stats.maxhp;
2619 2312
2620 if (op->stats.food < 0) 2313 if (op->stats.food < 0)
2621 op->stats.food = 999; 2314 op->stats.food = 999;
2622 2315
2623 fix_player (op); 2316 op->update_stats ();
2624 return 1; 2317 return 1;
2625 } 2318 }
2319
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2320 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2321 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2322 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2323 return 0;
2630} 2324}
2635 * from. 2329 * from.
2636 */ 2330 */
2637void 2331void
2638remove_unpaid_objects (object *op, object *env) 2332remove_unpaid_objects (object *op, object *env)
2639{ 2333{
2640 object *next;
2641
2642 while (op) 2334 while (op)
2643 { 2335 {
2644 next = op->below; /* Make sure we have a good value, in case 2336 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2337
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2338 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2339 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2340 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2341 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2342
2343 op->insert_at (env);
2655 } 2344 }
2656 else if (op->inv) 2345 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2346 remove_unpaid_objects (op->inv, env);
2347
2658 op = next; 2348 op = next;
2659 } 2349 }
2660} 2350}
2661
2662 2351
2663/* 2352/*
2664 * Returns pointer a static string containing gravestone text 2353 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2354 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2355 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2366 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2368 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2369 else
2681 sprintf (buf, "%s\n", &op->name); 2370 sprintf (buf, "%s\n", &op->name);
2371
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2372 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2373 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2374 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2375 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2376 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2377 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2378
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2380 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2691 { 2382 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2383 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2384 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2385 strcat (buf2, buf);
2695 } 2386 }
2387
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2388 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2389 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2390 strcat (buf2, buf);
2391
2699 return buf2; 2392 return buf2;
2700} 2393}
2701
2702
2703 2394
2704void 2395void
2705do_some_living (object *op) 2396do_some_living (object *op)
2706{ 2397{
2707 int last_food = op->stats.food; 2398 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2404 int rate_grace = 2000;
2714 const int max_hp = 1; 2405 const int max_hp = 1;
2715 const int max_sp = 1; 2406 const int max_sp = 1;
2716 const int max_grace = 1; 2407 const int max_grace = 1;
2717 2408
2718 if (op->contr->outputs_sync) 2409 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 } 2410 {
2411 op->invisible = 1000;
2412 /* the socket code flashes the player visible/invisible
2413 * depending on the value of invisible, so we need to
2414 * alternate it here for it to work correctly.
2415 */
2416 if (pticks & 2)
2417 op->invisible--;
2418 }
2419 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2420 {
2421 if (!op->invisible--)
2422 {
2423 make_visible (op);
2424 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2425 }
2426 }
2724 2427
2725 if (op->contr->state == ST_PLAYING) 2428 if (op->contr->ns->state == ST_PLAYING)
2726 { 2429 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2430 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2431 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2432 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2433 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2434 else
2733 { 2435 {
2734 gen_hp = op->stats.maxhp; 2436 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2437 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2438 }
2439
2737 if (op->contr->gen_sp >= 0) 2440 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2441 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2442 else
2740 { 2443 {
2741 gen_sp = op->stats.maxsp; 2444 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2445 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2446 }
2447
2744 if (op->contr->gen_grace >= 0) 2448 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2449 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2450 else
2747 { 2451 {
2748 gen_grace = op->stats.maxgrace; 2452 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2454 }
2751 2455
2752 /* Regenerate Spell Points */ 2456 /* Regenerate Spell Points */
2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2754 { 2458 {
2755 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2459 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) 2460 if (op->stats.sp < op->stats.maxsp)
2757 { 2461 {
2758 op->stats.sp++; 2462 op->stats.sp++;
2764 op->stats.food += op->contr->digestion; 2468 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2470 op->stats.food = last_food;
2767 } 2471 }
2768 } 2472 }
2473
2769 if (max_sp > 1) 2474 if (max_sp > 1)
2770 { 2475 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2476 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2477 if (over_sp > 0)
2773 { 2478 {
2774 if (op->stats.sp < op->stats.maxsp) 2479 if (op->stats.sp < op->stats.maxsp)
2775 { 2480 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2484 op->stats.sp--;
2485
2779 if (op->stats.sp > op->stats.maxsp) 2486 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2487 op->stats.sp = op->stats.maxsp;
2781 } 2488 }
2782 op->last_sp = 0; 2489 op->last_sp = 0;
2783 } 2490 }
2784 else 2491 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2493 }
2789 else 2494 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2496 }
2794 2497
2795 /* Regenerate Grace */ 2498 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2500 if (--op->last_grace < 0)
2798 { 2501 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2502 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504
2801 if (max_grace > 1) 2505 if (max_grace > 1)
2802 { 2506 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2507 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2508 if (over_grace > 0)
2805 { 2509 {
2833 op->stats.food += op->contr->digestion; 2537 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2538 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2539 op->stats.food = last_food;
2836 } 2540 }
2837 } 2541 }
2542
2838 if (max_hp > 1) 2543 if (max_hp > 1)
2839 { 2544 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2545 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2546 if (over_hp > 0)
2842 { 2547 {
2855 } 2560 }
2856 2561
2857 /* Digestion */ 2562 /* Digestion */
2858 if (--op->last_eat < 0) 2563 if (--op->last_eat < 0)
2859 { 2564 {
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; 2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2865#endif
2866 2566
2867 if (op->contr->gen_hp > 0) 2567 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2568 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2569 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2571
2871 /* dms do not consume food */ 2572 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2573 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2574 op->stats.food--;
2874 } 2575 }
2875 }
2876 2576
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2577 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2578 {
2879 object *tmp, *flesh = NULL; 2579 object *tmp, *flesh = 0;
2880 2580
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2581 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 { 2582 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2583 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2886 { 2584 {
2585 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2586 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2588 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2589 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2590 break;
2891 } 2591 }
2892 else if (tmp->type == FLESH) 2592 else if (tmp->type == FLESH)
2893 flesh = tmp; 2593 flesh = tmp;
2894 } /* End if paid for object */ 2594 } /* End if paid for object */
2895 } /* end of for loop */ 2595 } /* end of for loop */
2596
2896 /* If player is still starving, it means they don't have any food, so 2597 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2598 * eat flesh instead.
2898 */ 2599 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2600 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2601 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2602 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2603 manual_apply (op, flesh, 0);
2903 } 2604 }
2904 } /* end if player is starving */ 2605 }
2905 2606
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2607 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2608 op->stats.food++, op->stats.hp--;
2908 2609
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2610 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2611 kill_player (op);
2612 }
2911} 2613}
2912
2913
2914 2614
2915/* If the player should die (lack of hp, food, etc), we call this. 2615/* 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 2616 * 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 2617 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2618 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2648 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..."); 2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2650
2951 /* restore player */ 2651 /* restore player */
2952 at = archetype::find ("poisoning"); 2652 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2653 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2654 {
2956 tmp->destroy (); 2655 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2656 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2657 }
2959 2658
2960 at = archetype::find ("confusion"); 2659 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2660 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2661 {
2964 tmp->destroy (); 2662 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2663 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2664 }
2967 2665
2969 op->stats.hp = op->stats.maxhp; 2667 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2668 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2669 op->stats.food = 999;
2972 2670
2973 /* create a bodypart-trophy to make the winner happy */ 2671 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2672 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2673 {
2977 sprintf (buf, "%s's finger", &op->name); 2674 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2675 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2676 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2677 " 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); 2678 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2679 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2680 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2681 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2682 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2683 }
2988 2684
2989 /* teleport defeated player to new destination */ 2685 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2686 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2687 op->contr->braced = 0;
2996 2692
2997 command_kill_pets (op, 0); 2693 command_kill_pets (op, 0);
2998 2694
2999 if (op->stats.food < 0) 2695 if (op->stats.food < 0)
3000 { 2696 {
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); 2697 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2698 strcpy (op->contr->killer, "starvation");
3010 } 2699 }
3011 else 2700 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); 2701 sprintf (buf, "%s died.", &op->name);
3021 } 2702
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2703 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2704
3024 /* save the map location for corpse, gravestone */ 2705 /* save the map location for corpse, gravestone */
3025 x = op->x; 2706 x = op->x;
3026 y = op->y; 2707 y = op->y;
3027 map = op->map; 2708 map = op->map;
3028 2709
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2710 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2711 * 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. 2712 * See the config.h file for a little more in depth detail about this.
3035 */ 2713 */
3036 2714
3037 /* Basically two ways to go - remove a stat permanently, or just 2715 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2716 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2717 * of death.
3040 */ 2718 */
3041#ifndef COZY_SERVER 2719#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2720 if (settings.balanced_stat_loss)
3043 { 2721 {
3044 /* If stat loss is permanent, lose one stat only. */ 2722 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2723 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2724 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2725 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2726 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2727 little bit harder. */
3050 /* GD */ 2728 /* GD */
3051 if (settings.stat_loss_on_death) 2729 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2730 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2731 else
3057 { 2732 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2733 }
2734 else
3058 num_stats_lose = 1; 2735 num_stats_lose = 1;
3059 } 2736
3060 lost_a_stat = 0; 2737 lost_a_stat = 0;
3061 2738
3062 for (z = 0; z < num_stats_lose; z++) 2739 for (z = 0; z < num_stats_lose; z++)
3063 { 2740 {
3064 i = RANDOM () % NUM_STATS; 2741 i = RANDOM () % NUM_STATS;
3065 2742
3066 if (settings.stat_loss_on_death) 2743 if (settings.stat_loss_on_death)
2744 {
2745 /* Pick a random stat and take a point off it. Tell the player
2746 * what he lost.
2747 */
2748 change_attr_value (&(op->stats), i, -1);
2749 check_stat_bounds (&(op->stats));
2750 change_attr_value (&(op->contr->orig_stats), i, -1);
2751 check_stat_bounds (&(op->contr->orig_stats));
2752 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2753 lost_a_stat = 1;
2754 }
2755 else
2756 {
2757 /* deplete a stat */
2758 archetype *deparch = archetype::find ("depletion");
2759 object *dep;
2760
2761 dep = present_arch_in_ob (deparch, op);
2762 if (!dep)
3067 { 2763 {
3068 /* Pick a random stat and take a point off it. Tell the player 2764 dep = arch_to_object (deparch);
3069 * what he lost. 2765 insert_ob_in_ob (dep, op);
3070 */
3071 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1;
3077 } 2766 }
3078 else 2767 lose_this_stat = 1;
2768 if (settings.balanced_stat_loss)
3079 { 2769 {
3080 /* deplete a stat */ 2770 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2771 /* Get the stat that we're about to deplete. */
3082 object *dep; 2772 this_stat = get_attr_value (&(dep->stats), i);
3083 2773 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2774 {
3087 dep = arch_to_object (deparch); 2775 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2776 int keep_chance = this_stat * this_stat;
3089 } 2777
3090 lose_this_stat = 1; 2778 /* 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) 2779 if (keep_chance < 1)
2780 keep_chance = 1;
2781
2782 /* There is a maximum depletion total per level. */
2783 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2784 {
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; 2785 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2786 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2787 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 } 2788 }
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 */ 2789 else
3132 if (this_stat >= -50)
3133 { 2790 {
3134 change_attr_value (&(dep->stats), i, -1); 2791 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; 2792 lose_this_stat = 0;
2793 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2794 this_stat, keep_chance, loss_chance,
2795 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2796 }
3140 } 2797 }
3141 } 2798 }
2799
2800 if (lose_this_stat)
2801 {
2802 this_stat = get_attr_value (&(dep->stats), i);
2803 /* We could try to do something clever like find another
2804 * stat to reduce if this fails. But chances are, if
2805 * stats have been depleted to -50, all are pretty low
2806 * and should be roughly the same, so it shouldn't make a
2807 * difference.
2808 */
2809 if (this_stat >= -50)
2810 {
2811 change_attr_value (&(dep->stats), i, -1);
2812 SET_FLAG (dep, FLAG_APPLIED);
2813 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2814 op->update_stats ();
2815 lost_a_stat = 1;
2816 }
3142 } 2817 }
2818 }
2819 }
3143 /* If no stat lost, tell the player. */ 2820 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2821 if (!lost_a_stat)
3145 { 2822 {
3146 /* determine_god() seems to not work sometimes... why is this? 2823 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2824 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2825 const char *god = determine_god (op);
3149 2826
3150 if (god && (strcmp (god, "none"))) 2827 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); 2828 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2829 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2830 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2831 }
3155#else 2832#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2834#endif
3158 2835
3159 /* Put a gravestone up where the character 'almost' died. List the 2836 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2837 * exp loss on the stone.
3161 */ 2838 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2839 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2840 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2841 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2842 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2843 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); 2844 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; 2845 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2846 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2847 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2848
3172 /**************************************/ 2849 /**************************************/
3173 /* */ 2850 /* */
3174 /* Subtract the experience points, */ 2851 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2852 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2853 /* food, and reset HP's... */
3177 /* */ 2854 /* */
3178 /**************************************/ 2855 /**************************************/
3179 2856
3180 /* remove any poisoning and confusion the character may be suffering. */ 2857 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2858 /* restore player */
3182 at = archetype::find ("poisoning"); 2859 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2860 tmp = present_arch_in_ob (at, op);
3184 2861
3185 if (tmp) 2862 if (tmp)
3186 { 2863 {
3187 tmp->destroy (); 2864 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2865 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2866 }
3190 2867
3191 at = archetype::find ("confusion"); 2868 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2869 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2870 if (tmp)
3194 { 2871 {
3195 tmp->destroy (); 2872 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2873 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2874 }
3198 2875
3199 cure_disease (op, 0); /* remove any disease */ 2876 cure_disease (op, 0); /* remove any disease */
3200 2877
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2878 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2879 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2880 if (op->stats.food < 100)
3204 op->stats.food = 900; 2881 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2882 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2883 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2884 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2885
3209 /* 2886 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2887 * 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 2888 * and put them back in the map.
3212 * in the map. 2889 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2890 remove_unpaid_objects (op->inv, op);
3217 2891
3218 /****************************************/ 2892 /****************************************/
3219 /* */ 2893 /* */
3220 /* Move player to his current respawn- */ 2894 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2895 /* position (usually last savebed) */
3222 /* */ 2896 /* */
3223 /****************************************/ 2897 /****************************************/
3224 2898
3225 enter_player_savebed (op); 2899 enter_player_savebed (op);
3226 2900
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2901 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2902
3233 /* it is possible that the player has blown something up 2903 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2904 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2905 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2906 * on the space that might harm the player.
3237 */ 2907 */
3238 will_kill_again = 0; 2908 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2909 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2910 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2911 will_kill_again |= tmp->attacktype;
3242 2912
3243 if (will_kill_again) 2913 if (will_kill_again)
3244 { 2914 {
3245 object *force; 2915 object *force;
3246 int at; 2916 int at;
3247 2917
3248 force = get_archetype (FORCE_NAME); 2918 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2919 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2920 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2921 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2922 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2923 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2924 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2925 force->resist[at] = 100;
3256 2926
3257 insert_ob_in_ob (force, op); 2927 insert_ob_in_ob (force, op);
3258 fix_player (op); 2928 op->update_stats ();
3259 2929
3260 } 2930 }
3261 2931
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2932 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} 2933}
3331
3332 2934
3333void 2935void
3334loot_object (object *op) 2936loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2937{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2938 object *tmp, *tmp2, *next;
3337 2939
3338 if (op->container) 2940 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2941
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2942 for (tmp = op->inv; tmp; tmp = next)
3344 { 2943 {
3345 next = tmp->below; 2944 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2945
2946 if (tmp->invisible)
3347 continue; 2947 continue;
2948
3348 tmp->remove (); 2949 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2950 tmp->x = op->x, tmp->y = op->y;
2951
3350 if (tmp->type == CONTAINER) 2952 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2953 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2954
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2955 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2956 {
3356 if (tmp->nrof > 1) 2957 if (tmp->nrof > 1)
3357 { 2958 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2959 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2960 tmp2->destroy ();
3370/* 2971/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2972 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 2973 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 2974 * was changed.
3374 */ 2975 */
3375
3376void 2976void
3377fix_weight (void) 2977fix_weight (void)
3378{ 2978{
3379 player *pl; 2979 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 2980 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2981 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 2982
3385 if (old == sum) 2983 if (old == sum)
3386 continue; 2984 continue;
3387 fix_player (pl->ob); 2985 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2986 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 2987 }
3390} 2988}
3391 2989
3392void 2990void
3393fix_luck (void) 2991fix_luck (void)
3394{ 2992{
3395 player *pl; 2993 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 2994 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 2995 pl->ob->change_luck (0);
3400} 2996}
3401
3402 2997
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 2998/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 2999 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3000 * just treat this as any other spell casting object.
3406 */ 3001 */
3407
3408void 3002void
3409cast_dust (object *op, object *throw_ob, int dir) 3003cast_dust (object *op, object *throw_ob, int dir)
3410{ 3004{
3411 object *skop, *spob; 3005 object *skop, *spob;
3412 3006
3446 if (op->type == PLAYER) 3040 if (op->type == PLAYER)
3447 { 3041 {
3448 op->contr->tmp_invis = 0; 3042 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3043 op->contr->invis_race = 0;
3450 } 3044 }
3045
3451 update_object (op, UP_OBJ_FACE); 3046 update_object (op, UP_OBJ_CHANGE);
3452} 3047}
3453 3048
3454int 3049int
3455is_true_undead (object *op) 3050is_true_undead (object *op)
3456{ 3051{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3052 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3053 return 1;
3461 3054
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; 3055 return 0;
3468} 3056}
3469 3057
3470/* look at the surrounding terrain to determine 3058/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3059 * the hideability of this object. Positive levels
3513/* For Hidden creatures - a chance of becoming 'unhidden' 3101/* For Hidden creatures - a chance of becoming 'unhidden'
3514 * every time they move - as we subtract off 'invisibility' 3102 * every time they move - as we subtract off 'invisibility'
3515 * AND, for players, if they move into a ridiculously unhideable 3103 * AND, for players, if they move into a ridiculously unhideable
3516 * spot (surrounded by clear terrain in broad daylight). -b.t. 3104 * spot (surrounded by clear terrain in broad daylight). -b.t.
3517 */ 3105 */
3518
3519void 3106void
3520do_hidden_move (object *op) 3107do_hidden_move (object *op)
3521{ 3108{
3522 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3523 object *skop; 3110 object *skop;
3527 3114
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3115 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3116
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3117 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3118 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3119 if (!skop || num >= skop->level)
3534 { 3120 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3121 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3122 make_visible (op);
3537 return; 3123 return;
3538 } 3124 }
3539 else 3125 else
3540 num += 20; 3126 num += 20;
3541 } 3127
3542 num += op->map->difficulty; 3128 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3129 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3130 num -= hide;
3131
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3132 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3133 {
3547 make_visible (op); 3134 make_visible (op);
3548 if (op->type == PLAYER) 3135 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3136 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3137 }
3551 else if (op->type == PLAYER && skop) 3138 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3139 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3140}
3556 3141
3557/* determine if who is standing near a hostile creature. */ 3142/* determine if who is standing near a hostile creature. */
3558 3143
3559int 3144int
3586 if (mflags & P_OUT_OF_MAP) 3171 if (mflags & P_OUT_OF_MAP)
3587 continue; 3172 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3173 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3174 continue;
3590 3175
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3176 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3177 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3178 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3179 return 1;
3595 else if (tmp->type == PLAYER) 3180 else if (tmp->type == PLAYER)
3596 { 3181 {
3626 if (pl->type != PLAYER) 3211 if (pl->type != PLAYER)
3627 { 3212 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3213 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3214 return -1;
3630 } 3215 }
3216
3631 if (!pl || !op) 3217 if (!pl || !op)
3632 return 0; 3218 return 0;
3633 3219
3634 if (op->head)
3635 {
3636 op = op->head; 3220 op = op->head_ ();
3637 } 3221
3638 get_rangevector (pl, op, &rv, 0x1); 3222 get_rangevector (pl, op, &rv, 0x1);
3639 3223
3640 /* starting with the 'head' part, lets loop 3224 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3225 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3226 * part that is in the los array but isnt on
3650 3234
3651 /* only the viewable area the player sees is updated by LOS 3235 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3236 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3237 * for any meaningful values.
3654 */ 3238 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3239 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3240 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3241 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3242 return 1;
3659 op = op->more; 3243 op = op->more;
3660 } 3244 }
3661 return 0; 3245 return 0;
3662} 3246}
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3343 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3344 int i = 0, j = 0;
3761 3345
3762 /* get the appropriate treasurelist */ 3346 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3347 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3348 trlist = treasurelist::find ("dragon_ability_fire");
3765 else if (atnr == ATNR_COLD) 3349 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3350 trlist = treasurelist::find ("dragon_ability_cold");
3767 else if (atnr == ATNR_ELECTRICITY) 3351 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3352 trlist = treasurelist::find ("dragon_ability_elec");
3769 else if (atnr == ATNR_POISON) 3353 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3354 trlist = treasurelist::find ("dragon_ability_poison");
3771 3355
3772 if (trlist == NULL || who->type != PLAYER) 3356 if (trlist == NULL || who->type != PLAYER)
3773 return; 3357 return;
3774 3358
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3359 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3360
3777 if (tr == NULL || tr->item == NULL) 3361 if (!tr || !tr->item)
3778 { 3362 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3363 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3364 return;
3781 } 3365 }
3782 3366
3848 { 3432 {
3849 /* forces in the treasurelist can alter the player's stats */ 3433 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3434 object *skin;
3851 3435
3852 /* first get the dragon skin force */ 3436 /* first get the dragon skin force */
3437 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); 3438 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3439 ;
3440
3854 if (skin == NULL) 3441 if (!skin)
3855 return; 3442 return;
3856 3443
3857 /* adding new spellpath attunements */ 3444 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3445 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3446 {
3904 * not readied. 3491 * not readied.
3905 */ 3492 */
3906void 3493void
3907player_unready_range_ob (player *pl, object *ob) 3494player_unready_range_ob (player *pl, object *ob)
3908{ 3495{
3909 rangetype i; 3496 if (pl->ob->current_weapon == ob)
3497 pl->ob->current_weapon = 0;
3910 3498
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3499 if (pl->combat_ob == ob)
3912 { 3500 pl->combat_ob = 0;
3501
3913 if (pl->ranges[i] == ob) 3502 if (pl->ranged_ob == ob)
3914 { 3503 pl->ranged_ob = 0;
3915 pl->ranges[i] = NULL;
3916 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none;
3919 }
3920 }
3921 }
3922} 3504}
3505
3506sint8
3507player::visibility_at (maptile *map, int x, int y) const
3508{
3509 if (!ns)
3510 return 0;
3511
3512 int dx, dy;
3513 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3514 return 0;
3515
3516 x += dx - ns->current_x + ns->mapx / 2;
3517 y += dy - ns->current_y + ns->mapy / 2;
3518
3519 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3520 return 0;
3521
3522 return 100 - blocked_los [x][y];
3523}

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