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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 1.146 by root, Sun Jun 3 17:05:36 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors 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::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (ob);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329}
330
331player::player ()
332{
333 /* There are some elements we want initialised to non zero value -
334 * we deal with that below this point.
335 */
336 outputs_sync = 4;
337 outputs_count = 4;
338 unapply = unapply_nochoice;
339
340 savebed_map = first_map_path; /* Init. respawn position */
341
342 gen_sp_armour = 10;
343 bowtype = bow_normal;
344 petmode = pet_normal;
345 listening = 10;
346 usekeys = containers;
347 peaceful = 1; /* default peaceful */
348 do_los = 1;
349
350 weapon_sp = 1.0f;
351 weapon_sp_left = 0.5f;
352}
353
354void
355player::do_destroy ()
356{
357 disconnect ();
358
359 attachable::do_destroy ();
360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
366}
367
368player::~player ()
369{
370 /* Clear item stack */
371 free (stack_items);
372}
373
319/* Tries to add player on the connection passwd in ns. 374/* 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 375 * All we can really get in this is some settings like host and display
321 * mode. 376 * mode.
322 */ 377 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 378player *
379player::create ()
380{
381 player *pl = new player;
328 382
329 p = get_player (NULL); 383 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));
332 384
333 if (p->socket.faces_sent == NULL) 385 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 386 pl->ob->stats.wc = 2;
387 pl->ob->run_away = 25; /* Then we panick... */
335 388
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); 389 set_first_map (pl->ob);
344 390
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; 391 return pl;
353} 392}
354 393
355/* 394/*
356 * get_player_archetype() return next player archetype from archetype 395 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 396 * list. Not very efficient routine, but used only creating new players.
366 { 405 {
367 if (at == NULL || at->next == NULL) 406 if (at == NULL || at->next == NULL)
368 at = first_archetype; 407 at = first_archetype;
369 else 408 else
370 at = at->next; 409 at = at->next;
410
371 if (at->clone.type == PLAYER) 411 if (at->clone.type == PLAYER)
372 return at; 412 return at;
413
373 if (at == start) 414 if (at == start)
374 { 415 {
375 LOG (llevError, "No Player archetypes\n"); 416 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 417 exit (-1);
377 } 418 }
378 } 419 }
379} 420}
380 421
381
382object * 422object *
383get_nearest_player (object *mon) 423get_nearest_player (object *mon)
384{ 424{
385 object *op = NULL; 425 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 426 objectlink *ol;
388 unsigned lastdist; 427 unsigned lastdist;
389 rv_vector rv; 428 rv_vector rv;
390 429
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 431 {
393 /* We should not find free objects on this friendly list, but it 432 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it. 433 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 434 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 435 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 439 object *tmp = ol->ob;
401 440
402 /* Can't do much more other than log the fact, because the object 441 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared. 442 * itself will have been cleared.
404 */ 443 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 444 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445 tmp->debug_desc ());
406 ol = ol->next; 446 ol = ol->next;
407 remove_friendly_object (tmp); 447 remove_friendly_object (tmp);
408 if (!ol) 448 if (!ol)
409 return op; 449 return op;
410 } 450 }
423 { 463 {
424 op = ol->ob; 464 op = ol->ob;
425 lastdist = rv.distance; 465 lastdist = rv.distance;
426 } 466 }
427 } 467 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 468
429 { 469 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 470 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 471 if (lastdist > rv.distance)
434 { 472 {
435 op = pl->ob; 473 op = pl->ob;
436 lastdist = rv.distance; 474 lastdist = rv.distance;
437 } 475 }
438 } 476
439 }
440#if 0 477#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 478 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 479#endif
443 return op; 480 return op;
444} 481}
462 * circling behaviour. Unfortunately, this function is also used to determined 499 * 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 500 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 501 * is probably not a good thing.
465 */ 502 */
466#define MAX_SPACES 50 503#define MAX_SPACES 50
467
468 504
469/* 505/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 506 * 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 507 * 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 508 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 539 x = mon->x;
504 y = mon->y; 540 y = mon->y;
505 m = mon->map; 541 m = mon->map;
506 dir = rv.direction; 542 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 543 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); 544 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
545
509 /* If we can't solve it within the search distance, return now. */ 546 /* If we can't solve it within the search distance, return now. */
510 if (diff > max) 547 if (diff > max)
511 return 0; 548 return 0;
549
512 while (diff > 1 && max > 0) 550 while (diff > 1 && max > 0)
513 { 551 {
514 lastx = x; 552 lastx = x;
515 lasty = y; 553 lasty = y;
516 lastmap = m; 554 lastmap = m;
598 max--; 636 max--;
599 lastdir = dir; 637 lastdir = dir;
600 if (!firstdir) 638 if (!firstdir)
601 firstdir = dir; 639 firstdir = dir;
602 } 640 }
641
603 if (diff <= 1) 642 if (diff <= 1)
604 { 643 {
605 /* Recalculate diff (distance) because we may not have actually 644 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 645 * headed toward player for entire distance.
607 */ 646 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 647 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); 648 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 649 }
650
611 if (diff > max) 651 if (diff > max)
612 return 0; 652 return 0;
613 } 653 }
654
614 /* If we reached the max, didn't find a direction in time */ 655 /* If we reached the max, didn't find a direction in time */
615 if (!max) 656 if (!max)
616 return 0; 657 return 0;
617 658
618 return firstdir; 659 return firstdir;
711 /* Need to set up the skill pointers */ 752 /* Need to set up the skill pointers */
712 link_player_skills (pl); 753 link_player_skills (pl);
713} 754}
714 755
715void 756void
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) 757get_party_password (object *op, partylist *party)
800{ 758{
801 if (party == NULL) 759 if (party == NULL)
802 { 760 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 761 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 762 return;
805 } 763 }
764
806 op->contr->write_buf[0] = '\0'; 765 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 766 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 767 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 768 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 769}
811
812 770
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 771/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 772static int
815roll_stat (void) 773roll_stat (void)
816{ 774{
817 int a[4], i, j, k; 775 int a[4], i, j, k;
818 776
819 for (i = 0; i < 4; i++) 777 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 778 a[i] = (int) rndm (6) + 1;
821 779
822 for (i = 0, j = 0, k = 7; i < 4; i++) 780 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 781 if (a[i] < k)
824 k = a[i], j = i; 782 k = a[i], j = i;
825 783
826 for (i = 0, k = 0; i < 4; i++) 784 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 785 if (i != j)
829 k += a[i]; 786 k += a[i];
830 } 787
831 return k; 788 return k;
832} 789}
833 790
834void 791void
835roll_stats (object *op) 792object::roll_stats ()
836{ 793{
794 int statsort [NUM_STATS];
795
796 for (;;)
797 {
837 int sum = 0; 798 int sum = 0;
838 int i = 0, j = 0; 799 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 800 sum += statsort [i] = roll_stat ();
840 801
841 do 802 if (sum >= 82 && sum <= 116)
803 break;
842 { 804 }
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);
853 805
854 /* Sort the stats so that rerolling is easier... */ 806 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 807 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;
862 808
863 /* a quick and dirty bubblesort? */ 809 for (int i = 0; i < NUM_STATS; ++i)
864 do 810 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);
879 811
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; 812 stats.exp = 0;
899 op->stats.ac = 0; 813 stats.ac = 0;
900 814
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; 815 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 816 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
821 contr->levhp[1] = 9;
822 contr->levsp[1] = 6;
823 contr->levgrace[1] = 3;
824
909 op->contr->orig_stats = op->stats; 825 contr->orig_stats = stats;
826 }
910} 827}
911 828
912void 829void
913Roll_Again (object *op) 830object::swap_stats (int a, int b)
914{ 831{
915 esrv_new_player (op->contr, 0); 832 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}
919 833
920void 834 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 835 stats.stat (i) = contr->orig_stats.stat (i);
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
922{ 861{
923 signed char tmp;
924 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
925 863
926 if (op->contr->Swap_First == -1) 864 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); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 866 //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); 867 //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} 868}
1041 869
1042/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1046 * not the class. 874 * not the class.
1047 */ 875 */
1048 876void
1049int 877player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 878{
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 */ 879 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 881
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 883 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, ob, 0, 0, 0);
1070 885
1071 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
1073 888
1074 op->contr->state = ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
1075 890
1076 if (op->msg) 891 if (ob->msg)
1077 op->msg = NULL; 892 ob->msg = 0;
1078 893
1079 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1080 * to save here. 895 * to save here.
1081 */ 896 */
897 {
898 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 900 make_path_to_file (buf);
901 }
1084 902
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 903 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 905 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 906 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 907 esrv_send_inventory (ob, ob);
1093 fix_player (op); 908 ob->update_stats ();
1094 909
1095 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
1096 * is one for this race 911 * is one for this race
1097 */ 912 */
1098 if (*first_map_ext_path) 913 if (*first_map_ext_path)
1099 { 914 {
1100 object *tmp; 915 object *tmp;
1101 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
1102 917
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = object::create (); 919 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
1110 * default initial map */ 925 * default initial map */
1111 tmp->destroy (); 926 tmp->destroy ();
1112 } 927 }
1113 else 928 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 930}
1117 return 0;
1118 }
1119 931
932void
933player::chargen_race_next ()
934{
1120 /* Following actually changes the race - this is the default command 935 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 936 * if we don't match with one of the options above.
1122 */ 937 */
1123 938
1124 tmp_loop = 0; 939 do
1125 while (!tmp_loop)
1126 { 940 {
1127 shstr name = op->name; 941 shstr name = ob->name;
1128 int x = op->x, y = op->y; 942 int x = ob->x, y = ob->y;
1129 943
1130 remove_statbonus (op); 944 ob->remove_statbonus ();
1131 op->remove (); 945 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 946 ob->arch = get_player_archetype (ob->arch);
1133 op->arch->clone.copy_to (op); 947 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 948 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 949 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 950 ob->name = ob->name_pl = name;
1137 op->x = x; 951 ob->x = x;
1138 op->y = y; 952 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 955 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 956 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 957 }
958 while (!allowed_class (ob));
1145 959
1146 update_object (op, UP_OBJ_FACE); 960 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 962 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 963 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 964 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 965 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} 966}
1208 967
1209void 968void
1210flee_player (object *op) 969flee_player (object *op)
1211{ 970{
1241 { 1000 {
1242 op->enemy = NULL; 1001 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1003 return;
1245 } 1004 }
1005
1246 get_rangevector (op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1247 1007
1248 dir = absdir (4 + rv.direction); 1008 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1009 for (diff = 0; diff < 3; diff++)
1250 { 1010 {
1251 int m = 1 - (RANDOM () & 2); 1011 int m = 1 - (RANDOM () & 2);
1252 1012
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1014 return;
1256 }
1257 } 1015 }
1016
1258 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1019 op->enemy = NULL;
1261} 1020}
1262 1021
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* 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 1023 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 1024 * stop.
1267 */ 1025 */
1268int 1026int
1269check_pick (object *op) 1027check_pick (object *op)
1270{ 1028{
1271 object *tmp, *next; 1029 object *tmp, *next;
1272 int stop = 0; 1030 int stop = 0;
1273 int j, k, wvratio; 1031 int wvratio;
1274 char putstring[128], tmpstr[16]; 1032 char putstring[128];
1275 1033
1276 /* if you're flying, you cna't pick up anything */ 1034 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1035 if (op->move_type & MOVE_FLYING)
1278 return 1; 1036 return 1;
1279 1037
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 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)))); 1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1108 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1109 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)))); 1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1112 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 } 1113 }
1114
1384 /* philosophy: 1115 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1116 * 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 1117 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1118 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1119 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1120 * example.
1390 * The drawback: right now it has no frontend, so you need to 1121 * 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 1122 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1123 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1374 * found object is returned.
1644 */ 1375 */
1645object * 1376object *
1646find_arrow (object *op, const char *type) 1377find_arrow (object *op, const char *type)
1647{ 1378{
1648 object *tmp = NULL; 1379 object *tmp = 0;
1649 1380
1650 for (op = op->inv; op; op = op->below) 1381 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1383 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1384 else if (op->type == ARROW && op->race == type)
1654 return op; 1385 return op;
1386
1655 return tmp; 1387 return tmp;
1656} 1388}
1657 1389
1658/* 1390/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1391 * 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 1392 * 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 1393 * 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. 1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1395 */
1664
1665object * 1396object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1397find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1398{
1668 object *tmp = NULL, *arrow, *ntmp; 1399 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1400 int attacknum, attacktype, betterby = 0, i;
1735 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1467 * op = the shooter
1737 * type = bow->race 1468 * type = bow->race
1738 * dir = fire direction 1469 * dir = fire direction
1739 */ 1470 */
1740
1741object * 1471object *
1742pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1743{ 1473{
1744 object *tmp = NULL; 1474 object *tmp = NULL;
1745 maptile *m; 1475 maptile *m;
1810 */ 1540 */
1811int 1541int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1543{
1814 object *left, *bow; 1544 object *left, *bow;
1815 int bowspeed, mflags; 1545 int mflags;
1816 maptile *m; 1546 maptile *m;
1817 1547
1818 if (!dir) 1548 if (!dir)
1819 { 1549 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1551 return 0;
1822 } 1552 }
1823 if (op->type == PLAYER) 1553
1824 bow = op->contr->ranges[range_bow]; 1554 if (op->contr)
1555 bow = op->current_weapon;
1825 else 1556 else
1826 { 1557 {
1827 for (bow = op->inv; bow; bow = bow->below) 1558 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1559 /* 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. 1560 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1565 if (!bow)
1835 { 1566 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1568 return 0;
1838 } 1569 }
1570
1571 // optimisation: move object to top so we will find it quickly again
1572 if (bow->below)
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1839 } 1578 }
1579
1840 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1841 { 1581 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1583 return 0;
1844 } 1584 }
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 1585
1854 if (arrow == NULL) 1586 if (arrow == NULL)
1855 { 1587 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1589 {
1858 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 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 */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1593 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1863 return 0; 1596 return 0;
1864 } 1597 }
1865 } 1598 }
1599
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1601 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1602 return 0;
1870 } 1603
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1605 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1606 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1607 return 0;
1875 } 1608 }
1881 return 0; 1614 return 0;
1882 } 1615 }
1883 1616
1884 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1619 if (!arrow)
1887 { 1620 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1622 return 0;
1890 } 1623 }
1624
1891 arrow->set_owner (op); 1625 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1627 arrow->direction = dir;
1895 arrow->x = sx; 1628
1896 arrow->y = sy; 1629 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1630 arrow->stats.hp = arrow->stats.dam;
1631 arrow->stats.grace = arrow->attacktype;
1632
1633 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying);
1635
1636#if 0
1637 if (player *pl = op->contr)
1638 {
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648 }
1649#endif
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652
1653 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1655 + bow->stats.dam / 7.f;
1656
1657 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1897 1661
1898 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1899 { 1663 {
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; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 wc -= dex_bonus[op->stats.Dex];
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1933 } 1671 }
1934 else 1672 else
1935 { 1673 {
1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937 arrow->level = op->level; 1674 arrow->level = op->level;
1938 } 1675 arrow->stats.wc -= bow->magic;
1939 1676
1940 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1941 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1942 1682
1943 if (bow->slaying != NULL) 1683 wc -= arrow->level;
1944 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1945 1685
1946 arrow->map = m; 1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1947 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1689
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1952 1692
1953 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1694 move_arrow (arrow);
1955 1695
1956 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1976{ 1716{
1977 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1978 1718
1979 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1980 { 1720 {
1981 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1982 } 1722 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1724 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1726 wcmod = -1;
1727
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1729 }
1989 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1990 { 1731 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1995 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1996 { 1737 {
1997 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 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); 1739 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); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2000
2001 } 1741 }
2002 else 1742 else
2003 { 1743 {
2004 /* Simple case */ 1744 /* Simple case */
2005 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2006 } 1746 }
1747
2007 return ret; 1748 return ret;
2008} 1749}
2009
2010 1750
2011/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
2012 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
2013 */ 1753 */
2014void 1754void
2015fire_misc_object (object *op, int dir) 1755fire_misc_object (object *op, int dir)
2016{ 1756{
2017 object *item; 1757 object *item = op->contr->ranged_ob;
2018 1758
2019 if (!op->contr->ranges[range_misc]) 1759 if (!item)
2020 { 1760 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2022 return; 1762 return;
2023 } 1763 }
2024 1764
2025 item = op->contr->ranges[range_misc];
2026 if (!item->inv) 1765 if (!item->inv)
2027 { 1766 {
2028 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029 return; 1768 return;
2030 } 1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
2031 if (item->type == WAND) 1774 if (item->type == WAND)
2032 { 1775 {
2033 if (item->stats.food <= 0) 1776 if (item->stats.food <= 0)
2034 { 1777 {
2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 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)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780
2037 return; 1781 return;
2038 } 1782 }
2039 } 1783 }
2040 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
2041 { 1785 {
2042 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2043 { 1787 {
2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
2045 if (item->type == ROD) 1790 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)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2047 else 1792 else
2048 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794
2049 return; 1795 return;
2050 } 1796 }
2051 } 1797 }
2052 1798
2053 if (cast_spell (op, item, dir, item->inv, NULL)) 1799 if (cast_spell (op, item, dir, item->inv, NULL))
2061 1807
2062 if (item->arch) 1808 if (item->arch)
2063 { 1809 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1810 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1811 item->face = item->arch->clone.face;
2066 item->speed = 0; 1812 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1813 }
1814
2069 if ((tmp = is_player_inv (item))) 1815 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1816 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1817 }
2072 } 1818 }
2073 else if (item->type == ROD || item->type == HORN) 1819 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1820 drain_rod_charge (item);
2076 }
2077 } 1821 }
2078} 1822}
2079 1823
2080/* Received a fire command for the player - go and do it. 1824/* Received a fire command for the player - go and do it.
2081 */ 1825 */
2082void 1826bool
2083fire (object *op, int dir) 1827fire (object *op, int dir)
2084{ 1828{
2085 int spellcost = 0; 1829 int spellcost = 0;
2086 1830
2087 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
2088 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
2089 make_visible (op); 1833 make_visible (op);
2090 1834
2091 switch (op->contr->shoottype) 1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1838 {
1839 control_golem (op->contr->golem, dir);
1840 return false;
2092 { 1841 }
2093 case range_none:
2094 return;
2095 1842
2096 case range_bow: 1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return false;
1847
1848 if (!op->change_weapon (ob))
1849 return false;
1850
1851 if (op->speed_left > 0.f)
1852 --op->speed_left;
1853 else
1854 return false;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
2097 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
2098 return; 1860 break;
2099 1861
2100 case range_magic: /* Casting spells */ 1862 case SPELL:
2101 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2102 return; 1864 break;
2103 1865
2104 case range_misc: 1866 case BUILDER:
1867 apply_map_builder (op, dir);
1868 break;
1869
1870 case SKILL:
1871 do_skill (op, op, ob, dir, 0);
1872 break;
1873
1874 default:
2105 fire_misc_object (op, dir); 1875 fire_misc_object (op, dir);
2106 return; 1876 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 } 1877 }
2134}
2135 1878
2136 1879 return true;
1880}
2137 1881
2138/* find_key 1882/* find_key
2139 * We try to find a key for the door as passed. If we find a key 1883 * 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 1884 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1885 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1887 * pl is the player,
2144 * inv is the objects inventory to searched 1888 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1889 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1890 * This function can be called recursively to search containers.
2147 */ 1891 */
2148
2149object * 1892object *
2150find_key (object *pl, object *container, object *door) 1893find_key (object *pl, object *container, object *door)
2151{ 1894{
2152 object *tmp, *key; 1895 object *tmp, *key;
2153 1896
2154 /* Should not happen, but sanity checking is never bad */ 1897 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1898 if (!container->inv)
2156 return NULL; 1899 return 0;
2157 1900
2158 /* First, lets try to find a key in the top level inventory */ 1901 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1903 {
2161 if (door->type == DOOR && tmp->type == KEY) 1904 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1905 break;
2163 /* For sanity, we should really check door type, but other stuff 1906 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1907 * (like containers) can be locked with special keys
2165 */ 1908 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1910 break;
2168 } 1911 }
1912
2169 /* No key found - lets search inventories now */ 1913 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1914 /* 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 1915 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1916 * a key, return
2173 */ 1917 */
2174 if (!tmp) 1918 if (!tmp)
2175 { 1919 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1920 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1921 {
2178 /* No reason to search empty containers */ 1922 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1923 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1924 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1925 if ((key = find_key (pl, tmp, door)))
2182 return key; 1926 return key;
2183 } 1927 }
2184 } 1928 }
1929
2185 if (!tmp) 1930 if (!tmp)
2186 return NULL; 1931 return NULL;
2187 } 1932 }
1933
2188 /* We get down here if we have found a key. Now if its in a container, 1934 /* 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 1935 * see if we actually want to use it
2190 */ 1936 */
2191 if (pl != container) 1937 if (pl != container)
2192 { 1938 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1959 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)); 1960 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1961 return NULL;
2216 } 1962 }
2217 } 1963 }
1964
2218 return tmp; 1965 return tmp;
2219} 1966}
2220 1967
2221/* moved door processing out of move_player_attack. 1968/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1969 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1971 * 0 otherwise
2225 */ 1972 */
2226static int 1973static int
2227player_attack_door (object *op, object *door) 1974player_attack_door (object *op, object *door)
2228{ 1975{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1976 /* 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 - 1977 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1978 * otherwise, we fall through to the rest of the code.
2233 */ 1979 */
2234 object *key = find_key (op, op, door); 1980 object *key = find_key (op, op, door);
2235 1981
2236 /* IF we found a key, do some extra work */ 1982 /* If we found a key, do some extra work */
2237 if (key) 1983 if (key)
2238 { 1984 {
2239 object *container = key->env; 1985 object *container = key->env;
2240 1986
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
2242 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2243 make_visible (op); 1990 make_visible (op);
1991
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1993 spring_trap (door->inv, op);
1994
2246 if (door->type == DOOR) 1995 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2251 { 1998 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1999 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 ;-) */ 2000 remove_door2 (door); /* remove door without violence ;-) */
2254 } 2001 }
2002
2255 /* Do this after we print the message */ 2003 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 2004 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 2005 /* Need to update the weight the container the key was in */
2258 if (container != op) 2006 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 2007 esrv_update_item (UPD_WEIGHT, op, container);
2008
2260 return 1; /* Nothing more to do below */ 2009 return 1; /* Nothing more to do below */
2261 } 2010 }
2262 else if (door->type == LOCKED_DOOR) 2011 else if (door->type == LOCKED_DOOR)
2263 { 2012 {
2264 /* Might as well return now - no other way to open this */ 2013 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 2015 return 1;
2267 } 2016 }
2017
2268 return 0; 2018 return 0;
2269} 2019}
2270 2020
2271/* This function is just part of a breakup from move_player. 2021/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2023 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2024 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2025 * going to try and move (not fire weapons).
2276 */ 2026 */
2277 2027bool
2278void
2279move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2280{ 2029{
2281 object *tmp, *mon;
2282 sint16 nx, ny;
2283 int on_battleground; 2030 int on_battleground;
2284 maptile *m;
2285 2031
2286 nx = freearr_x[dir] + op->x; 2032 sint16 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2033 sint16 ny = freearr_y[dir] + op->y;
2288 2034
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2035 on_battleground = op_on_battleground (op, 0, 0);
2036
2037 if (out_of_map (op->map, nx, ny))
2038 return false;
2039
2040 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2041 {
2042 --op->speed_left;
2043 return true;
2044 }
2290 2045
2291 /* If braced, or can't move to the square, and it is not out of the 2046 /* 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 2047 * 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 2048 * 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 2049 * 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 2050 * 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 2051 * 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 2052 * quite a bit of processing. However, it probably is less than what
2298 * move_ob uses. 2053 * move_ob uses.
2299 */ 2054 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 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 2056
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 2057 /* 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. 2058 * 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 2059 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2060 * on the space
2322 */ 2061 */
2323 while (tmp != NULL) 2062 object *mon;
2324 { 2063 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2325 if (tmp == op) 2064 {
2326 { 2065 if ((mon->flag [FLAG_ALIVE]
2327 tmp = tmp->above; 2066 || mon->type == LOCKED_DOOR
2328 continue; 2067 || mon->flag [FLAG_CAN_ROLL])
2329 }
2330
2331 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2332 {
2333 mon = tmp; 2068 && mon != op)
2334 break; 2069 break;
2335 } 2070 }
2336 2071
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 */ 2072 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2073 return false; /* into a wall */
2345 2074
2346 if (mon->head != NULL)
2347 mon = mon->head; 2075 mon = mon->head_ ();
2348 2076
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (op->contr->weapon_sp_left > 0.f)
2350 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2080 {
2081 --op->contr->weapon_sp_left;
2351 return; 2082 return true;
2083 }
2352 2084
2353 /* The following deals with possibly attacking peaceful 2085 /* The following deals with possibly attacking peaceful
2354 * or frienddly creatures. Basically, all players are considered 2086 * or friendly creatures. Basically, all players are considered
2355 * unaggressive. If the moving player has peaceful set, then the 2087 * unaggressive. If the moving player has peaceful set, then the
2356 * object should be pushed instead of attacked. It is assumed that 2088 * object should be pushed instead of attacked. It is assumed that
2357 * if you are braced, you will not attack friends accidently, 2089 * if you are braced, you will not attack friends accidently,
2358 * and thus will not push them. 2090 * and thus will not push them.
2359 */ 2091 */
2360 2092
2361 /* If the creature is a pet, push it even if the player is not 2093 /* 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 2094 * peaceful. Our assumption is the creature is a pet if the
2363 * player owns it and it is either friendly or unagressive. 2095 * player owns it and it is either friendly or unagressive.
2364 */ 2096 */
2365 if ((op->type == PLAYER) 2097 if (op->type == PLAYER
2366#if COZY_SERVER
2367 &&
2368 ((mon->owner && mon->owner->contr 2098 && ((mon->owner && mon->owner->contr
2369 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2099 && same_party (mon->owner->contr->party, op->contr->party))
2370#else
2371 && mon->owner == op 2100 || mon->owner == op)
2372#endif
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2102 {
2375 /* If we're braced, we don't want to switch places with it */ 2103 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2104 if (op->contr->braced)
2377 return; 2105 return false;
2106
2107 if (op->speed_left > 0.f)
2108 {
2109 --op->speed_left;
2110
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2113
2380 if (op->contr->tmp_invis || op->hide) 2114 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2115 make_visible (op);
2116
2382 return; 2117 return true;
2383 } 2118 }
2119 else
2120 return false;
2121 }
2384 2122
2385 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2387 * someone, but put it inside this loop so that you won't 2125 * someone, but put it inside this loop so that you won't
2388 * attack them either. 2126 * attack them either.
2389 */ 2127 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op)
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2129 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2392#ifdef PROHIBIT_PLAYERKILL 2130 && ((op->contr->peaceful
2393 (op->contr->peaceful 2131 || (mon->type == PLAYER && mon->contr->peaceful))
2394 || (mon->type == PLAYER 2132 && !on_battleground))
2395 && mon->contr-> 2133 {
2396 peaceful)) && 2134 if (op->speed_left > 0.f)
2397#else
2398 op->contr->peaceful &&
2399#endif
2400 !on_battleground))
2401 { 2135 {
2136 --op->speed_left;
2137
2402 if (!op->contr->braced) 2138 if (!op->contr->braced)
2403 { 2139 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2406 } 2142 }
2407 else 2143 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2145
2411 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2147 make_visible (op);
2413 }
2414 2148
2149 return true;
2150 }
2151 }
2415 /* If the object is a boulder or other rollable object, then 2152 /* 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. 2153 * roll it if not braced. You can't roll it if you are braced.
2417 */ 2154 */
2418 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2156 {
2157 if (op->speed_left > 0.f)
2419 { 2158 {
2159 --op->speed_left;
2160
2420 recursive_roll (mon, dir, op); 2161 recursive_roll (mon, dir, op);
2421 if (action_makes_visible (op)) 2162 if (action_makes_visible (op))
2422 make_visible (op); 2163 make_visible (op);
2423 }
2424 2164
2165 return true;
2166 }
2167 }
2425 /* Any generic living creature. Including things like doors. 2168 /* Any generic living creature. Including things like doors.
2426 * Way it works is like this: First, it must have some hit points 2169 * 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: 2170 * 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 2171 * 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. 2172 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2173 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 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))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2176 {
2435 2177 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
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 { 2178 {
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2179 --op->contr->weapon_sp_left;
2444 2180
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); 2181 skill_attack (mon, op, 0, 0, 0);
2449 2182
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)) 2183 if (action_makes_visible (op))
2464 make_visible (op); 2184 make_visible (op);
2465 }
2466 } /* if player should attack something */
2467}
2468 2185
2469int 2186 return true;
2187 }
2188 }
2189
2190 return false;
2191}
2192
2193bool
2470move_player (object *op, int dir) 2194move_player (object *op, int dir)
2471{ 2195{
2472 int pick; 2196 int pick;
2473 2197
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2199 return 0;
2476 2200
2477 /* Sanity check: make sure dir is valid */ 2201 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2202 if ((dir < 0) || (dir >= 9))
2479 { 2203 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2204 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2205 return 0;
2482 } 2206 }
2483 2207
2484 /* peterm: added following line */ 2208 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2209 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2210 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2211
2488 op->facing = dir; 2212 op->facing = dir;
2489 2213
2490 if (op->hide) 2214 if (op->hide)
2491 do_hidden_move (op); 2215 do_hidden_move (op);
2492 2216
2217 bool retval;
2218
2493 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2494 /*nop */ ; 2220 retval = RESULT_INT (0);
2495 else if (op->contr->fire_on) 2221 else if (op->contr->fire_on)
2496 fire (op, dir); 2222 retval = fire (op, dir);
2497 else 2223 else
2498 { 2224 {
2499 move_player_attack (op, dir); 2225 retval = move_player_attack (op, dir);
2500 pick = check_pick (op); 2226 pick = check_pick (op);
2501 } 2227 }
2502 2228
2503 /* Add special check for newcs players and fire on - this way, the 2229 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2230 * server can handle repeat firing.
2505 */ 2231 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2233 op->direction = dir;
2509 }
2510 else 2234 else
2511 {
2512 op->direction = 0; 2235 op->direction = 0;
2513 } 2236
2514 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2239 * for players.
2517 */ 2240 */
2518 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2519 return 0; 2242
2243 return retval;
2520} 2244}
2521 2245
2522/* This is similar to handle_player, below, but is only used by the 2246/* This is similar to handle_player, below, but is only used by the
2523 * new client/server stuff. 2247 * new client/server stuff.
2524 * This is sort of special, in that the new client/server actually uses 2248 * This is sort of special, in that the new client/server actually uses
2525 * the new speed values for commands. 2249 * the new speed values for commands.
2526 * 2250 *
2527 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do. Should not do
2252 * many actions in a row, as that would be too unfair to other
2253 * players.
2528 */ 2254 */
2529int 2255bool
2530handle_newcs_player (object *op) 2256handle_newcs_player (object *op)
2531{ 2257{
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)) 2258 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2259 {
2554 flee_player (op); 2260 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 { 2261 {
2558 op->speed_left--; 2262 --op->speed_left;
2263 flee_player (op);
2264
2559 return 0; 2265 return true;
2560 } 2266 }
2267 else
2268 return false;
2561 } 2269 }
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 2270
2571 /* call this here - we also will call this in do_ericserver, but 2271 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2272 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2273 * called, so we recheck it here.
2574 */ 2274 */
2575 HandleClient (&op->contr->socket, op->contr); 2275 if (op->contr->ns->handle_command ())
2576 if (op->speed_left < 0)
2577 return 0; 2276 return true;
2578 2277
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 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); 2279 return move_player (op, op->direction);
2589 if (op->speed_left > 0) 2280
2590 return 1;
2591 else
2592 return 0;
2593 }
2594 return 0; 2281 return false;
2595} 2282}
2596 2283
2597int 2284int
2598save_life (object *op) 2285save_life (object *op)
2599{ 2286{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2287 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2288 return 0;
2604 2289
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2290 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2291 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2292 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2293 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)); 2294 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2295
2618 op->stats.hp = op->stats.maxhp; 2303 op->stats.hp = op->stats.maxhp;
2619 2304
2620 if (op->stats.food < 0) 2305 if (op->stats.food < 0)
2621 op->stats.food = 999; 2306 op->stats.food = 999;
2622 2307
2623 fix_player (op); 2308 op->update_stats ();
2624 return 1; 2309 return 1;
2625 } 2310 }
2311
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2312 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2313 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2314 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2315 return 0;
2630} 2316}
2635 * from. 2321 * from.
2636 */ 2322 */
2637void 2323void
2638remove_unpaid_objects (object *op, object *env) 2324remove_unpaid_objects (object *op, object *env)
2639{ 2325{
2640 object *next;
2641
2642 while (op) 2326 while (op)
2643 { 2327 {
2644 next = op->below; /* Make sure we have a good value, in case 2328 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2329
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2330 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2331 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2332 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2333 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2334
2335 op->insert_at (env);
2655 } 2336 }
2656 else if (op->inv) 2337 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2338 remove_unpaid_objects (op->inv, env);
2339
2658 op = next; 2340 op = next;
2659 } 2341 }
2660} 2342}
2661
2662 2343
2663/* 2344/*
2664 * Returns pointer a static string containing gravestone text 2345 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2346 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2347 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2358 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2359 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2361 else
2681 sprintf (buf, "%s\n", &op->name); 2362 sprintf (buf, "%s\n", &op->name);
2363
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2364 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2365 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2366 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2367 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2368 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2369 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2370
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2371 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2372 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2373 if (op->type == PLAYER)
2691 { 2374 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2375 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2376 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2377 strcat (buf2, buf);
2695 } 2378 }
2379
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2380 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2381 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2382 strcat (buf2, buf);
2383
2699 return buf2; 2384 return buf2;
2700} 2385}
2701
2702
2703 2386
2704void 2387void
2705do_some_living (object *op) 2388do_some_living (object *op)
2706{ 2389{
2707 int last_food = op->stats.food; 2390 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2396 int rate_grace = 2000;
2714 const int max_hp = 1; 2397 const int max_hp = 1;
2715 const int max_sp = 1; 2398 const int max_sp = 1;
2716 const int max_grace = 1; 2399 const int max_grace = 1;
2717 2400
2718 if (op->contr->outputs_sync) 2401 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 } 2402 {
2403 op->invisible = 1000;
2404 /* the socket code flashes the player visible/invisible
2405 * depending on the value of invisible, so we need to
2406 * alternate it here for it to work correctly.
2407 */
2408 if (pticks & 2)
2409 op->invisible--;
2410 }
2411 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2412 {
2413 if (!op->invisible--)
2414 {
2415 make_visible (op);
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2417 }
2418 }
2724 2419
2725 if (op->contr->state == ST_PLAYING) 2420 if (op->contr->ns->state == ST_PLAYING)
2726 { 2421 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2422 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2423 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2424 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2425 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2426 else
2733 { 2427 {
2734 gen_hp = op->stats.maxhp; 2428 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2429 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2430 }
2431
2737 if (op->contr->gen_sp >= 0) 2432 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2433 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2434 else
2740 { 2435 {
2741 gen_sp = op->stats.maxsp; 2436 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2437 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2438 }
2439
2744 if (op->contr->gen_grace >= 0) 2440 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2441 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2442 else
2747 { 2443 {
2748 gen_grace = op->stats.maxgrace; 2444 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2445 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2446 }
2751 2447
2752 /* Regenerate Spell Points */ 2448 /* Regenerate Spell Points */
2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2449 if (!op->contr->golem && --op->last_sp < 0)
2754 { 2450 {
2755 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2451 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) 2452 if (op->stats.sp < op->stats.maxsp)
2757 { 2453 {
2758 op->stats.sp++; 2454 op->stats.sp++;
2764 op->stats.food += op->contr->digestion; 2460 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2461 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2462 op->stats.food = last_food;
2767 } 2463 }
2768 } 2464 }
2465
2769 if (max_sp > 1) 2466 if (max_sp > 1)
2770 { 2467 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2468 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2469 if (over_sp > 0)
2773 { 2470 {
2774 if (op->stats.sp < op->stats.maxsp) 2471 if (op->stats.sp < op->stats.maxsp)
2775 { 2472 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2473 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2474
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2475 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2476 op->stats.sp--;
2477
2779 if (op->stats.sp > op->stats.maxsp) 2478 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2479 op->stats.sp = op->stats.maxsp;
2781 } 2480 }
2782 op->last_sp = 0; 2481 op->last_sp = 0;
2783 } 2482 }
2784 else 2483 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2485 }
2789 else 2486 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2488 }
2794 2489
2795 /* Regenerate Grace */ 2490 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2491 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2492 if (--op->last_grace < 0)
2798 { 2493 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2494 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2495 op->stats.grace++; /* no penalty in food for regaining grace */
2496
2801 if (max_grace > 1) 2497 if (max_grace > 1)
2802 { 2498 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2499 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2500 if (over_grace > 0)
2805 { 2501 {
2833 op->stats.food += op->contr->digestion; 2529 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2531 op->stats.food = last_food;
2836 } 2532 }
2837 } 2533 }
2534
2838 if (max_hp > 1) 2535 if (max_hp > 1)
2839 { 2536 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2537 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2538 if (over_hp > 0)
2842 { 2539 {
2855 } 2552 }
2856 2553
2857 /* Digestion */ 2554 /* Digestion */
2858 if (--op->last_eat < 0) 2555 if (--op->last_eat < 0)
2859 { 2556 {
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; 2557 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2865#endif
2866 2558
2867 if (op->contr->gen_hp > 0) 2559 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2561 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2562 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2563
2871 /* dms do not consume food */ 2564 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2565 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2566 op->stats.food--;
2874 } 2567 }
2875 }
2876 2568
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2569 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2570 {
2879 object *tmp, *flesh = NULL; 2571 object *tmp, *flesh = 0;
2880 2572
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2573 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 { 2574 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2575 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2886 { 2576 {
2577 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2578 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2579 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2580 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2581 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2582 break;
2891 } 2583 }
2892 else if (tmp->type == FLESH) 2584 else if (tmp->type == FLESH)
2893 flesh = tmp; 2585 flesh = tmp;
2894 } /* End if paid for object */ 2586 } /* End if paid for object */
2895 } /* end of for loop */ 2587 } /* end of for loop */
2588
2896 /* If player is still starving, it means they don't have any food, so 2589 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2590 * eat flesh instead.
2898 */ 2591 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2592 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2593 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2594 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2595 manual_apply (op, flesh, 0);
2903 } 2596 }
2904 } /* end if player is starving */ 2597 }
2905 2598
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2599 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2600 op->stats.food++, op->stats.hp--;
2908 2601
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2602 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2603 kill_player (op);
2604 }
2911} 2605}
2912
2913
2914 2606
2915/* If the player should die (lack of hp, food, etc), we call this. 2607/* 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 2608 * 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 2609 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2610 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2642
2951 /* restore player */ 2643 /* restore player */
2952 at = archetype::find ("poisoning"); 2644 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2646 {
2956 tmp->destroy (); 2647 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2649 }
2959 2650
2960 at = archetype::find ("confusion"); 2651 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2652 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2653 {
2964 tmp->destroy (); 2654 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2656 }
2967 2657
2969 op->stats.hp = op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2660 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2661 op->stats.food = 999;
2972 2662
2973 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2665 {
2977 sprintf (buf, "%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2667 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " the %s, when he was defeated at\n level %d by %s.\n",
2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2671 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2675 }
2988 2676
2989 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2679 op->contr->braced = 0;
2996 2684
2997 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2998 2686
2999 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
3000 { 2688 {
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); 2689 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
3010 } 2691 }
3011 else 2692 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); 2693 sprintf (buf, "%s died.", &op->name);
3021 } 2694
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2696
3024 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
3025 x = op->x; 2698 x = op->x;
3026 y = op->y; 2699 y = op->y;
3027 map = op->map; 2700 map = op->map;
3028 2701
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2703 * life if they are dead - it takes some exp and a random stat.
3034 * See the config.h file for a little more in depth detail about this. 2704 * See the config.h file for a little more in depth detail about this.
3035 */ 2705 */
3036 2706
3037 /* Basically two ways to go - remove a stat permanently, or just 2707 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2708 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2709 * of death.
3040 */ 2710 */
3041#ifndef COZY_SERVER 2711#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2712 if (settings.balanced_stat_loss)
3043 { 2713 {
3044 /* If stat loss is permanent, lose one stat only. */ 2714 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2715 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2716 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2717 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2718 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2719 little bit harder. */
3050 /* GD */ 2720 /* GD */
3051 if (settings.stat_loss_on_death) 2721 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2722 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2723 else
3057 { 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725 }
2726 else
3058 num_stats_lose = 1; 2727 num_stats_lose = 1;
3059 } 2728
3060 lost_a_stat = 0; 2729 lost_a_stat = 0;
3061 2730
3062 for (z = 0; z < num_stats_lose; z++) 2731 for (z = 0; z < num_stats_lose; z++)
3063 { 2732 {
3064 i = RANDOM () % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
3065 2734
3066 if (settings.stat_loss_on_death) 2735 if (settings.stat_loss_on_death)
2736 {
2737 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost.
2739 */
2740 change_attr_value (&(op->stats), i, -1);
2741 check_stat_bounds (&(op->stats));
2742 change_attr_value (&(op->contr->orig_stats), i, -1);
2743 check_stat_bounds (&(op->contr->orig_stats));
2744 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2745 lost_a_stat = 1;
2746 }
2747 else
2748 {
2749 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion");
2751 object *dep;
2752
2753 dep = present_arch_in_ob (deparch, op);
2754 if (!dep)
3067 { 2755 {
3068 /* Pick a random stat and take a point off it. Tell the player 2756 dep = arch_to_object (deparch);
3069 * what he lost. 2757 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 } 2758 }
3078 else 2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss)
3079 { 2761 {
3080 /* deplete a stat */ 2762 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2763 /* Get the stat that we're about to deplete. */
3082 object *dep; 2764 this_stat = get_attr_value (&(dep->stats), i);
3083 2765 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2766 {
3087 dep = arch_to_object (deparch); 2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2768 int keep_chance = this_stat * this_stat;
3089 } 2769
3090 lose_this_stat = 1; 2770 /* 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) 2771 if (keep_chance < 1)
2772 keep_chance = 1;
2773
2774 /* There is a maximum depletion total per level. */
2775 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2776 {
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; 2777 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2778 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2779 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 } 2780 }
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 */ 2781 else
3132 if (this_stat >= -50)
3133 { 2782 {
3134 change_attr_value (&(dep->stats), i, -1); 2783 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; 2784 lose_this_stat = 0;
2785 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786 this_stat, keep_chance, loss_chance,
2787 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2788 }
3140 } 2789 }
3141 } 2790 }
2791
2792 if (lose_this_stat)
2793 {
2794 this_stat = get_attr_value (&(dep->stats), i);
2795 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a
2799 * difference.
2800 */
2801 if (this_stat >= -50)
2802 {
2803 change_attr_value (&(dep->stats), i, -1);
2804 SET_FLAG (dep, FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats ();
2807 lost_a_stat = 1;
2808 }
3142 } 2809 }
2810 }
2811 }
3143 /* If no stat lost, tell the player. */ 2812 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2813 if (!lost_a_stat)
3145 { 2814 {
3146 /* determine_god() seems to not work sometimes... why is this? 2815 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2816 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2817 const char *god = determine_god (op);
3149 2818
3150 if (god && (strcmp (god, "none"))) 2819 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); 2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2821 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2823 }
3155#else 2824#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2826#endif
3158 2827
3159 /* Put a gravestone up where the character 'almost' died. List the 2828 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2829 * exp loss on the stone.
3161 */ 2830 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2831 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2832 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2833 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2834 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2835 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); 2836 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3168 tmp->msg = buf; 2837 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2838 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2840
3172 /**************************************/ 2841 /**************************************/
3173 /* */ 2842 /* */
3174 /* Subtract the experience points, */ 2843 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2844 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2845 /* food, and reset HP's... */
3177 /* */ 2846 /* */
3178 /**************************************/ 2847 /**************************************/
3179 2848
3180 /* remove any poisoning and confusion the character may be suffering. */ 2849 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2850 /* restore player */
3182 at = archetype::find ("poisoning"); 2851 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2852 tmp = present_arch_in_ob (at, op);
3184 2853
3185 if (tmp) 2854 if (tmp)
3186 { 2855 {
3187 tmp->destroy (); 2856 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2858 }
3190 2859
3191 at = archetype::find ("confusion"); 2860 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2862 if (tmp)
3194 { 2863 {
3195 tmp->destroy (); 2864 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2866 }
3198 2867
3199 cure_disease (op, 0); /* remove any disease */ 2868 cure_disease (op, 0); /* remove any disease */
3200 2869
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2870 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2871 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2872 if (op->stats.food < 100)
3204 op->stats.food = 900; 2873 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2877
3209 /* 2878 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2879 * Check to see if the player has any unpaid items. If so, remove them
3211 * the player has any unpaid items. If so, remove them and put them back 2880 * and put them back in the map.
3212 * in the map. 2881 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2882 remove_unpaid_objects (op->inv, op);
3217 2883
3218 /****************************************/ 2884 /****************************************/
3219 /* */ 2885 /* */
3220 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3222 /* */ 2888 /* */
3223 /****************************************/ 2889 /****************************************/
3224 2890
3225 enter_player_savebed (op); 2891 enter_player_savebed (op);
3226 2892
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2893 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2894
3233 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2898 * on the space that might harm the player.
3237 */ 2899 */
3238 will_kill_again = 0; 2900 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2901 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2902 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2903 will_kill_again |= tmp->attacktype;
3242 2904
3243 if (will_kill_again) 2905 if (will_kill_again)
3244 { 2906 {
3245 object *force; 2907 object *force;
3246 int at; 2908 int at;
3247 2909
3248 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2912 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2917 force->resist[at] = 100;
3256 2918
3257 insert_ob_in_ob (force, op); 2919 insert_ob_in_ob (force, op);
3258 fix_player (op); 2920 op->update_stats ();
3259 2921
3260 } 2922 }
3261 2923
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2924 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} 2925}
3331
3332 2926
3333void 2927void
3334loot_object (object *op) 2928loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3337 2931
3338 if (op->container) 2932 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2933
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3344 { 2935 {
3345 next = tmp->below; 2936 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2937
2938 if (tmp->invisible)
3347 continue; 2939 continue;
2940
3348 tmp->remove (); 2941 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3350 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2946
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2948 {
3356 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3357 { 2950 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2952 tmp2->destroy ();
3370/* 2963/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 2966 * was changed.
3374 */ 2967 */
3375
3376void 2968void
3377fix_weight (void) 2969fix_weight (void)
3378{ 2970{
3379 player *pl; 2971 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 2972 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 2974
3385 if (old == sum) 2975 if (old == sum)
3386 continue; 2976 continue;
3387 fix_player (pl->ob); 2977 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 2979 }
3390} 2980}
3391 2981
3392void 2982void
3393fix_luck (void) 2983fix_luck (void)
3394{ 2984{
3395 player *pl; 2985 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 2986 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 2987 pl->ob->change_luck (0);
3400} 2988}
3401
3402 2989
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 2991 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 2992 * just treat this as any other spell casting object.
3406 */ 2993 */
3407
3408void 2994void
3409cast_dust (object *op, object *throw_ob, int dir) 2995cast_dust (object *op, object *throw_ob, int dir)
3410{ 2996{
3411 object *skop, *spob; 2997 object *skop, *spob;
3412 2998
3446 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3447 { 3033 {
3448 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3450 } 3036 }
3037
3451 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3452} 3039}
3453 3040
3454int 3041int
3455is_true_undead (object *op) 3042is_true_undead (object *op)
3456{ 3043{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3045 return 1;
3461 3046
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; 3047 return 0;
3468} 3048}
3469 3049
3470/* look at the surrounding terrain to determine 3050/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3051 * the hideability of this object. Positive levels
3513/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3514 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3515 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3516 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3517 */ 3097 */
3518
3519void 3098void
3520do_hidden_move (object *op) 3099do_hidden_move (object *op)
3521{ 3100{
3522 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3523 object *skop; 3102 object *skop;
3527 3106
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3108
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3534 { 3112 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3113 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3114 make_visible (op);
3537 return; 3115 return;
3538 } 3116 }
3539 else 3117 else
3540 num += 20; 3118 num += 20;
3541 } 3119
3542 num += op->map->difficulty; 3120 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3122 num -= hide;
3123
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3125 {
3547 make_visible (op); 3126 make_visible (op);
3548 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3129 }
3551 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3132}
3556 3133
3557/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3558 3135
3559int 3136int
3586 if (mflags & P_OUT_OF_MAP) 3163 if (mflags & P_OUT_OF_MAP)
3587 continue; 3164 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3165 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3166 continue;
3590 3167
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3168 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3169 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3170 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3171 return 1;
3595 else if (tmp->type == PLAYER) 3172 else if (tmp->type == PLAYER)
3596 { 3173 {
3626 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3627 { 3204 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3206 return -1;
3630 } 3207 }
3208
3631 if (!pl || !op) 3209 if (!pl || !op)
3632 return 0; 3210 return 0;
3633 3211
3634 if (op->head)
3635 {
3636 op = op->head; 3212 op = op->head_ ();
3637 } 3213
3638 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3639 3215
3640 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3217 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3650 3226
3651 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3228 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3229 * for any meaningful values.
3654 */ 3230 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3234 return 1;
3659 op = op->more; 3235 op = op->more;
3660 } 3236 }
3661 return 0; 3237 return 0;
3662} 3238}
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3336 int i = 0, j = 0;
3761 3337
3762 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3765 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3767 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3769 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3771 3347
3772 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3773 return; 3349 return;
3774 3350
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3352
3777 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3778 { 3354 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3356 return;
3781 } 3357 }
3782 3358
3848 { 3424 {
3849 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3426 object *skin;
3851 3427
3852 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3429 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); 3430 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3431 ;
3432
3854 if (skin == NULL) 3433 if (!skin)
3855 return; 3434 return;
3856 3435
3857 /* adding new spellpath attunements */ 3436 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3437 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3438 {
3904 * not readied. 3483 * not readied.
3905 */ 3484 */
3906void 3485void
3907player_unready_range_ob (player *pl, object *ob) 3486player_unready_range_ob (player *pl, object *ob)
3908{ 3487{
3909 rangetype i; 3488 if (pl->ob->current_weapon == ob)
3489 pl->ob->current_weapon = 0;
3910 3490
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3491 if (pl->combat_ob == ob)
3912 { 3492 pl->combat_ob = 0;
3493
3913 if (pl->ranges[i] == ob) 3494 if (pl->ranged_ob == ob)
3914 { 3495 pl->ranged_ob = 0;
3915 pl->ranges[i] = NULL;
3916 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none;
3919 }
3920 }
3921 }
3922} 3496}
3497
3498sint8
3499player::visibility_at (maptile *map, int x, int y) const
3500{
3501 if (!ns)
3502 return 0;
3503
3504 int dx, dy;
3505 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3506 return 0;
3507
3508 x += dx - ns->current_x + ns->mapx / 2;
3509 y += dy - ns->current_y + ns->mapy / 2;
3510
3511 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3512 return 0;
3513
3514 return 100 - blocked_los [x][y];
3515}

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