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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 1.167 by root, Thu Aug 30 05:24:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 25#include <sproto.h>
28#endif
29#include <sounds.h> 26#include <sounds.h>
30#include <living.h> 27#include <living.h>
31#include <object.h> 28#include <object.h>
32#include <spells.h> 29#include <spells.h>
33#include <skills.h> 30#include <skills.h>
34#include <newclient.h>
35 31
36#ifdef COZY_SERVER 32#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 33#include <functional>
38#endif
39 34
40player * 35playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 36
79void 37void
80display_motd (const object *op) 38display_motd (const object *op)
81{ 39{
82 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
85 int comp; 43 int comp;
86 int size; 44 int size;
87 45
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 48 return;
92 } 49
93 motd[0] = '\0'; 50 motd[0] = '\0';
94 size = 0; 51 size = 0;
52
95 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
96 { 54 {
97 if (*buf == '#') 55 if (*buf == '#')
98 continue; 56 continue;
57
99 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 59 size += strlen (buf);
101 } 60 }
61
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
104} 64}
105 65
106void 66void
112 int comp; 72 int comp;
113 int size; 73 int size;
114 74
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 77 return;
119 } 78
120 rules[0] = '\0'; 79 rules[0] = '\0';
121 size = 0; 80 size = 0;
81
122 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
123 { 83 {
124 if (*buf == '#') 84 if (*buf == '#')
125 continue; 85 continue;
86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
127 { 88 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 90 break;
130 } 91 }
92
131 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 94 size += strlen (buf);
133 } 95 }
96
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
136} 99}
137 100
138void 101void
146 int size; 109 int size;
147 110
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 113 return;
114
151 news[0] = '\0'; 115 news[0] = '\0';
152 subject[0] = '\0'; 116 subject[0] = '\0';
153 size = 0; 117 size = 0;
118
154 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
155 { 120 {
156 if (*buf == '#') 121 if (*buf == '#')
157 continue; 122 continue;
123
158 if (*buf == '%') 124 if (*buf == '%')
159 { /* send one news */ 125 { /* send one news */
160 if (size > 0) 126 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
162 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
163 strip_endline (subject); 130 strip_endline (subject);
164 size = 0; 131 size = 0;
165 news[0] = '\0'; 132 news[0] = '\0';
166 } 133 }
175 size += strlen (buf); 142 size += strlen (buf);
176 } 143 }
177 } 144 }
178 145
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 149}
308 150
309/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
310static void 152static void
311set_first_map (object *op) 153set_first_map (object *op)
312{ 154{
313 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
314 op->x = -1; 156 op->x = -1;
315 op->y = -1; 157 op->y = -1;
316 enter_exit (op, NULL);
317} 158}
318 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
258 case WAND:
259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
268 }
269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats ();
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
296 if (ns)
297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
300
301 INVOKE_PLAYER (DISCONNECT, this);
302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
371}
372
373player::~player ()
374{
375 /* Clear item stack */
376 free (stack_items);
377}
378
319/* Tries to add player on the connection passwd in ns. 379/* 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 380 * All we can really get in this is some settings like host and display
321 * mode. 381 * mode.
322 */ 382 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 383player *
384player::create ()
385{
386 player *pl = new player;
328 387
329 p = get_player (NULL); 388 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));
332 389
333 if (p->socket.faces_sent == NULL) 390 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 391 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */
335 393
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); 394 set_first_map (pl->ob);
344 395
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; 396 return pl;
353} 397}
354 398
355/* 399/*
356 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
358 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
359 */ 403 */
360archetype * 404archetype *
361get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
362{ 406{
363 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
364 408
365 for (;;) 409 for (;;)
366 { 410 {
367 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
368 at = first_archetype; 412 i = archetypes.begin ();
369 else 413 else if (*i == at)
370 at = at->next; 414 cleanup ("not a single player archetype found");
415
371 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
372 return at; 417 return *i;
373 if (at == start)
374 {
375 LOG (llevError, "No Player archetypes\n");
376 exit (-1);
377 }
378 } 418 }
379} 419}
380
381 420
382object * 421object *
383get_nearest_player (object *mon) 422get_nearest_player (object *mon)
384{ 423{
385 object *op = NULL; 424 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 425 objectlink *ol;
388 unsigned lastdist; 426 unsigned lastdist;
389 rv_vector rv; 427 rv_vector rv;
390 428
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 430 {
393 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop.
397 */
398 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
399 {
400 object *tmp = ol->ob;
401
402 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared.
404 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
406 ol = ol->next;
407 remove_friendly_object (tmp);
408 if (!ol)
409 return op;
410 }
411
412 /* Remove special check for player from this. First, it looks to cause
413 * some crashes (ol->ob->contr not set properly?), but secondly, a more
414 * complicated method of state checking would be needed in any case -
415 * as it was, a clever player could type quit, and the function would
416 * skip them over while waiting for confirmation. Remove
417 * on_same_map check, as can_detect_enemy also does this
418 */
419 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
420 continue; 432 continue;
421 433
422 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
423 { 435 {
424 op = ol->ob; 436 op = ol->ob;
425 lastdist = rv.distance; 437 lastdist = rv.distance;
426 } 438 }
427 } 439 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 440
429 { 441 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 442 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 443 if (lastdist > rv.distance)
434 { 444 {
435 op = pl->ob; 445 op = pl->ob;
436 lastdist = rv.distance; 446 lastdist = rv.distance;
437 } 447 }
438 } 448
439 }
440#if 0 449#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 451#endif
443 return op; 452 return op;
444} 453}
462 * circling behaviour. Unfortunately, this function is also used to determined 471 * 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 472 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 473 * is probably not a good thing.
465 */ 474 */
466#define MAX_SPACES 50 475#define MAX_SPACES 50
467
468 476
469/* 477/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * 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 479 * 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 480 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 511 x = mon->x;
504 y = mon->y; 512 y = mon->y;
505 m = mon->map; 513 m = mon->map;
506 dir = rv.direction; 514 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
508 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517
509 /* If we can't solve it within the search distance, return now. */ 518 /* If we can't solve it within the search distance, return now. */
510 if (diff > max) 519 if (diff > max)
511 return 0; 520 return 0;
521
512 while (diff > 1 && max > 0) 522 while (diff > 1 && max > 0)
513 { 523 {
514 lastx = x; 524 lastx = x;
515 lasty = y; 525 lasty = y;
516 lastmap = m; 526 lastmap = m;
598 max--; 608 max--;
599 lastdir = dir; 609 lastdir = dir;
600 if (!firstdir) 610 if (!firstdir)
601 firstdir = dir; 611 firstdir = dir;
602 } 612 }
613
603 if (diff <= 1) 614 if (diff <= 1)
604 { 615 {
605 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 617 * headed toward player for entire distance.
607 */ 618 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 619 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); 620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 621 }
622
611 if (diff > max) 623 if (diff > max)
612 return 0; 624 return 0;
613 } 625 }
626
614 /* If we reached the max, didn't find a direction in time */ 627 /* If we reached the max, didn't find a direction in time */
615 if (!max) 628 if (!max)
616 return 0; 629 return 0;
617 630
618 return firstdir; 631 return firstdir;
711 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
712 link_player_skills (pl); 725 link_player_skills (pl);
713} 726}
714 727
715void 728void
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) 729get_party_password (object *op, partylist *party)
800{ 730{
801 if (party == NULL) 731 if (party == NULL)
802 { 732 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 733 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 734 return;
805 } 735 }
736
806 op->contr->write_buf[0] = '\0'; 737 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 741}
811
812 742
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 744static int
815roll_stat (void) 745roll_stat (void)
816{ 746{
817 int a[4], i, j, k; 747 int a[4], i, j, k;
818 748
819 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
821 751
822 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 753 if (a[i] < k)
824 k = a[i], j = i; 754 k = a[i], j = i;
825 755
826 for (i = 0, k = 0; i < 4; i++) 756 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 757 if (i != j)
829 k += a[i]; 758 k += a[i];
830 } 759
831 return k; 760 return k;
832} 761}
833 762
834void 763void
835roll_stats (object *op) 764object::roll_stats ()
836{ 765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
837 int sum = 0; 770 int sum = 0;
838 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
839 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
840 773
841 do 774 if (sum >= 82 && sum <= 116)
775 break;
842 { 776 }
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);
853 777
854 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 779 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;
862 780
863 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
864 do 782 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);
879 783
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; 784 stats.exp = 0;
899 op->stats.ac = 0; 785 stats.ac = 0;
900 786
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; 787 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 788 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
793 contr->levhp[1] = 9;
794 contr->levsp[1] = 6;
795 contr->levgrace[1] = 3;
796
909 op->contr->orig_stats = op->stats; 797 contr->orig_stats = stats;
798 }
910} 799}
911 800
912void 801void
913Roll_Again (object *op) 802object::swap_stats (int a, int b)
914{ 803{
915 esrv_new_player (op->contr, 0); 804 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}
919 805
920void 806 for (int i = 0; i < NUM_STATS; ++i)
921Swap_Stat (object *op, int Swap_Second) 807 stats.stat (i) = contr->orig_stats.stat (i);
808
809 //TODO: the following code looks so borked and should, at the very least,
810 // be merged with the similar code in roll_stats
811 stats.ac = 0;
812
813 level = 1;
814 stats.exp = 0;
815 stats.ac = 0;
816
817 stats.hp = stats.maxhp;
818 stats.sp = stats.maxsp;
819 stats.grace = stats.maxgrace;
820
821 if (contr)
822 {
823 contr->levhp[1] = 9;
824 contr->levsp[1] = 6;
825 contr->levgrace[1] = 3;
826
827 contr->orig_stats = stats;
828 }
829}
830
831static void
832start_info (object *op)
922{ 833{
923 signed char tmp;
924 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
925 835
926 if (op->contr->Swap_First == -1) 836 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); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 838 //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); 839 //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} 840}
1041 841
1042/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
1046 * not the class. 846 * not the class.
1047 */ 847 */
1048 848void
1049int 849player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 850{
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 */ 851 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 853
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 855 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
1070 857
1071 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
1073 860
1074 op->contr->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
1075 862
1076 if (op->msg) 863 if (ob->msg)
1077 op->msg = NULL; 864 ob->msg = 0;
1078 865
1079 /* We create this now because some of the unique maps will need it 866 /* We create this now because some of the unique maps will need it
1080 * to save here. 867 * to save here.
1081 */ 868 */
869 {
870 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 872 make_path_to_file (buf);
873 }
1084 874
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 875 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 876 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 877 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 878 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 879 esrv_send_inventory (ob, ob);
1093 fix_player (op); 880 ob->update_stats ();
1094 881
1095 /* This moves the player to a different start map, if there 882 /* This moves the player to a different start map, if there
1096 * is one for this race 883 * is one for this race
1097 */ 884 */
1098 if (*first_map_ext_path) 885 if (*first_map_ext_path)
1099 { 886 {
1100 object *tmp; 887 object *tmp;
1101 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
1102 889
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1104 tmp = object::create (); 891 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 893 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 894 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 896 * if the map isn't there, then stay on the
1110 * default initial map */ 897 * default initial map */
1111 tmp->destroy (); 898 tmp->destroy ();
1112 } 899 }
1113 else 900 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 901 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 902}
1117 return 0;
1118 }
1119 903
904void
905player::chargen_race_next ()
906{
1120 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1122 */ 909 */
1123 910
1124 tmp_loop = 0; 911 do
1125 while (!tmp_loop)
1126 { 912 {
1127 shstr name = op->name; 913 shstr name = ob->name;
1128 int x = op->x, y = op->y; 914 int x = ob->x, y = ob->y;
1129 915
1130 remove_statbonus (op); 916 ob->remove_statbonus ();
1131 op->remove (); 917 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 918 ob->arch = get_player_archetype (ob->arch);
1133 op->arch->clone.copy_to (op); 919 ob->arch->copy_to (ob);
1134 op->instantiate (); 920 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 922 ob->name = ob->name_pl = name;
1137 op->x = x; 923 ob->x = x;
1138 op->y = y; 924 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 928 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 929 }
930 while (!allowed_class (ob));
1145 931
1146 update_object (op, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 933 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 934 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 935 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 936 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 937 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 938}
1208 939
1209void 940void
1210flee_player (object *op) 941flee_player (object *op)
1211{ 942{
1241 { 972 {
1242 op->enemy = NULL; 973 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 975 return;
1245 } 976 }
977
1246 get_rangevector (op, op->enemy, &rv, 0); 978 get_rangevector (op, op->enemy, &rv, 0);
1247 979
1248 dir = absdir (4 + rv.direction); 980 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 981 for (diff = 0; diff < 3; diff++)
1250 { 982 {
1251 int m = 1 - (RANDOM () & 2); 983 int m = 1 - (RANDOM () & 2);
1252 984
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 986 return;
1256 }
1257 } 987 }
988
1258 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 991 op->enemy = NULL;
1261} 992}
1262 993
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 994/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 995 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 996 * stop.
1267 */ 997 */
1268int 998int
1269check_pick (object *op) 999check_pick (object *op)
1270{ 1000{
1271 object *tmp, *next; 1001 object *tmp, *next;
1272 int stop = 0; 1002 int stop = 0;
1273 int j, k, wvratio; 1003 int wvratio;
1274 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1275 1005
1276 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1278 return 1; 1008 return 1;
1279 1009
1347 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1080 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1083
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1085 }
1086
1384 /* philosophy: 1087 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1088 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1089 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1090 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1091 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1092 * example.
1390 * The drawback: right now it has no frontend, so you need to 1093 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1094 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1095 * convert to decimal and then 'pickup <#>
1459 pick_up (op, tmp); 1162 pick_up (op, tmp);
1460 continue; 1163 continue;
1461 } 1164 }
1462 1165
1463 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1464 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1465 { 1168 {
1466 pick_up (op, tmp); 1169 pick_up (op, tmp);
1467 continue; 1170 continue;
1468 } 1171 }
1469 1172
1577 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1578 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1579 { 1282 {
1580 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1581 { 1284 {
1582 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1583 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1584 { 1287 {
1585 pick_up (op, tmp); 1288 pick_up (op, tmp);
1586 continue; 1289 continue;
1587 } 1290 }
1588 } 1291 }
1589 1292
1590 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1591 { 1294 {
1592 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1593 { 1296 {
1594 pick_up (op, tmp); 1297 pick_up (op, tmp);
1595 continue; 1298 continue;
1596 } 1299 }
1597 } 1300 }
1622 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1623 { 1326 {
1624 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1625 } 1328 }
1626 else 1329 else
1627 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1628 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1629 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1630#endif 1333#endif
1631 continue; 1334 continue;
1632 } 1335 }
1643 * found object is returned. 1346 * found object is returned.
1644 */ 1347 */
1645object * 1348object *
1646find_arrow (object *op, const char *type) 1349find_arrow (object *op, const char *type)
1647{ 1350{
1648 object *tmp = NULL; 1351 object *tmp = 0;
1649 1352
1650 for (op = op->inv; op; op = op->below) 1353 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1356 else if (op->type == ARROW && op->race == type)
1654 return op; 1357 return op;
1358
1655 return tmp; 1359 return tmp;
1656} 1360}
1657 1361
1658/* 1362/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1364 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1365 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1366 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1367 */
1664
1665object * 1368object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1370{
1668 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1702 else 1405 else
1703 { 1406 {
1704 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705 { 1408 {
1706 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1707 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1708 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1709 { 1412 {
1710 tmp = arrow; 1413 tmp = arrow;
1711 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1712 } 1415 }
1713 } 1416 }
1714 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1715 { 1418 {
1716 tmp = arrow; 1419 tmp = arrow;
1735 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1736 * op = the shooter 1439 * op = the shooter
1737 * type = bow->race 1440 * type = bow->race
1738 * dir = fire direction 1441 * dir = fire direction
1739 */ 1442 */
1740
1741object * 1443object *
1742pick_arrow_target (object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1743{ 1445{
1744 object *tmp = NULL; 1446 object *tmp = NULL;
1745 maptile *m; 1447 maptile *m;
1810 */ 1512 */
1811int 1513int
1812fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813{ 1515{
1814 object *left, *bow; 1516 object *left, *bow;
1815 int bowspeed, mflags; 1517 int mflags;
1816 maptile *m; 1518 maptile *m;
1817 1519
1818 if (!dir) 1520 if (!dir)
1819 { 1521 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1523 return 0;
1822 } 1524 }
1823 if (op->type == PLAYER) 1525
1824 bow = op->contr->ranges[range_bow]; 1526 if (op->contr)
1527 bow = op->current_weapon;
1825 else 1528 else
1826 { 1529 {
1827 for (bow = op->inv; bow; bow = bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1828 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1829 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1834 if (!bow) 1537 if (!bow)
1835 { 1538 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1540 return 0;
1838 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1839 } 1550 }
1551
1840 if (!bow->race || !bow->skill) 1552 if (!bow->race || !bow->skill)
1841 { 1553 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1555 return 0;
1844 } 1556 }
1845
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847
1848 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851 if (bowspeed < 1)
1852 bowspeed = 1;
1853 1557
1854 if (arrow == NULL) 1558 if (arrow == NULL)
1855 { 1559 {
1856 if ((arrow = find_arrow (op, bow->race)) == NULL) 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1857 { 1561 {
1858 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861 else 1565 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1863 return 0; 1568 return 0;
1864 } 1569 }
1865 } 1570 }
1571
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1573 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1574 return 0;
1870 } 1575
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1577 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1578 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1579 return 0;
1875 } 1580 }
1881 return 0; 1586 return 0;
1882 } 1587 }
1883 1588
1884 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1590 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1591 if (!arrow)
1887 { 1592 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1594 return 0;
1890 } 1595 }
1596
1891 arrow->set_owner (op); 1597 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1599 arrow->direction = dir;
1895 arrow->x = sx; 1600
1896 arrow->y = sy; 1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype;
1604
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607
1608#if 0
1609 if (player *pl = op->contr)
1610 {
1611 float speed = pl->weapon_sp;
1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1625 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0;
1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1897 1633
1898 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1899 { 1635 {
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; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1637 wc -= dex_bonus[op->stats.Dex];
1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1933 } 1643 }
1934 else 1644 else
1935 { 1645 {
1936 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937 arrow->level = op->level; 1646 arrow->level = op->level;
1938 } 1647 arrow->stats.wc -= bow->magic;
1939 1648
1940 if (arrow->attacktype == AT_PHYSICAL) 1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1941 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1942 1654
1943 if (bow->slaying != NULL) 1655 wc -= arrow->level;
1944 arrow->slaying = bow->slaying; 1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1945 1657
1946 arrow->map = m; 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1947 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1661
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1951 insert_ob_in_map (arrow, m, op, 0); 1663 m->insert (arrow, sx, sy, op);
1952 1664
1953 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1666 move_arrow (arrow);
1955 1667
1956 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1976{ 1688{
1977 int ret = 0, wcmod = 0; 1689 int ret = 0, wcmod = 0;
1978 1690
1979 if (op->contr->bowtype == bow_bestarrow) 1691 if (op->contr->bowtype == bow_bestarrow)
1980 { 1692 {
1981 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1982 } 1694 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1696 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1698 wcmod = -1;
1699
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1701 }
1989 else if (op->contr->bowtype == bow_threewide) 1702 else if (op->contr->bowtype == bow_threewide)
1990 { 1703 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1704 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1995 else if (op->contr->bowtype == bow_spreadshot) 1708 else if (op->contr->bowtype == bow_spreadshot)
1996 { 1709 {
1997 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1998 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1999 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2000
2001 } 1713 }
2002 else 1714 else
2003 { 1715 {
2004 /* Simple case */ 1716 /* Simple case */
2005 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2006 } 1718 }
1719
2007 return ret; 1720 return ret;
2008} 1721}
2009
2010 1722
2011/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
2012 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
2013 */ 1725 */
2014void 1726void
2015fire_misc_object (object *op, int dir) 1727fire_misc_object (object *op, int dir)
2016{ 1728{
2017 object *item; 1729 object *item = op->contr->ranged_ob;
2018 1730
2019 if (!op->contr->ranges[range_misc]) 1731 if (!item)
2020 { 1732 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2022 return; 1734 return;
2023 } 1735 }
2024 1736
2025 item = op->contr->ranges[range_misc];
2026 if (!item->inv) 1737 if (!item->inv)
2027 { 1738 {
2028 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029 return; 1740 return;
2030 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
2031 if (item->type == WAND) 1746 if (item->type == WAND)
2032 { 1747 {
2033 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
2034 { 1749 {
2035 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
2037 return; 1753 return;
2038 } 1754 }
2039 } 1755 }
2040 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
2041 { 1757 {
2042 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2043 { 1759 {
2044 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
2045 if (item->type == ROD) 1762 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)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2047 else 1764 else
2048 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1766
2049 return; 1767 return;
2050 } 1768 }
2051 } 1769 }
2052 1770
2053 if (cast_spell (op, item, dir, item->inv, NULL)) 1771 if (cast_spell (op, item, dir, item->inv, NULL))
2060 object *tmp; 1778 object *tmp;
2061 1779
2062 if (item->arch) 1780 if (item->arch)
2063 { 1781 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
2066 item->speed = 0; 1784 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1785 }
1786
2069 if ((tmp = is_player_inv (item))) 1787 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1789 }
2072 } 1790 }
2073 else if (item->type == ROD || item->type == HORN) 1791 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1792 drain_rod_charge (item);
2076 }
2077 } 1793 }
2078} 1794}
2079 1795
2080/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
2081 */ 1797 */
2082void 1798bool
2083fire (object *op, int dir) 1799fire (object *op, int dir)
2084{ 1800{
2085 int spellcost = 0; 1801 int spellcost = 0;
2086 1802
2087 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
2088 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
2089 make_visible (op); 1805 make_visible (op);
2090 1806
2091 switch (op->contr->shoottype) 1807 player *pl = op->contr;
1808
1809 if (pl->golem)
1810 {
1811 control_golem (op->contr->golem, dir);
1812 return false;
2092 { 1813 }
2093 case range_none:
2094 return;
2095 1814
2096 case range_bow: 1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1827
1828 switch (ob->type)
1829 {
1830 case BOW:
2097 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
2098 return; 1832 break;
2099 1833
2100 case range_magic: /* Casting spells */ 1834 case SPELL:
2101 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2102 return; 1836 break;
2103 1837
2104 case range_misc: 1838 case BUILDER:
1839 apply_map_builder (op, dir);
1840 break;
1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1845
1846 default:
2105 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
2106 return; 1848 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 } 1849 }
2134}
2135 1850
2136 1851 return true;
1852}
2137 1853
2138/* find_key 1854/* find_key
2139 * We try to find a key for the door as passed. If we find a key 1855 * We try to find a key for the door as passed. If we find a key
2140 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1859 * pl is the player,
2144 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
2147 */ 1863 */
2148
2149object * 1864object *
2150find_key (object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
2151{ 1866{
2152 object *tmp, *key; 1867 object *tmp, *key;
2153 1868
2154 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1870 if (!container->inv)
2156 return NULL; 1871 return 0;
2157 1872
2158 /* First, lets try to find a key in the top level inventory */ 1873 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1875 {
2161 if (door->type == DOOR && tmp->type == KEY) 1876 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1877 break;
2163 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
2165 */ 1880 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1882 break;
2168 } 1883 }
1884
2169 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1886 /* If we find and use a key in an inventory, return at that time.
2171 * otherwise, if we search all the inventories and still don't find 1887 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1888 * a key, return
2173 */ 1889 */
2174 if (!tmp) 1890 if (!tmp)
2175 { 1891 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1893 {
2178 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1895 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1896 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1897 if ((key = find_key (pl, tmp, door)))
2182 return key; 1898 return key;
2183 } 1899 }
2184 } 1900 }
1901
2185 if (!tmp) 1902 if (!tmp)
2186 return NULL; 1903 return NULL;
2187 } 1904 }
1905
2188 /* We get down here if we have found a key. Now if its in a container, 1906 /* We get down here if we have found a key. Now if its in a container,
2189 * see if we actually want to use it 1907 * see if we actually want to use it
2190 */ 1908 */
2191 if (pl != container) 1909 if (pl != container)
2192 { 1910 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1931 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)); 1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1933 return NULL;
2216 } 1934 }
2217 } 1935 }
1936
2218 return tmp; 1937 return tmp;
2219} 1938}
2220 1939
2221/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1943 * 0 otherwise
2225 */ 1944 */
2226static int 1945static int
2227player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
2228{ 1947{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* If its a door, try to find a key. If we do destroy the door,
2231 * might as well return immediately as there is nothing more to do - 1949 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
2233 */ 1951 */
2234 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
2235 1953
2236 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
2237 if (key) 1955 if (key)
2238 { 1956 {
2239 object *container = key->env; 1957 object *container = key->env;
2240 1958
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2242 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
2243 make_visible (op); 1960 make_visible (op);
1961
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1964
2246 if (door->type == DOOR) 1965 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2251 { 1968 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1969 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 ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2254 } 1971 }
1972
2255 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2258 if (container != op) 1976 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2260 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2261 } 1980 }
2262 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2263 { 1982 {
2264 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 1985 return 1;
2267 } 1986 }
1987
2268 return 0; 1988 return 0;
2269} 1989}
2270 1990
2271/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2276 */ 1996 */
2277 1997bool
2278void
2279move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2280{ 1999{
2281 object *tmp, *mon;
2282 sint16 nx, ny;
2283 int on_battleground; 2000 int on_battleground;
2284 maptile *m;
2285 2001
2286 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2288 2004
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2290 2015
2291 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2292 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2293 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2294 * player. This is a pretty nasty hack, because if we could 2019 * 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 2020 * 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 2021 * 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 2022 * quite a bit of processing. However, it probably is less than what
2298 * move_ob uses. 2023 * move_ob uses.
2299 */ 2024 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 maptile *m = op->map->xy_find (nx, ny);
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 2026
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 2027 /* 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. 2028 * 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 2029 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2030 * on the space
2322 */ 2031 */
2323 while (tmp != NULL) 2032 object *mon;
2324 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2325 if (tmp == op) 2034 {
2326 { 2035 if ((mon->flag [FLAG_ALIVE]
2327 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2328 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2329 }
2330
2331 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2332 {
2333 mon = tmp; 2038 && mon != op)
2334 break; 2039 break;
2335 } 2040 }
2336 2041
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 */ 2042 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2043 return false; /* into a wall */
2345 2044
2346 if (mon->head != NULL)
2347 mon = mon->head; 2045 mon = mon->head_ ();
2348 2046
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2350 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2351 return; 2052 return true;
2053 }
2352 2054
2353 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2354 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2355 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2356 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2357 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2358 * and thus will not push them. 2060 * and thus will not push them.
2359 */ 2061 */
2360 2062
2361 /* If the creature is a pet, push it even if the player is not 2063 /* If the creature is a pet, push it even if the player is not
2362 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2363 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2364 */ 2066 */
2365 if ((op->type == PLAYER) 2067 if (op->type == PLAYER
2366#if COZY_SERVER
2367 &&
2368 ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2369 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2370#else
2371 && mon->owner == op 2070 || mon->owner == op)
2372#endif
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2072 {
2375 /* If we're braced, we don't want to switch places with it */ 2073 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2074 if (op->contr->braced)
2377 return; 2075 return false;
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2076
2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2379 (void) push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2380 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2085 make_visible (op);
2086
2382 return; 2087 return true;
2383 } 2088 }
2089 else
2090 return false;
2091 }
2384 2092
2385 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2387 * someone, but put it inside this loop so that you won't 2095 * someone, but put it inside this loop so that you won't
2388 * attack them either. 2096 * attack them either.
2389 */ 2097 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2392#ifdef PROHIBIT_PLAYERKILL 2100 && ((op->contr->peaceful
2393 (op->contr->peaceful 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2394 || (mon->type == PLAYER 2102 && !on_battleground))
2395 && mon->contr-> 2103 {
2396 peaceful)) && 2104 if (op->speed_left > 0.f)
2397#else
2398 op->contr->peaceful &&
2399#endif
2400 !on_battleground))
2401 { 2105 {
2106 --op->speed_left;
2107
2402 if (!op->contr->braced) 2108 if (!op->contr->braced)
2403 { 2109 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2405 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2406 } 2112 }
2407 else 2113 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2115
2411 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2117 make_visible (op);
2413 }
2414 2118
2119 return true;
2120 }
2121 }
2415 /* If the object is a boulder or other rollable object, then 2122 /* 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. 2123 * roll it if not braced. You can't roll it if you are braced.
2417 */ 2124 */
2418 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2419 { 2128 {
2129 --op->speed_left;
2130
2420 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2421 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2422 make_visible (op); 2133 make_visible (op);
2423 }
2424 2134
2135 return true;
2136 }
2137 }
2425 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2426 * Way it works is like this: First, it must have some hit points 2139 * Way it works is like this: First, it must have some hit points
2427 * and be living. Then, it must be one of the following: 2140 * 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 2141 * 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. 2142 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2143 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 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))) 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2146 {
2435 2147 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 { 2148 {
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2149 --op->contr->weapon_sp_left;
2444 2150
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); 2151 skill_attack (mon, op, 0, 0, 0);
2449 2152
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)) 2153 if (action_makes_visible (op))
2464 make_visible (op); 2154 make_visible (op);
2465 }
2466 } /* if player should attack something */
2467}
2468 2155
2469int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2470move_player (object *op, int dir) 2164move_player (object *op, int dir)
2471{ 2165{
2472 int pick; 2166 int pick;
2473 2167
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2169 return 0;
2476 2170
2477 /* Sanity check: make sure dir is valid */ 2171 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2172 if ((dir < 0) || (dir >= 9))
2479 { 2173 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2175 return 0;
2482 } 2176 }
2483 2177
2484 /* peterm: added following line */ 2178 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2181
2488 op->facing = dir; 2182 op->facing = dir;
2489 2183
2490 if (op->hide) 2184 if (op->hide)
2491 do_hidden_move (op); 2185 do_hidden_move (op);
2492 2186
2187 bool retval;
2188
2493 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2494 /*nop */ ; 2190 retval = RESULT_INT (0);
2495 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2496 fire (op, dir); 2192 retval = fire (op, dir);
2497 else 2193 else
2498 { 2194 {
2499 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2500 pick = check_pick (op); 2196 pick = check_pick (op);
2501 } 2197 }
2502 2198
2503 /* Add special check for newcs players and fire on - this way, the 2199 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2200 * server can handle repeat firing.
2505 */ 2201 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2202 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2203 op->direction = dir;
2509 }
2510 else 2204 else
2511 {
2512 op->direction = 0; 2205 op->direction = 0;
2513 } 2206
2514 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2209 * for players.
2517 */ 2210 */
2518 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2519 return 0; 2212
2213 return retval;
2520} 2214}
2521 2215
2522/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2523 * new client/server stuff. 2217 * new client/server stuff.
2524 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2525 * the new speed values for commands. 2219 * the new speed values for commands.
2526 * 2220 *
2527 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2528 */ 2224 */
2529int 2225bool
2530handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2531{ 2227{
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)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2229 {
2554 flee_player (op); 2230 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 { 2231 {
2558 op->speed_left--; 2232 --op->speed_left;
2233 flee_player (op);
2234
2559 return 0; 2235 return true;
2560 } 2236 }
2237 else
2238 return false;
2561 } 2239 }
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 2240
2571 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2243 * called, so we recheck it here.
2574 */ 2244 */
2575 HandleClient (&op->contr->socket, op->contr); 2245 if (op->contr->ns->handle_command ())
2576 if (op->speed_left < 0)
2577 return 0; 2246 return true;
2578 2247
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 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); 2249 return move_player (op, op->direction);
2589 if (op->speed_left > 0) 2250
2590 return 1;
2591 else
2592 return 0;
2593 }
2594 return 0; 2251 return false;
2595} 2252}
2596 2253
2597int 2254int
2598save_life (object *op) 2255save_life (object *op)
2599{ 2256{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2258 return 0;
2604 2259
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2262 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2265
2611 if (op->contr) 2266 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2613 2268
2618 op->stats.hp = op->stats.maxhp; 2273 op->stats.hp = op->stats.maxhp;
2619 2274
2620 if (op->stats.food < 0) 2275 if (op->stats.food < 0)
2621 op->stats.food = 999; 2276 op->stats.food = 999;
2622 2277
2623 fix_player (op); 2278 op->update_stats ();
2624 return 1; 2279 return 1;
2625 } 2280 }
2281
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2284 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2285 return 0;
2630} 2286}
2632/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2633 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2634 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2635 * from. 2291 * from.
2636 */ 2292 */
2637void 2293static void
2638remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2639{ 2295{
2640 object *next;
2641
2642 while (op) 2296 while (op)
2643 { 2297 {
2644 next = op->below; /* Make sure we have a good value, in case 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2299
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2301 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2304
2305 op->insert_at (env);
2655 } 2306 }
2656 else if (op->inv) 2307 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2309
2658 op = next; 2310 op = next;
2659 } 2311 }
2660} 2312}
2661 2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319}
2662 2320
2663/* 2321/*
2664 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2335 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2336 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2338 else
2681 sprintf (buf, "%s\n", &op->name); 2339 sprintf (buf, "%s\n", &op->name);
2340
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2342 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2343 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2344 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2345 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2346 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2349 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2350 if (op->type == PLAYER)
2691 { 2351 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2354 strcat (buf2, buf);
2695 } 2355 }
2356
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2359 strcat (buf2, buf);
2360
2699 return buf2; 2361 return buf2;
2700} 2362}
2701
2702
2703 2363
2704void 2364void
2705do_some_living (object *op) 2365do_some_living (object *op)
2706{ 2366{
2707 int last_food = op->stats.food; 2367 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2373 int rate_grace = 2000;
2714 const int max_hp = 1; 2374 const int max_hp = 1;
2715 const int max_sp = 1; 2375 const int max_sp = 1;
2716 const int max_grace = 1; 2376 const int max_grace = 1;
2717 2377
2718 if (op->contr->outputs_sync) 2378 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 } 2379 {
2380 op->invisible = 1000;
2381 /* the socket code flashes the player visible/invisible
2382 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly.
2384 */
2385 if (pticks & 2)
2386 op->invisible--;
2387 }
2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2389 {
2390 if (!op->invisible--)
2391 {
2392 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394 }
2395 }
2724 2396
2725 if (op->contr->state == ST_PLAYING) 2397 if (op->contr->ns->state == ST_PLAYING)
2726 { 2398 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2401 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2403 else
2733 { 2404 {
2734 gen_hp = op->stats.maxhp; 2405 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2407 }
2408
2737 if (op->contr->gen_sp >= 0) 2409 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2411 else
2740 { 2412 {
2741 gen_sp = op->stats.maxsp; 2413 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2415 }
2416
2744 if (op->contr->gen_grace >= 0) 2417 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2419 else
2747 { 2420 {
2748 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2423 }
2751 2424
2752 /* Regenerate Spell Points */
2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2754 {
2755 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)
2757 {
2758 op->stats.sp++;
2759 /* dms do not consume food */
2760 if (!QUERY_FLAG (op, FLAG_WIZ))
2761 {
2762 op->stats.food--;
2763 if (op->contr->digestion < 0)
2764 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food;
2767 }
2768 }
2769 if (max_sp > 1)
2770 {
2771 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0)
2773 {
2774 if (op->stats.sp < op->stats.maxsp)
2775 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--;
2779 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp;
2781 }
2782 op->last_sp = 0;
2783 }
2784 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 }
2789 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 }
2794
2795 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2798 { 2428 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2429 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2801 if (max_grace > 1) 2432 if (max_grace > 1)
2802 { 2433 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2435 if (over_grace > 0)
2805 { 2436 {
2817 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2818 } 2449 }
2819 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2820 } 2451 }
2821 2452
2453 if (op->stats.food > 0)
2454 {
2822 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2823 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2824 {
2825 if (op->stats.hp < op->stats.maxhp)
2826 { 2457 {
2827 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2828 /* dms do not consume food */ 2459
2829 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2830 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2831 op->stats.food--; 2467 op->stats.food--;
2468
2832 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2833 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2836 } 2474 }
2837 } 2475
2838 if (max_hp > 1) 2476 if (max_sp > 1)
2839 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0)
2842 { 2477 {
2843 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2844 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2845 } 2496 }
2846 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2847 { 2505 {
2848 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2849 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2850 } 2531 }
2851 else 2532 else
2852 {
2853 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2854 } 2534 }
2855 } 2535 }
2856 2536
2857 /* Digestion */ 2537 /* Digestion */
2858 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2859 { 2539 {
2860#ifdef COZY_SERVER 2540 int bonus = max (0, op->contr->digestion),
2861 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2541 penalty = max (0, -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;
2865#endif
2866 2542
2867 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2869 else 2544
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2871 /* dms do not consume food */ 2545 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2547 op->stats.food--;
2874 } 2548 }
2875 }
2876 2549
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2550 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2551 {
2879 object *tmp, *flesh = NULL; 2552 object *tmp, *flesh = 0;
2880 2553
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 { 2555 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2886 { 2557 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2561 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2563 break;
2891 } 2564 }
2892 else if (tmp->type == FLESH) 2565 else if (tmp->type == FLESH)
2893 flesh = tmp; 2566 flesh = tmp;
2894 } /* End if paid for object */ 2567 } /* End if paid for object */
2895 } /* end of for loop */ 2568 } /* end of for loop */
2569
2896 /* If player is still starving, it means they don't have any food, so 2570 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2571 * eat flesh instead.
2898 */ 2572 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2574 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2577 }
2578 }
2579
2580 if (op->stats.food < 0)
2903 } 2581 {
2904 } /* end if player is starving */ 2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2905 2585
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2907 op->stats.food++, op->stats.hp--;
2908
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2910 kill_player (op); 2587 kill_player (op);
2588 }
2911} 2589}
2912
2913
2914 2590
2915/* If the player should die (lack of hp, food, etc), we call this. 2591/* If the player should die (lack of hp, food, etc), we call this.
2916 * op is the player in jeopardy. If the player can not be saved (not 2592 * op is the player in jeopardy. If the player can not be saved (not
2917 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2594 * file.
2936 object *tmp; 2612 object *tmp;
2937 2613
2938 if (save_life (op)) 2614 if (save_life (op))
2939 return; 2615 return;
2940 2616
2941
2942 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2617 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2943 * in cities ONLY!!! It is very important that this doesn't get abused. 2618 * in cities ONLY!!! It is very important that this doesn't get abused.
2944 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2945 */ 2620 */
2946 if (op_on_battleground (op, &x, &y)) 2621 if (op_on_battleground (op, &x, &y))
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2623 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..."); 2624 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2625
2951 /* restore player */ 2626 /* restore player */
2952 at = archetype::find ("poisoning"); 2627 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2629 {
2956 tmp->destroy (); 2630 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2631 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2632 }
2959 2633
2960 at = archetype::find ("confusion"); 2634 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2635 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2636 {
2964 tmp->destroy (); 2637 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2639 }
2967 2640
2968 cure_disease (op, 0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
2969 op->stats.hp = op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2643 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2644 op->stats.food = 999;
2972 2645
2973 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2647 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2648 {
2977 sprintf (buf, "%s's finger", &op->name); 2649 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2650 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2651 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2652 " 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); 2653 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2654 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2655 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2656 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2657 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2658 }
2988 2659
2989 /* teleport defeated player to new destination */ 2660 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2661 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2662 op->contr->braced = 0;
2996 2667
2997 command_kill_pets (op, 0); 2668 command_kill_pets (op, 0);
2998 2669
2999 if (op->stats.food < 0) 2670 if (op->stats.food < 0)
3000 { 2671 {
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); 2672 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
3010 } 2674 }
3011 else 2675 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); 2676 sprintf (buf, "%s died.", &op->name);
3021 } 2677
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2678 op->contr->play_sound (sound_find ("player_dies"));
3023 2679
3024 /* save the map location for corpse, gravestone */ 2680 /* save the map location for corpse, gravestone */
3025 x = op->x; 2681 x = op->x;
3026 y = op->y; 2682 y = op->y;
3027 map = op->map; 2683 map = op->map;
3028 2684
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2685 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2686 * 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. 2687 * See the config.h file for a little more in depth detail about this.
3035 */ 2688 */
3036 2689
3037 /* Basically two ways to go - remove a stat permanently, or just 2690 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2691 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2692 * of death.
3040 */ 2693 */
3041#ifndef COZY_SERVER 2694#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2695 if (settings.balanced_stat_loss)
3043 { 2696 {
3044 /* If stat loss is permanent, lose one stat only. */ 2697 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2698 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2699 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2700 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2701 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2702 little bit harder. */
3050 /* GD */ 2703 /* GD */
3051 if (settings.stat_loss_on_death) 2704 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2705 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2706 else
3057 { 2707 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2708 }
2709 else
3058 num_stats_lose = 1; 2710 num_stats_lose = 1;
3059 } 2711
3060 lost_a_stat = 0; 2712 lost_a_stat = 0;
3061 2713
3062 for (z = 0; z < num_stats_lose; z++) 2714 for (z = 0; z < num_stats_lose; z++)
3063 { 2715 {
3064 i = RANDOM () % NUM_STATS; 2716 i = RANDOM () % NUM_STATS;
3065 2717
3066 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
2719 {
2720 /* Pick a random stat and take a point off it. Tell the player
2721 * what he lost.
2722 */
2723 change_attr_value (&(op->stats), i, -1);
2724 check_stat_bounds (&(op->stats));
2725 change_attr_value (&(op->contr->orig_stats), i, -1);
2726 check_stat_bounds (&(op->contr->orig_stats));
2727 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2728 lost_a_stat = 1;
2729 }
2730 else
2731 {
2732 /* deplete a stat */
2733 archetype *deparch = archetype::find ("depletion");
2734 object *dep;
2735
2736 dep = present_arch_in_ob (deparch, op);
2737 if (!dep)
3067 { 2738 {
3068 /* Pick a random stat and take a point off it. Tell the player 2739 dep = arch_to_object (deparch);
3069 * what he lost. 2740 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 } 2741 }
3078 else 2742 lose_this_stat = 1;
2743 if (settings.balanced_stat_loss)
3079 { 2744 {
3080 /* deplete a stat */ 2745 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2746 /* Get the stat that we're about to deplete. */
3082 object *dep; 2747 this_stat = get_attr_value (&(dep->stats), i);
3083 2748 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2749 {
3087 dep = arch_to_object (deparch); 2750 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2751 int keep_chance = this_stat * this_stat;
3089 } 2752
3090 lose_this_stat = 1; 2753 /* 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) 2754 if (keep_chance < 1)
2755 keep_chance = 1;
2756
2757 /* There is a maximum depletion total per level. */
2758 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2759 {
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; 2760 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2761 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2762 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 } 2763 }
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 */ 2764 else
3132 if (this_stat >= -50)
3133 { 2765 {
3134 change_attr_value (&(dep->stats), i, -1); 2766 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; 2767 lose_this_stat = 0;
2768 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2769 this_stat, keep_chance, loss_chance,
2770 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2771 }
3140 } 2772 }
3141 } 2773 }
2774
2775 if (lose_this_stat)
2776 {
2777 this_stat = get_attr_value (&(dep->stats), i);
2778 /* We could try to do something clever like find another
2779 * stat to reduce if this fails. But chances are, if
2780 * stats have been depleted to -50, all are pretty low
2781 * and should be roughly the same, so it shouldn't make a
2782 * difference.
2783 */
2784 if (this_stat >= -50)
2785 {
2786 change_attr_value (&(dep->stats), i, -1);
2787 SET_FLAG (dep, FLAG_APPLIED);
2788 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2789 op->update_stats ();
2790 lost_a_stat = 1;
2791 }
3142 } 2792 }
2793 }
2794 }
3143 /* If no stat lost, tell the player. */ 2795 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2796 if (!lost_a_stat)
3145 { 2797 {
3146 /* determine_god() seems to not work sometimes... why is this? 2798 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2799 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2800 const char *god = determine_god (op);
3149 2801
3150 if (god && (strcmp (god, "none"))) 2802 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); 2803 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2804 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2806 }
3155#else 2807#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2808 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2809#endif
3158 2810
3159 /* Put a gravestone up where the character 'almost' died. List the 2811 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2812 * exp loss on the stone.
3161 */ 2813 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2814 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2815 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2816 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2817 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2818 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); 2819 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; 2820 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2821 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2822 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2823
3172 /**************************************/ 2824 /**************************************/
3173 /* */ 2825 /* */
3174 /* Subtract the experience points, */ 2826 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2827 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2828 /* food, and reset HP's... */
3177 /* */ 2829 /* */
3178 /**************************************/ 2830 /**************************************/
3179 2831
3180 /* remove any poisoning and confusion the character may be suffering. */ 2832 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2833 /* restore player */
3182 at = archetype::find ("poisoning"); 2834 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2835 tmp = present_arch_in_ob (at, op);
3184 2836
3185 if (tmp) 2837 if (tmp)
3186 { 2838 {
3187 tmp->destroy (); 2839 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2840 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2841 }
3190 2842
3191 at = archetype::find ("confusion"); 2843 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2844 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2845 if (tmp)
3194 { 2846 {
3195 tmp->destroy (); 2847 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2849 }
3198 2850
3199 cure_disease (op, 0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
3200 2852
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2855 if (op->stats.food < 100)
3204 op->stats.food = 900; 2856 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2857 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2858 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2859 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2860
3209 /* 2861 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2862 * 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 2863 * and put them back in the map.
3212 * in the map. 2864 */
3213 */ 2865 op->drop_unpaid_items ();
3214 2866
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op);
3217
3218 /****************************************/ 2867 /****************************************/
3219 /* */ 2868 /* */
3220 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
3222 /* */ 2871 /* */
3223 /****************************************/ 2872 /****************************************/
3224 2873
3225 enter_player_savebed (op); 2874 enter_player_savebed (op);
3226 2875
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2876 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2877
3233 /* it is possible that the player has blown something up 2878 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2879 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2880 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2881 * on the space that might harm the player.
3237 */ 2882 */
3238 will_kill_again = 0; 2883 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2885 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2886 will_kill_again |= tmp->attacktype;
3242 2887
3243 if (will_kill_again) 2888 if (will_kill_again)
3244 { 2889 {
3245 object *force; 2890 object *force;
3246 int at; 2891 int at;
3247 2892
3248 force = get_archetype (FORCE_NAME); 2893 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2894 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2895 force->speed = 0.1f;
3251 force->speed_left = -5.0; 2896 force->speed_left = -5.f;
3252 SET_FLAG (force, FLAG_APPLIED); 2897 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2898 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2899 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2900 force->resist[at] = 100;
3256 2901
3257 insert_ob_in_ob (force, op); 2902 insert_ob_in_ob (force, op);
3258 fix_player (op); 2903 op->update_stats ();
3259 2904
3260 } 2905 }
3261 2906
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2907 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} 2908}
3331
3332 2909
3333void 2910void
3334loot_object (object *op) 2911loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2912{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2913 object *tmp, *tmp2, *next;
3337 2914
3338 if (op->container) 2915 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2916
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2917 for (tmp = op->inv; tmp; tmp = next)
3344 { 2918 {
3345 next = tmp->below; 2919 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2920
2921 if (tmp->invisible)
3347 continue; 2922 continue;
2923
3348 tmp->remove (); 2924 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2925 tmp->x = op->x, tmp->y = op->y;
2926
3350 if (tmp->type == CONTAINER) 2927 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2928 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2929
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2930 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2931 {
3356 if (tmp->nrof > 1) 2932 if (tmp->nrof > 1)
3357 { 2933 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2934 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2935 tmp2->destroy ();
3370/* 2946/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2947 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 2948 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 2949 * was changed.
3374 */ 2950 */
3375
3376void 2951void
3377fix_weight (void) 2952fix_weight (void)
3378{ 2953{
3379 player *pl; 2954 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 2955 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2956 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 2957
3385 if (old == sum) 2958 if (old == sum)
3386 continue; 2959 continue;
3387 fix_player (pl->ob); 2960 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2961 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 2962 }
3390} 2963}
3391 2964
3392void 2965void
3393fix_luck (void) 2966fix_luck (void)
3394{ 2967{
3395 player *pl; 2968 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 2969 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 2970 pl->ob->change_luck (0);
3400} 2971}
3401
3402 2972
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 2973/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 2974 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 2975 * just treat this as any other spell casting object.
3406 */ 2976 */
3407
3408void 2977void
3409cast_dust (object *op, object *throw_ob, int dir) 2978cast_dust (object *op, object *throw_ob, int dir)
3410{ 2979{
3411 object *skop, *spob; 2980 object *skop, *spob;
3412 2981
3441void 3010void
3442make_visible (object *op) 3011make_visible (object *op)
3443{ 3012{
3444 op->hide = 0; 3013 op->hide = 0;
3445 op->invisible = 0; 3014 op->invisible = 0;
3015
3446 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3447 { 3017 {
3448 op->contr->tmp_invis = 0; 3018 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3019 op->contr->invis_race = 0;
3450 } 3020 }
3021
3451 update_object (op, UP_OBJ_FACE); 3022 update_object (op, UP_OBJ_CHANGE);
3452} 3023}
3453 3024
3454int 3025int
3455is_true_undead (object *op) 3026is_true_undead (object *op)
3456{ 3027{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3460 return 1; 3029 return 1;
3461 3030
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; 3031 return 0;
3468} 3032}
3469 3033
3470/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3472 * indicate greater hideability. 3036 * indicate greater hideability.
3473 */ 3037 */
3474
3475int 3038int
3476hideability (object *ob) 3039hideability (object *ob)
3477{ 3040{
3478 int i, level = 0, mflag; 3041 int i, level = 0, mflag;
3479 sint16 x, y; 3042 sint16 x, y;
3513/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3514 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3515 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3516 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3517 */ 3080 */
3518
3519void 3081void
3520do_hidden_move (object *op) 3082do_hidden_move (object *op)
3521{ 3083{
3522 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3523 object *skop; 3085 object *skop;
3527 3089
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3091
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3092 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3093 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3094 if (!skop || num >= skop->level)
3534 { 3095 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3096 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3097 make_visible (op);
3537 return; 3098 return;
3538 } 3099 }
3539 else 3100 else
3540 num += 20; 3101 num += 20;
3541 } 3102
3542 num += op->map->difficulty; 3103 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3105 num -= hide;
3106
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3108 {
3547 make_visible (op); 3109 make_visible (op);
3548 if (op->type == PLAYER) 3110 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3112 }
3551 else if (op->type == PLAYER && skop) 3113 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3115}
3556 3116
3557/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3558 3118
3559int 3119int
3586 if (mflags & P_OUT_OF_MAP) 3146 if (mflags & P_OUT_OF_MAP)
3587 continue; 3147 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3148 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3149 continue;
3590 3150
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3151 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3152 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3153 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3154 return 1;
3595 else if (tmp->type == PLAYER) 3155 else if (tmp->type == PLAYER)
3596 { 3156 {
3607 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3608 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3609 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3610 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3611 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3612 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3613 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3614 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3615 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3616 * -b.t. 3176 * -b.t.
3617 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3618 */ 3178 */
3619
3620int 3179int
3621player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3622{ 3181{
3623 rv_vector rv; 3182 rv_vector rv;
3624 int dx, dy; 3183 int dx, dy;
3626 if (pl->type != PLAYER) 3185 if (pl->type != PLAYER)
3627 { 3186 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3188 return -1;
3630 } 3189 }
3190
3631 if (!pl || !op) 3191 if (!pl || !op)
3632 return 0; 3192 return 0;
3633 3193
3634 if (op->head)
3635 {
3636 op = op->head; 3194 op = op->head_ ();
3637 } 3195
3638 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3639 3197
3640 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3199 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3643 * a blocked los square. 3201 * a blocked los square.
3644 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3645 */ 3203 */
3646 while (op) 3204 while (op)
3647 { 3205 {
3648 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3649 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3650 3208
3651 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3211 * for any meaningful values.
3654 */ 3212 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3216 return 1;
3217
3659 op = op->more; 3218 op = op->more;
3660 } 3219 }
3220
3661 return 0; 3221 return 0;
3662} 3222}
3663 3223
3664/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3665 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3668 * return 0. 3228 * return 0.
3669 */ 3229 */
3670int 3230int
3671action_makes_visible (object *op) 3231action_makes_visible (object *op)
3672{ 3232{
3673
3674 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3675 { 3234 {
3676 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3677 return 0; 3236 return 0;
3678 3237
3684 { 3243 {
3685 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3686 return 1; 3245 return 1;
3687 } 3246 }
3688 } 3247 }
3248
3689 return 0; 3249 return 0;
3690} 3250}
3691 3251
3692/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3693 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3698 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3699 */ 3259 */
3700int 3260int
3701op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3702{ 3262{
3703 object *tmp;
3704
3705 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3706 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3707 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3708 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3709 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3710 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3711 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3712 { 3270 {
3713 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3714 { 3272 {
3715 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3716 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3717 { 3277 {
3718 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3719 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3720 { 3280 {
3721 object *invtmp;
3722
3723 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3724 { 3282 {
3725 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3726 { 3284 {
3727 if (x != NULL && y != NULL) 3285 if (x && y)
3728 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3729 return 1; 3288 return 1;
3730 } 3289 }
3731 } 3290 }
3732 } 3291 }
3292
3733 if (x != NULL && y != NULL) 3293 if (x && y)
3734 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3735 return 1; 3296 return 1;
3736 } 3297 }
3737 } 3298 }
3738 } 3299 }
3300
3739 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3740 return 0; 3302 return 0;
3741} 3303}
3742 3304
3743/* 3305/*
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3322 int i = 0, j = 0;
3761 3323
3762 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3765 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3767 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3769 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3771 3333
3772 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3773 return; 3335 return;
3774 3336
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3338
3777 if (tr == NULL || tr->item == NULL) 3339 if (!tr || !tr->item)
3778 { 3340 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3342 return;
3781 } 3343 }
3782 3344
3783 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3784 item = &(tr->item->clone); 3346 item = tr->item;
3785 3347
3786 if (item->type == SPELL) 3348 if (item->type == SPELL)
3787 { 3349 {
3788 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3789 return; 3351 return;
3848 { 3410 {
3849 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3412 object *skin;
3851 3413
3852 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 ;
3417
3854 if (skin == NULL) 3418 if (!skin)
3855 return; 3419 return;
3856 3420
3857 /* adding new spellpath attunements */ 3421 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3423 {
3904 * not readied. 3468 * not readied.
3905 */ 3469 */
3906void 3470void
3907player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3908{ 3472{
3909 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3910 3475
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3912 { 3477 pl->combat_ob = 0;
3478
3913 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3914 { 3480 pl->ranged_ob = 0;
3915 pl->ranges[i] = NULL;
3916 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none;
3919 }
3920 }
3921 }
3922} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500}

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