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Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.143 by root, Fri May 18 21:12:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32#include <newclient.h>
33 32
34#ifdef COZY_SERVER 33#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 34#include <functional>
36#endif
37 35
38player * 36playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 37
77void 38void
78display_motd (const object *op) 39display_motd (const object *op)
79{ 40{
80 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
83 int comp; 44 int comp;
84 int size; 45 int size;
85 46
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 49 return;
90 } 50
91 motd[0] = '\0'; 51 motd[0] = '\0';
92 size = 0; 52 size = 0;
53
93 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
94 { 55 {
95 if (*buf == '#') 56 if (*buf == '#')
96 continue; 57 continue;
58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 60 size += strlen (buf);
99 } 61 }
62
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
102} 65}
103 66
104void 67void
110 int comp; 73 int comp;
111 int size; 74 int size;
112 75
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 78 return;
117 } 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
82
120 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
121 { 84 {
122 if (*buf == '#') 85 if (*buf == '#')
123 continue; 86 continue;
87
124 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
125 { 89 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 91 break;
128 } 92 }
93
129 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 95 size += strlen (buf);
131 } 96 }
97
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
134} 100}
135 101
136void 102void
144 int size; 110 int size;
145 111
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 114 return;
115
149 news[0] = '\0'; 116 news[0] = '\0';
150 subject[0] = '\0'; 117 subject[0] = '\0';
151 size = 0; 118 size = 0;
119
152 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
153 { 121 {
154 if (*buf == '#') 122 if (*buf == '#')
155 continue; 123 continue;
124
156 if (*buf == '%') 125 if (*buf == '%')
157 { /* send one news */ 126 { /* send one news */
158 if (size > 0) 127 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
160 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
161 strip_endline (subject); 131 strip_endline (subject);
162 size = 0; 132 size = 0;
163 news[0] = '\0'; 133 news[0] = '\0';
164 } 134 }
173 size += strlen (buf); 143 size += strlen (buf);
174 } 144 }
175 } 145 }
176 146
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
179 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 150}
289 151
290/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
291static void 153static void
292set_first_map (object *op) 154set_first_map (object *op)
293{ 155{
294 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
295 op->x = -1; 157 op->x = -1;
296 op->y = -1; 158 op->y = -1;
297 enter_exit (op, NULL);
298} 159}
299 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats ();
289
290 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0);
293
294 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this);
302}
303
304void
305player::disconnect ()
306{
307 if (ns)
308 {
309 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311
312 INVOKE_PLAYER (DISCONNECT, this);
313
314 ns->reset_stats ();
315 ns->pl = 0;
316 ns = 0;
317 }
318
319 if (ob)
320 ob->close_container (); //TODO: client-specific
321
322 deactivate ();
323}
324
325// the need for this function can be explained
326// by load_object not returning the object
327void
328player::set_object (object *op)
329{
330 ob = op;
331 ob->contr = this; /* this aren't yet in archetype */
332
333 ob->speed = 1.0f;
334 ob->speed_left = 0.5f;
335
336 ob->direction = 5; /* So player faces south */
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers;
355 peaceful = 1; /* default peaceful */
356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
360}
361
362void
363player::do_destroy ()
364{
365 disconnect ();
366
367 attachable::do_destroy ();
368
369 if (ob)
370 {
371 ob->destroy_inv (false);
372 ob->destroy ();
373 }
374}
375
376player::~player ()
377{
378 /* Clear item stack */
379 free (stack_items);
380}
381
300/* Tries to add player on the connection passwd in ns. 382/* Tries to add player on the connection passed in ns.
301 * All we can really get in this is some settings like host and display 383 * All we can really get in this is some settings like host and display
302 * mode. 384 * mode.
303 */ 385 */
304 386player *
305int 387player::create ()
306add_player (client_socket *ns)
307{ 388{
308 player *p = new player; 389 player *pl = new player;
309 390
310 p->socket = ns; 391 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 392
313 p->next = first_player; 393 pl->ob->roll_stats ();
314 first_player = p; 394 pl->ob->stats.wc = 2;
395 pl->ob->run_away = 25; /* Then we panick... */
315 396
316 p = get_player (p);
317
318 set_first_map (p->ob); 397 set_first_map (pl->ob);
319 398
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 399 return pl;
328} 400}
329 401
330/* 402/*
331 * get_player_archetype() return next player archetype from archetype 403 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 404 * list. Not very efficient routine, but used only creating new players.
341 { 413 {
342 if (at == NULL || at->next == NULL) 414 if (at == NULL || at->next == NULL)
343 at = first_archetype; 415 at = first_archetype;
344 else 416 else
345 at = at->next; 417 at = at->next;
418
346 if (at->clone.type == PLAYER) 419 if (at->clone.type == PLAYER)
347 return at; 420 return at;
421
348 if (at == start) 422 if (at == start)
349 { 423 {
350 LOG (llevError, "No Player archetypes\n"); 424 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 425 exit (-1);
352 } 426 }
353 } 427 }
354} 428}
355 429
356
357object * 430object *
358get_nearest_player (object *mon) 431get_nearest_player (object *mon)
359{ 432{
360 object *op = NULL; 433 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 434 objectlink *ol;
363 unsigned lastdist; 435 unsigned lastdist;
364 rv_vector rv; 436 rv_vector rv;
365 437
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 439 {
368 /* We should not find free objects on this friendly list, but it 440 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it. 441 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 442 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 443 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 447 object *tmp = ol->ob;
376 448
377 /* Can't do much more other than log the fact, because the object 449 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared. 450 * itself will have been cleared.
379 */ 451 */
380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
381 ol = ol->next; 454 ol = ol->next;
382 remove_friendly_object (tmp); 455 remove_friendly_object (tmp);
383 if (!ol) 456 if (!ol)
384 return op; 457 return op;
385 } 458 }
398 { 471 {
399 op = ol->ob; 472 op = ol->ob;
400 lastdist = rv.distance; 473 lastdist = rv.distance;
401 } 474 }
402 } 475 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 476
404 { 477 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 478 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 479 if (lastdist > rv.distance)
409 { 480 {
410 op = pl->ob; 481 op = pl->ob;
411 lastdist = rv.distance; 482 lastdist = rv.distance;
412 } 483 }
413 } 484
414 }
415#if 0 485#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 486 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 487#endif
418 return op; 488 return op;
419} 489}
437 * circling behaviour. Unfortunately, this function is also used to determined 507 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 508 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 509 * is probably not a good thing.
440 */ 510 */
441#define MAX_SPACES 50 511#define MAX_SPACES 50
442
443 512
444/* 513/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 514 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 515 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 516 * player and if path is blocked then see if blockage is close enough to player that
478 x = mon->x; 547 x = mon->x;
479 y = mon->y; 548 y = mon->y;
480 m = mon->map; 549 m = mon->map;
481 dir = rv.direction; 550 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 551 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
483 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 552 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
553
484 /* If we can't solve it within the search distance, return now. */ 554 /* If we can't solve it within the search distance, return now. */
485 if (diff > max) 555 if (diff > max)
486 return 0; 556 return 0;
557
487 while (diff > 1 && max > 0) 558 while (diff > 1 && max > 0)
488 { 559 {
489 lastx = x; 560 lastx = x;
490 lasty = y; 561 lasty = y;
491 lastmap = m; 562 lastmap = m;
573 max--; 644 max--;
574 lastdir = dir; 645 lastdir = dir;
575 if (!firstdir) 646 if (!firstdir)
576 firstdir = dir; 647 firstdir = dir;
577 } 648 }
649
578 if (diff <= 1) 650 if (diff <= 1)
579 { 651 {
580 /* Recalculate diff (distance) because we may not have actually 652 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 653 * headed toward player for entire distance.
582 */ 654 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 655 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 656 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 657 }
658
586 if (diff > max) 659 if (diff > max)
587 return 0; 660 return 0;
588 } 661 }
662
589 /* If we reached the max, didn't find a direction in time */ 663 /* If we reached the max, didn't find a direction in time */
590 if (!max) 664 if (!max)
591 return 0; 665 return 0;
592 666
593 return firstdir; 667 return firstdir;
686 /* Need to set up the skill pointers */ 760 /* Need to set up the skill pointers */
687 link_player_skills (pl); 761 link_player_skills (pl);
688} 762}
689 763
690void 764void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 765get_party_password (object *op, partylist *party)
775{ 766{
776 if (party == NULL) 767 if (party == NULL)
777 { 768 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 769 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 770 return;
780 } 771 }
772
781 op->contr->write_buf[0] = '\0'; 773 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 774 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 775 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 776 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 777}
786
787 778
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 779/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 780static int
790roll_stat (void) 781roll_stat (void)
791{ 782{
792 int a[4], i, j, k; 783 int a[4], i, j, k;
793 784
794 for (i = 0; i < 4; i++) 785 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 786 a[i] = (int) rndm (6) + 1;
796 787
797 for (i = 0, j = 0, k = 7; i < 4; i++) 788 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 789 if (a[i] < k)
799 k = a[i], j = i; 790 k = a[i], j = i;
800 791
801 for (i = 0, k = 0; i < 4; i++) 792 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 793 if (i != j)
804 k += a[i]; 794 k += a[i];
805 } 795
806 return k; 796 return k;
807} 797}
808 798
809void 799void
810roll_stats (object *op) 800object::roll_stats ()
811{ 801{
802 int statsort [NUM_STATS];
803
804 for (;;)
805 {
812 int sum = 0; 806 int sum = 0;
813 int i = 0, j = 0; 807 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 808 sum += statsort [i] = roll_stat ();
815 809
816 do 810 if (sum >= 82 && sum <= 116)
811 break;
817 { 812 }
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 }
827 while (sum < 82 || sum > 116);
828 813
829 /* Sort the stats so that rerolling is easier... */ 814 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 815 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 816
838 /* a quick and dirty bubblesort? */ 817 for (int i = 0; i < NUM_STATS; ++i)
839 do 818 stats.stat (i) = statsort [i];
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854 819
855 op->stats.Str = statsort[0];
856 op->stats.Dex = statsort[1];
857 op->stats.Con = statsort[2];
858 op->stats.Int = statsort[3];
859 op->stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6];
862
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 820 stats.exp = 0;
874 op->stats.ac = 0; 821 stats.ac = 0;
875 822
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
884 op->contr->orig_stats = op->stats; 833 contr->orig_stats = stats;
834 }
885} 835}
886 836
887void 837void
888Roll_Again (object *op) 838object::swap_stats (int a, int b)
889{ 839{
890 esrv_new_player (op->contr, 0); 840 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
893}
894 841
895void 842 for (int i = 0; i < NUM_STATS; ++i)
896Swap_Stat (object *op, int Swap_Second) 843 stats.stat (i) = contr->orig_stats.stat (i);
844
845 //TODO: the following code looks so borked and should, at the very least,
846 // be merged with the similar code in roll_stats
847 stats.ac = 0;
848
849 level = 1;
850 stats.exp = 0;
851 stats.ac = 0;
852
853 stats.hp = stats.maxhp;
854 stats.sp = stats.maxsp;
855 stats.grace = stats.maxgrace;
856
857 if (contr)
858 {
859 contr->levhp[1] = 9;
860 contr->levsp[1] = 6;
861 contr->levgrace[1] = 3;
862
863 contr->orig_stats = stats;
864 }
865}
866
867static void
868start_info (object *op)
897{ 869{
898 signed char tmp;
899 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
900 871
901 if (op->contr->Swap_First == -1) 872 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 873 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 874 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 875 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 876}
1016 877
1017/* This function takes the key that is passed, and does the 878/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 879 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 880 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 881 * separate race and class; this actually changes the RACE,
1021 * not the class. 882 * not the class.
1022 */ 883 */
1023 884void
1024int 885player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 886{
1027 int tmp_loop;
1028
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D')
1036 {
1037 char buf[MAX_BUF];
1038
1039 /* this must before then initial items are given */ 887 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 889
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 890 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 891 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 892 create_treasure (tl, ob, 0, 0, 0);
1045 893
1046 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, ob->contr);
1048 896
1049 op->contr->state = ST_PLAYING; 897 ob->contr->ns->state = ST_PLAYING;
1050 898
1051 if (op->msg) 899 if (ob->msg)
1052 op->msg = NULL; 900 ob->msg = 0;
1053 901
1054 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
1055 * to save here. 903 * to save here.
1056 */ 904 */
905 {
906 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 908 make_path_to_file (buf);
909 }
1059 910
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 911 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 912 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 913 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 914 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 915 esrv_send_inventory (ob, ob);
1068 fix_player (op); 916 ob->update_stats ();
1069 917
1070 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
1071 * is one for this race 919 * is one for this race
1072 */ 920 */
1073 if (*first_map_ext_path) 921 if (*first_map_ext_path)
1074 { 922 {
1075 object *tmp; 923 object *tmp;
1076 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
1077 925
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1079 tmp = object::create (); 927 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 928 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 929 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 930 EXIT_Y (tmp) = ob->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded; 931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
1085 * default initial map */ 933 * default initial map */
1086 tmp->destroy (); 934 tmp->destroy ();
1087 } 935 }
1088 else 936 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 938}
1092 return 0;
1093 }
1094 939
940void
941player::chargen_race_next ()
942{
1095 /* Following actually changes the race - this is the default command 943 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 944 * if we don't match with one of the options above.
1097 */ 945 */
1098 946
1099 tmp_loop = 0; 947 do
1100 while (!tmp_loop)
1101 { 948 {
1102 shstr name = op->name; 949 shstr name = ob->name;
1103 int x = op->x, y = op->y; 950 int x = ob->x, y = ob->y;
1104 951
1105 remove_statbonus (op); 952 ob->remove_statbonus ();
1106 op->remove (); 953 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 954 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 955 ob->arch->clone.copy_to (ob);
1109 op->instantiate (); 956 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 957 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 958 ob->name = ob->name_pl = name;
1112 op->x = x; 959 ob->x = x;
1113 op->y = y; 960 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 961 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 962 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 963 assign (ob->contr->title, ob->arch->clone.name);
1117 add_statbonus (op); 964 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 965 }
966 while (!allowed_class (ob));
1120 967
1121 update_object (op, UP_OBJ_FACE); 968 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 969 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 970 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 971 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 972 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 973 ob->stats.grace = 0;
1127
1128 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 974}
1183 975
1184void 976void
1185flee_player (object *op) 977flee_player (object *op)
1186{ 978{
1216 { 1008 {
1217 op->enemy = NULL; 1009 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1011 return;
1220 } 1012 }
1013
1221 get_rangevector (op, op->enemy, &rv, 0); 1014 get_rangevector (op, op->enemy, &rv, 0);
1222 1015
1223 dir = absdir (4 + rv.direction); 1016 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1017 for (diff = 0; diff < 3; diff++)
1225 { 1018 {
1226 int m = 1 - (RANDOM () & 2); 1019 int m = 1 - (RANDOM () & 2);
1227 1020
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1021 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1022 return;
1231 }
1232 } 1023 }
1024
1233 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1027 op->enemy = NULL;
1236} 1028}
1237 1029
1238
1239/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* check_pick sees if there is stuff to be picked up/picks up stuff.
1240 * IT returns 1 if the player should keep on moving, 0 if he should 1031 * It returns 1 if the player should keep on moving, 0 if he should
1241 * stop. 1032 * stop.
1242 */ 1033 */
1243int 1034int
1244check_pick (object *op) 1035check_pick (object *op)
1245{ 1036{
1246 object *tmp, *next; 1037 object *tmp, *next;
1247 int stop = 0; 1038 int stop = 0;
1248 int j, k, wvratio; 1039 int wvratio;
1249 char putstring[128], tmpstr[16]; 1040 char putstring[128];
1250 1041
1251 /* if you're flying, you cna't pick up anything */ 1042 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1043 if (op->move_type & MOVE_FLYING)
1253 return 1; 1044 return 1;
1254 1045
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1116 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1120 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1121 }
1122
1359 /* philosophy: 1123 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1124 * It's easy to grab an item type from a pile, as long as it's
1361 * generic. This takes no game-time. For more detailed pickups 1125 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1126 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1127 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1128 * example.
1365 * The drawback: right now it has no frontend, so you need to 1129 * The drawback: right now it has no frontend, so you need to
1366 * stick the bits you want into a calculator in hex mode and then 1130 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1131 * convert to decimal and then 'pickup <#>
1618 * found object is returned. 1382 * found object is returned.
1619 */ 1383 */
1620object * 1384object *
1621find_arrow (object *op, const char *type) 1385find_arrow (object *op, const char *type)
1622{ 1386{
1623 object *tmp = NULL; 1387 object *tmp = 0;
1624 1388
1625 for (op = op->inv; op; op = op->below) 1389 for (op = op->inv; op; op = op->below)
1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1627 tmp = find_arrow (op, type); 1391 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1392 else if (op->type == ARROW && op->race == type)
1629 return op; 1393 return op;
1394
1630 return tmp; 1395 return tmp;
1631} 1396}
1632 1397
1633/* 1398/*
1634 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1399 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1635 * against the target. A full test is not performed, simply a basic test 1400 * against the target. A full test is not performed, simply a basic test
1636 * of resistances. The archer is making a quick guess at what he sees down 1401 * of resistances. The archer is making a quick guess at what he sees down
1637 * the hall. Failing that it does it's best to pick the highest plus arrow. 1402 * the hall. Failing that it does it's best to pick the highest plus arrow.
1638 */ 1403 */
1639
1640object * 1404object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1405find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1406{
1643 object *tmp = NULL, *arrow, *ntmp; 1407 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1408 int attacknum, attacktype, betterby = 0, i;
1710 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1475 * op = the shooter
1712 * type = bow->race 1476 * type = bow->race
1713 * dir = fire direction 1477 * dir = fire direction
1714 */ 1478 */
1715
1716object * 1479object *
1717pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1718{ 1481{
1719 object *tmp = NULL; 1482 object *tmp = NULL;
1720 maptile *m; 1483 maptile *m;
1785 */ 1548 */
1786int 1549int
1787fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1788{ 1551{
1789 object *left, *bow; 1552 object *left, *bow;
1790 int bowspeed, mflags; 1553 int mflags;
1791 maptile *m; 1554 maptile *m;
1792 1555
1793 if (!dir) 1556 if (!dir)
1794 { 1557 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1559 return 0;
1797 } 1560 }
1798 if (op->type == PLAYER) 1561
1799 bow = op->contr->ranges[range_bow]; 1562 if (op->contr)
1563 bow = op->current_weapon;
1800 else 1564 else
1801 { 1565 {
1802 for (bow = op->inv; bow; bow = bow->below) 1566 for (bow = op->inv; bow; bow = bow->below)
1803 /* Don't check for applied - monsters don't apply bows - in that way, they 1567 /* Don't check for applied - monsters don't apply bows - in that way, they
1804 * don't need to switch back and forth between bows and weapons. 1568 * don't need to switch back and forth between bows and weapons.
1809 if (!bow) 1573 if (!bow)
1810 { 1574 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1576 return 0;
1813 } 1577 }
1578
1579 // optimisation: move object to top so we will find it quickly again
1580 if (bow->below)
1581 {
1582 bow->remove ();
1583 op->insert (bow);
1584 }
1585
1814 } 1586 }
1587
1815 if (!bow->race || !bow->skill) 1588 if (!bow->race || !bow->skill)
1816 { 1589 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1591 return 0;
1819 } 1592 }
1820
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822
1823 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1826 if (bowspeed < 1)
1827 bowspeed = 1;
1828 1593
1829 if (arrow == NULL) 1594 if (arrow == NULL)
1830 { 1595 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1596 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1597 {
1833 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1599 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1835 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1836 else 1601 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1838 return 0; 1604 return 0;
1839 } 1605 }
1840 } 1606 }
1607
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1609 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1610 return 0;
1845 } 1611
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1612 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1613 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1614 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1615 return 0;
1850 } 1616 }
1856 return 0; 1622 return 0;
1857 } 1623 }
1858 1624
1859 left = arrow; /* these are arrows left to the player */ 1625 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1626 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1627 if (!arrow)
1862 { 1628 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1630 return 0;
1865 } 1631 }
1632
1866 arrow->set_owner (op); 1633 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1635 arrow->direction = dir;
1870 arrow->x = sx; 1636
1871 arrow->y = sy; 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644#if 0
1645 if (player *pl = op->contr)
1646 {
1647 float speed = pl->weapon_sp;
1648
1649 /* penalize ROF for bestarrow */
1650 if (pl->bowtype == bow_bestarrow)
1651 speed *= .9f;
1652 else
1653 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1654
1655 op->speed_left += speed - op->speed;
1656 }
1657#endif
1658
1659 SET_ANIMATION (arrow, arrow->direction);
1660
1661 /* update the speed */
1662 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1663 + bow->stats.dam / 7.f;
1664
1665 arrow->set_speed (max (arrow->speed, 2.f));
1666 arrow->speed_left = 0;
1667
1668 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1872 1669
1873 if (op->type == PLAYER) 1670 if (op->type == PLAYER)
1874 { 1671 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op);
1877 }
1878
1879 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam;
1882 arrow->stats.grace = arrow->attacktype;
1883 if (arrow->slaying != NULL)
1884 arrow->spellarg = strdup (arrow->slaying);
1885
1886 /* Note that this was different for monsters - they got their level
1887 * added to the damage. I think the strength bonus is more proper.
1888 */
1889
1890 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891
1892 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895
1896 if (arrow->speed < 1.0)
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0;
1900
1901 if (op->type == PLAYER)
1902 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1905 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1906
1907 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1673 wc -= dex_bonus[op->stats.Dex];
1674
1675 if (!arrow->slaying)
1676 arrow->slaying = op->slaying;
1677
1678 arrow->attacktype |= op->attacktype;
1908 } 1679 }
1909 else 1680 else
1910 { 1681 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1682 arrow->level = op->level;
1913 } 1683 arrow->stats.wc -= bow->magic;
1914 1684
1915 if (arrow->attacktype == AT_PHYSICAL) 1685 if (!arrow->slaying)
1686 arrow->slaying = bow->slaying;
1687
1916 arrow->attacktype |= bow->attacktype; 1688 arrow->attacktype |= bow->attacktype;
1689 }
1917 1690
1918 if (bow->slaying != NULL) 1691 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1692 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1693
1921 arrow->map = m; 1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1695 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1697
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926 insert_ob_in_map (arrow, m, op, 0); 1699 m->insert (arrow, sx, sy, op);
1927 1700
1928 if (!arrow->destroyed ()) 1701 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1702 move_arrow (arrow);
1930 1703
1931 if (op->type == PLAYER) 1704 if (op->type == PLAYER)
1951{ 1724{
1952 int ret = 0, wcmod = 0; 1725 int ret = 0, wcmod = 0;
1953 1726
1954 if (op->contr->bowtype == bow_bestarrow) 1727 if (op->contr->bowtype == bow_bestarrow)
1955 { 1728 {
1956 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1957 } 1730 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1731 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1732 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1734 wcmod = -1;
1735
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1737 }
1964 else if (op->contr->bowtype == bow_threewide) 1738 else if (op->contr->bowtype == bow_threewide)
1965 { 1739 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1970 else if (op->contr->bowtype == bow_spreadshot) 1744 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1745 {
1972 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1973 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1974 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1975
1976 } 1749 }
1977 else 1750 else
1978 { 1751 {
1979 /* Simple case */ 1752 /* Simple case */
1980 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 } 1754 }
1755
1982 return ret; 1756 return ret;
1983} 1757}
1984
1985 1758
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1759/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1760 * Broken apart from 'fire' to keep it more readable.
1988 */ 1761 */
1989void 1762void
1990fire_misc_object (object *op, int dir) 1763fire_misc_object (object *op, int dir)
1991{ 1764{
1992 object *item; 1765 object *item = op->contr->ranged_ob;
1993 1766
1994 if (!op->contr->ranges[range_misc]) 1767 if (!item)
1995 { 1768 {
1996 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1769 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1997 return; 1770 return;
1998 } 1771 }
1999 1772
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1773 if (!item->inv)
2002 { 1774 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1775 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1776 return;
2005 } 1777 }
1778
1779 if (!op->change_weapon (item))
1780 return;
1781
2006 if (item->type == WAND) 1782 if (item->type == WAND)
2007 { 1783 {
2008 if (item->stats.food <= 0) 1784 if (item->stats.food <= 0)
2009 { 1785 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2011 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788
2012 return; 1789 return;
2013 } 1790 }
2014 } 1791 }
2015 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
2016 { 1793 {
2017 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2018 { 1795 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797
2020 if (item->type == ROD) 1798 if (item->type == ROD)
2021 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2022 else 1800 else
2023 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802
2024 return; 1803 return;
2025 } 1804 }
2026 } 1805 }
2027 1806
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1807 if (cast_spell (op, item, dir, item->inv, NULL))
2036 1815
2037 if (item->arch) 1816 if (item->arch)
2038 { 1817 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1818 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1819 item->face = item->arch->clone.face;
2041 item->speed = 0; 1820 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1821 }
1822
2044 if ((tmp = is_player_inv (item))) 1823 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1824 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1825 }
2047 } 1826 }
2048 else if (item->type == ROD || item->type == HORN) 1827 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1828 drain_rod_charge (item);
2051 }
2052 } 1829 }
2053} 1830}
2054 1831
2055/* Received a fire command for the player - go and do it. 1832/* Received a fire command for the player - go and do it.
2056 */ 1833 */
2057void 1834bool
2058fire (object *op, int dir) 1835fire (object *op, int dir)
2059{ 1836{
2060 int spellcost = 0; 1837 int spellcost = 0;
2061 1838
2062 /* check for loss of invisiblity/hide */ 1839 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1840 if (action_makes_visible (op))
2064 make_visible (op); 1841 make_visible (op);
2065 1842
2066 switch (op->contr->shoottype) 1843 player *pl = op->contr;
1844
1845 if (pl->golem)
1846 {
1847 control_golem (op->contr->golem, dir);
1848 return false;
2067 { 1849 }
2068 case range_none:
2069 return;
2070 1850
2071 case range_bow: 1851 object *ob = pl->ranged_ob;
1852
1853 if (!ob)
1854 return false;
1855
1856 if (!op->change_weapon (ob))
1857 return false;
1858
1859 if (op->speed_left > 0.f)
1860 --op->speed_left;
1861 else
1862 return false;
1863
1864 switch (ob->type)
1865 {
1866 case BOW:
2072 player_fire_bow (op, dir); 1867 player_fire_bow (op, dir);
2073 return; 1868 break;
2074 1869
2075 case range_magic: /* Casting spells */ 1870 case SPELL:
2076 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1871 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2077 return; 1872 break;
2078 1873
2079 case range_misc: 1874 case BUILDER:
1875 apply_map_builder (op, dir);
1876 break;
1877
1878 case SKILL:
1879 do_skill (op, op, ob, dir, 0);
1880 break;
1881
1882 default:
2080 fire_misc_object (op, dir); 1883 fire_misc_object (op, dir);
2081 return; 1884 break;
2082
2083 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir);
2091 return;
2092
2093 case range_skill:
2094 if (!op->chosen_skill)
2095 {
2096 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return;
2099 }
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir);
2104 return;
2105 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2107 return;
2108 } 1885 }
2109}
2110 1886
2111 1887 return true;
1888}
2112 1889
2113/* find_key 1890/* find_key
2114 * We try to find a key for the door as passed. If we find a key 1891 * We try to find a key for the door as passed. If we find a key
2115 * and successfully use it, we return the key, otherwise NULL 1892 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1893 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1895 * pl is the player,
2119 * inv is the objects inventory to searched 1896 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1897 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1898 * This function can be called recursively to search containers.
2122 */ 1899 */
2123
2124object * 1900object *
2125find_key (object *pl, object *container, object *door) 1901find_key (object *pl, object *container, object *door)
2126{ 1902{
2127 object *tmp, *key; 1903 object *tmp, *key;
2128 1904
2129 /* Should not happen, but sanity checking is never bad */ 1905 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1906 if (!container->inv)
2131 return NULL; 1907 return 0;
2132 1908
2133 /* First, lets try to find a key in the top level inventory */ 1909 /* First, lets try to find a key in the top level inventory */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1911 {
2136 if (door->type == DOOR && tmp->type == KEY) 1912 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1913 break;
2138 /* For sanity, we should really check door type, but other stuff 1914 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1915 * (like containers) can be locked with special keys
2140 */ 1916 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1918 break;
2143 } 1919 }
1920
2144 /* No key found - lets search inventories now */ 1921 /* No key found - lets search inventories now */
2145 /* If we find and use a key in an inventory, return at that time. 1922 /* If we find and use a key in an inventory, return at that time.
2146 * otherwise, if we search all the inventories and still don't find 1923 * otherwise, if we search all the inventories and still don't find
2147 * a key, return 1924 * a key, return
2148 */ 1925 */
2149 if (!tmp) 1926 if (!tmp)
2150 { 1927 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1928 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1929 {
2153 /* No reason to search empty containers */ 1930 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1931 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1932 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1933 if ((key = find_key (pl, tmp, door)))
2157 return key; 1934 return key;
2158 } 1935 }
2159 } 1936 }
1937
2160 if (!tmp) 1938 if (!tmp)
2161 return NULL; 1939 return NULL;
2162 } 1940 }
1941
2163 /* We get down here if we have found a key. Now if its in a container, 1942 /* We get down here if we have found a key. Now if its in a container,
2164 * see if we actually want to use it 1943 * see if we actually want to use it
2165 */ 1944 */
2166 if (pl != container) 1945 if (pl != container)
2167 { 1946 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1967 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1969 return NULL;
2191 } 1970 }
2192 } 1971 }
1972
2193 return tmp; 1973 return tmp;
2194} 1974}
2195 1975
2196/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1979 * 0 otherwise
2200 */ 1980 */
2201static int 1981static int
2202player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2203{ 1983{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a key. If we do destroy the door,
2206 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2208 */ 1987 */
2209 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2210 1989
2211 /* IF we found a key, do some extra work */ 1990 /* If we found a key, do some extra work */
2212 if (key) 1991 if (key)
2213 { 1992 {
2214 object *container = key->env; 1993 object *container = key->env;
2215 1994
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
2217 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
2218 make_visible (op); 1998 make_visible (op);
1999
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 2001 spring_trap (door->inv, op);
2002
2221 if (door->type == DOOR) 2003 if (door->type == DOOR)
2222 {
2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2224 }
2225 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2226 { 2006 {
2227 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2007 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2228 remove_door2 (door); /* remove door without violence ;-) */ 2008 remove_door2 (door); /* remove door without violence ;-) */
2229 } 2009 }
2010
2230 /* Do this after we print the message */ 2011 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 2012 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 2013 /* Need to update the weight the container the key was in */
2233 if (container != op) 2014 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 2015 esrv_update_item (UPD_WEIGHT, op, container);
2016
2235 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
2236 } 2018 }
2237 else if (door->type == LOCKED_DOOR) 2019 else if (door->type == LOCKED_DOOR)
2238 { 2020 {
2239 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 2023 return 1;
2242 } 2024 }
2025
2243 return 0; 2026 return 0;
2244} 2027}
2245 2028
2246/* This function is just part of a breakup from move_player. 2029/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2251 */ 2034 */
2252 2035bool
2253void
2254move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2255{ 2037{
2256 object *tmp, *mon;
2257 sint16 nx, ny;
2258 int on_battleground; 2038 int on_battleground;
2259 maptile *m;
2260 2039
2261 nx = freearr_x[dir] + op->x; 2040 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2041 sint16 ny = freearr_y[dir] + op->y;
2263 2042
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2043 on_battleground = op_on_battleground (op, 0, 0);
2044
2045 if (out_of_map (op->map, nx, ny))
2046 return false;
2047
2048 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2049 {
2050 --op->speed_left;
2051 return true;
2052 }
2265 2053
2266 /* If braced, or can't move to the square, and it is not out of the 2054 /* If braced, or can't move to the square, and it is not out of the
2267 * map, attack it. Note order of if statement is important - don't 2055 * map, attack it. Note order of if statement is important - don't
2268 * want to be calling move_ob if braced, because move_ob will move the 2056 * want to be calling move_ob if braced, because move_ob will move the
2269 * player. This is a pretty nasty hack, because if we could 2057 * player. This is a pretty nasty hack, because if we could
2270 * move to some space, it then means that if we are braced, we should 2058 * move to some space, it then means that if we are braced, we should
2271 * do nothing at all. As it is, if we are braced, we go through 2059 * do nothing at all. As it is, if we are braced, we go through
2272 * quite a bit of processing. However, it probably is less than what 2060 * quite a bit of processing. However, it probably is less than what
2273 * move_ob uses. 2061 * move_ob uses.
2274 */ 2062 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2063 maptile *m = op->map->xy_find (nx, ny);
2276 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 {
2279 m = get_map_from_coord (op->map, &nx, &ny);
2280 if (!m)
2281 return; /* Don't think this should happen */
2282 }
2283 else
2284 m = op->map;
2285 2064
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return;
2290 }
2291
2292 mon = NULL;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* Go through all the objects, and find ones of interest. Only stop if
2294 * we find a monster - that is something we know we want to attack. 2066 * we find a monster - that is something we know we want to attack.
2295 * if its a door or barrel (can roll) see if there may be monsters 2067 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2068 * on the space
2297 */ 2069 */
2298 while (tmp != NULL) 2070 object *mon;
2299 { 2071 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2300 if (tmp == op) 2072 {
2301 { 2073 if ((mon->flag [FLAG_ALIVE]
2302 tmp = tmp->above; 2074 || mon->type == LOCKED_DOOR
2303 continue; 2075 || mon->flag [FLAG_CAN_ROLL])
2304 }
2305
2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2307 {
2308 mon = tmp; 2076 && mon != op)
2309 break; 2077 break;
2310 } 2078 }
2311 2079
2312 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2313 mon = tmp;
2314
2315 tmp = tmp->above;
2316 }
2317
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2081 return false; /* into a wall */
2320 2082
2321 if (mon->head != NULL)
2322 mon = mon->head; 2083 mon = mon->head_ ();
2323 2084
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (op->contr->weapon_sp_left > 0.f)
2325 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2088 {
2089 --op->contr->weapon_sp_left;
2326 return; 2090 return true;
2091 }
2327 2092
2328 /* The following deals with possibly attacking peaceful 2093 /* The following deals with possibly attacking peaceful
2329 * or frienddly creatures. Basically, all players are considered 2094 * or friendly creatures. Basically, all players are considered
2330 * unaggressive. If the moving player has peaceful set, then the 2095 * unaggressive. If the moving player has peaceful set, then the
2331 * object should be pushed instead of attacked. It is assumed that 2096 * object should be pushed instead of attacked. It is assumed that
2332 * if you are braced, you will not attack friends accidently, 2097 * if you are braced, you will not attack friends accidently,
2333 * and thus will not push them. 2098 * and thus will not push them.
2334 */ 2099 */
2335 2100
2336 /* If the creature is a pet, push it even if the player is not 2101 /* If the creature is a pet, push it even if the player is not
2337 * peaceful. Our assumption is the creature is a pet if the 2102 * peaceful. Our assumption is the creature is a pet if the
2338 * player owns it and it is either friendly or unagressive. 2103 * player owns it and it is either friendly or unagressive.
2339 */ 2104 */
2340 if ((op->type == PLAYER) 2105 if (op->type == PLAYER
2341#if COZY_SERVER
2342 &&
2343 ((mon->owner && mon->owner->contr 2106 && ((mon->owner && mon->owner->contr
2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2107 && same_party (mon->owner->contr->party, op->contr->party))
2345#else
2346 && mon->owner == op 2108 || mon->owner == op)
2347#endif
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2110 {
2350 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced) 2112 if (op->contr->braced)
2352 return; 2113 return false;
2114
2115 if (op->speed_left > 0.f)
2116 {
2117 --op->speed_left;
2118
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2121
2355 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2123 make_visible (op);
2124
2357 return; 2125 return true;
2358 } 2126 }
2127 else
2128 return false;
2129 }
2359 2130
2360 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2362 * someone, but put it inside this loop so that you won't 2133 * someone, but put it inside this loop so that you won't
2363 * attack them either. 2134 * attack them either.
2364 */ 2135 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op)
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2137 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2367#ifdef PROHIBIT_PLAYERKILL 2138 && ((op->contr->peaceful
2368 (op->contr->peaceful 2139 || (mon->type == PLAYER && mon->contr->peaceful))
2369 || (mon->type == PLAYER 2140 && !on_battleground))
2370 && mon->contr-> 2141 {
2371 peaceful)) && 2142 if (op->speed_left > 0.f)
2372#else
2373 op->contr->peaceful &&
2374#endif
2375 !on_battleground))
2376 { 2143 {
2144 --op->speed_left;
2145
2377 if (!op->contr->braced) 2146 if (!op->contr->braced)
2378 { 2147 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2381 } 2150 }
2382 else 2151 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2153
2386 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2155 make_visible (op);
2388 }
2389 2156
2157 return true;
2158 }
2159 }
2390 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2391 * roll it if not braced. You can't roll it if you are braced. 2161 * roll it if not braced. You can't roll it if you are braced.
2392 */ 2162 */
2393 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2164 {
2165 if (op->speed_left > 0.f)
2394 { 2166 {
2167 --op->speed_left;
2168
2395 recursive_roll (mon, dir, op); 2169 recursive_roll (mon, dir, op);
2396 if (action_makes_visible (op)) 2170 if (action_makes_visible (op))
2397 make_visible (op); 2171 make_visible (op);
2398 }
2399 2172
2173 return true;
2174 }
2175 }
2400 /* Any generic living creature. Including things like doors. 2176 /* Any generic living creature. Including things like doors.
2401 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2403 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2404 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2181 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2184 {
2410 2185 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2411 /* If the player hasn't hit something this tick, and does
2412 * so, give them speed boost based on weapon speed. Doing
2413 * it here is better than process_players2, which basically
2414 * incurred a 1 tick offset.
2415 */
2416 if (!op->contr->has_hit)
2417 { 2186 {
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2187 --op->contr->weapon_sp_left;
2419 2188
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 }
2422
2423 skill_attack (mon, op, 0, NULL, NULL); 2189 skill_attack (mon, op, 0, 0, 0);
2424 2190
2425 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is
2428 * the wiz.
2429 */
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 {
2432 short luck = mon->stats.luck;
2433
2434 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL);
2436 mon->stats.luck = luck;
2437 }
2438 if (action_makes_visible (op)) 2191 if (action_makes_visible (op))
2439 make_visible (op); 2192 make_visible (op);
2440 }
2441 } /* if player should attack something */
2442}
2443 2193
2444int 2194 return true;
2195 }
2196 }
2197
2198 return false;
2199}
2200
2201bool
2445move_player (object *op, int dir) 2202move_player (object *op, int dir)
2446{ 2203{
2447 int pick; 2204 int pick;
2448 2205
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2207 return 0;
2451 2208
2452 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2454 { 2211 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2213 return 0;
2457 } 2214 }
2458 2215
2459 /* peterm: added following line */ 2216 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2219
2463 op->facing = dir; 2220 op->facing = dir;
2464 2221
2465 if (op->hide) 2222 if (op->hide)
2466 do_hidden_move (op); 2223 do_hidden_move (op);
2467 2224
2225 bool retval;
2226
2468 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469 /*nop */ ; 2228 retval = RESULT_INT (0);
2470 else if (op->contr->fire_on) 2229 else if (op->contr->fire_on)
2471 fire (op, dir); 2230 retval = fire (op, dir);
2472 else 2231 else
2473 { 2232 {
2474 move_player_attack (op, dir); 2233 retval = move_player_attack (op, dir);
2475 pick = check_pick (op); 2234 pick = check_pick (op);
2476 } 2235 }
2477 2236
2478 /* Add special check for newcs players and fire on - this way, the 2237 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2238 * server can handle repeat firing.
2480 */ 2239 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2240 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2241 op->direction = dir;
2484 }
2485 else 2242 else
2486 {
2487 op->direction = 0; 2243 op->direction = 0;
2488 } 2244
2489 /* Update how the player looks. Use the facing, so direction may 2245 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2246 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2247 * for players.
2492 */ 2248 */
2493 animate_object (op, op->facing); 2249 animate_object (op, op->facing);
2494 return 0; 2250
2251 return retval;
2495} 2252}
2496 2253
2497/* This is similar to handle_player, below, but is only used by the 2254/* This is similar to handle_player, below, but is only used by the
2498 * new client/server stuff. 2255 * new client/server stuff.
2499 * This is sort of special, in that the new client/server actually uses 2256 * This is sort of special, in that the new client/server actually uses
2500 * the new speed values for commands. 2257 * the new speed values for commands.
2501 * 2258 *
2502 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do. Should not do
2260 * many actions in a row, as that would be too unfair to other
2261 * players.
2503 */ 2262 */
2504int 2263bool
2505handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2506{ 2265{
2507 if (op->contr->hidden)
2508 {
2509 op->invisible = 1000;
2510 /* the socket code flashes the player visible/invisible
2511 * depending on the value of invisible, so we need to
2512 * alternate it here for it to work correctly.
2513 */
2514 if (pticks & 2)
2515 op->invisible--;
2516 }
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2519 op->invisible--;
2520 if (!op->invisible)
2521 {
2522 make_visible (op);
2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2524 }
2525 }
2526
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2267 {
2529 flee_player (op); 2268 if (op->speed_left > 0.f)
2530 /* If player is still scared, that is his action for this tick */
2531 if (QUERY_FLAG (op, FLAG_SCARED))
2532 { 2269 {
2533 op->speed_left--; 2270 --op->speed_left;
2271 flee_player (op);
2272
2534 return 0; 2273 return true;
2535 } 2274 }
2275 else
2276 return false;
2536 } 2277 }
2537
2538 /* I've been seeing crashes where the golem has been destroyed, but
2539 * the player object still points to the defunct golem. The code that
2540 * destroys the golem looks correct, and it doesn't always happen, so
2541 * put this in a a workaround to clean up the golem pointer.
2542 */
2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2544 op->contr->ranges[range_golem] = 0;
2545 2278
2546 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2281 * called, so we recheck it here.
2549 */ 2282 */
2550 HandleClient (op->contr->socket, op->contr); 2283 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0)
2552 return 0; 2284 return true;
2553 2285
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 {
2556 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--;
2558
2559 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff.
2562 */
2563 move_player (op, op->direction); 2287 return move_player (op, op->direction);
2564 if (op->speed_left > 0)
2565 return 1;
2566 else
2567 return 0;
2568 }
2569 2288
2570 return 0; 2289 return false;
2571} 2290}
2572 2291
2573int 2292int
2574save_life (object *op) 2293save_life (object *op)
2575{ 2294{
2592 op->stats.hp = op->stats.maxhp; 2311 op->stats.hp = op->stats.maxhp;
2593 2312
2594 if (op->stats.food < 0) 2313 if (op->stats.food < 0)
2595 op->stats.food = 999; 2314 op->stats.food = 999;
2596 2315
2597 fix_player (op); 2316 op->update_stats ();
2598 return 1; 2317 return 1;
2599 } 2318 }
2600 2319
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2320 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2321 CLEAR_FLAG (op, FLAG_LIFESAVE);
2610 * from. 2329 * from.
2611 */ 2330 */
2612void 2331void
2613remove_unpaid_objects (object *op, object *env) 2332remove_unpaid_objects (object *op, object *env)
2614{ 2333{
2615 object *next;
2616
2617 while (op) 2334 while (op)
2618 { 2335 {
2619 next = op->below; /* Make sure we have a good value, in case 2336 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2337
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2338 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2339 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2340 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2341 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2342
2343 op->insert_at (env);
2630 } 2344 }
2631 else if (op->inv) 2345 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2346 remove_unpaid_objects (op->inv, env);
2633 2347
2634 op = next; 2348 op = next;
2635 } 2349 }
2636} 2350}
2637
2638 2351
2639/* 2352/*
2640 * Returns pointer a static string containing gravestone text 2353 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2354 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2355 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2389 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2390 strcat (buf2, buf);
2678 2391
2679 return buf2; 2392 return buf2;
2680} 2393}
2681
2682
2683 2394
2684void 2395void
2685do_some_living (object *op) 2396do_some_living (object *op)
2686{ 2397{
2687 int last_food = op->stats.food; 2398 int last_food = op->stats.food;
2693 int rate_grace = 2000; 2404 int rate_grace = 2000;
2694 const int max_hp = 1; 2405 const int max_hp = 1;
2695 const int max_sp = 1; 2406 const int max_sp = 1;
2696 const int max_grace = 1; 2407 const int max_grace = 1;
2697 2408
2698 if (op->contr->outputs_sync) 2409 if (op->contr->hidden)
2699 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2701 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2702 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2410 {
2411 op->invisible = 1000;
2412 /* the socket code flashes the player visible/invisible
2413 * depending on the value of invisible, so we need to
2414 * alternate it here for it to work correctly.
2415 */
2416 if (pticks & 2)
2417 op->invisible--;
2418 }
2419 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2420 {
2421 if (!op->invisible--)
2422 {
2423 make_visible (op);
2424 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2425 }
2426 }
2704 2427
2705 if (op->contr->state == ST_PLAYING) 2428 if (op->contr->ns->state == ST_PLAYING)
2706 { 2429 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2430 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2431 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2432 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2433 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2434 else
2713 { 2435 {
2714 gen_hp = op->stats.maxhp; 2436 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2437 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2438 }
2439
2717 if (op->contr->gen_sp >= 0) 2440 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2441 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2442 else
2720 { 2443 {
2721 gen_sp = op->stats.maxsp; 2444 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2445 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2446 }
2447
2724 if (op->contr->gen_grace >= 0) 2448 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2449 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2450 else
2727 { 2451 {
2728 gen_grace = op->stats.maxgrace; 2452 gen_grace = op->stats.maxgrace;
2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2730 } 2454 }
2731 2455
2732 /* Regenerate Spell Points */ 2456 /* Regenerate Spell Points */
2733 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2734 { 2458 {
2735 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2736 if (op->stats.sp < op->stats.maxsp) 2460 if (op->stats.sp < op->stats.maxsp)
2737 { 2461 {
2738 op->stats.sp++; 2462 op->stats.sp++;
2744 op->stats.food += op->contr->digestion; 2468 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2470 op->stats.food = last_food;
2747 } 2471 }
2748 } 2472 }
2473
2749 if (max_sp > 1) 2474 if (max_sp > 1)
2750 { 2475 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2476 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2477 if (over_sp > 0)
2753 { 2478 {
2754 if (op->stats.sp < op->stats.maxsp) 2479 if (op->stats.sp < op->stats.maxsp)
2755 { 2480 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2484 op->stats.sp--;
2485
2759 if (op->stats.sp > op->stats.maxsp) 2486 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2487 op->stats.sp = op->stats.maxsp;
2761 } 2488 }
2762 op->last_sp = 0; 2489 op->last_sp = 0;
2763 } 2490 }
2764 else 2491 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2493 }
2769 else 2494 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2496 }
2774 2497
2775 /* Regenerate Grace */ 2498 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2500 if (--op->last_grace < 0)
2778 { 2501 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2502 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504
2781 if (max_grace > 1) 2505 if (max_grace > 1)
2782 { 2506 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2507 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2508 if (over_grace > 0)
2785 { 2509 {
2813 op->stats.food += op->contr->digestion; 2537 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2538 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2539 op->stats.food = last_food;
2816 } 2540 }
2817 } 2541 }
2542
2818 if (max_hp > 1) 2543 if (max_hp > 1)
2819 { 2544 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2545 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2546 if (over_hp > 0)
2822 { 2547 {
2835 } 2560 }
2836 2561
2837 /* Digestion */ 2562 /* Digestion */
2838 if (--op->last_eat < 0) 2563 if (--op->last_eat < 0)
2839 { 2564 {
2840#ifdef COZY_SERVER
2841 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2842 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2843#else
2844 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2845#endif
2846 2566
2847 if (op->contr->gen_hp > 0) 2567 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2568 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2569 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2571
2851 /* dms do not consume food */ 2572 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2573 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2574 op->stats.food--;
2854 } 2575 }
2855 }
2856 2576
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2577 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2578 {
2859 object *tmp, *flesh = NULL; 2579 object *tmp, *flesh = 0;
2860 2580
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2581 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 { 2582 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2583 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2866 { 2584 {
2585 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2586 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2588 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2589 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2590 break;
2871 } 2591 }
2872 else if (tmp->type == FLESH) 2592 else if (tmp->type == FLESH)
2873 flesh = tmp; 2593 flesh = tmp;
2874 } /* End if paid for object */ 2594 } /* End if paid for object */
2875 } /* end of for loop */ 2595 } /* end of for loop */
2596
2876 /* If player is still starving, it means they don't have any food, so 2597 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2598 * eat flesh instead.
2878 */ 2599 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2600 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2601 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2602 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2603 manual_apply (op, flesh, 0);
2883 } 2604 }
2884 } /* end if player is starving */ 2605 }
2885 2606
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2607 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2608 op->stats.food++, op->stats.hp--;
2888 2609
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2610 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2611 kill_player (op);
2612 }
2891} 2613}
2892
2893
2894 2614
2895/* If the player should die (lack of hp, food, etc), we call this. 2615/* If the player should die (lack of hp, food, etc), we call this.
2896 * op is the player in jeopardy. If the player can not be saved (not 2616 * op is the player in jeopardy. If the player can not be saved (not
2897 * permadeath, no lifesave), this will take care of removing the player 2617 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2618 * file.
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2648 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2650
2931 /* restore player */ 2651 /* restore player */
2932 at = archetype::find ("poisoning"); 2652 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2653 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2654 {
2936 tmp->destroy (); 2655 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2656 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2657 }
2939 2658
2940 at = archetype::find ("confusion"); 2659 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2660 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2661 {
2944 tmp->destroy (); 2662 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2663 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2664 }
2947 2665
2949 op->stats.hp = op->stats.maxhp; 2667 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2668 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2669 op->stats.food = 999;
2952 2670
2953 /* create a bodypart-trophy to make the winner happy */ 2671 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2672 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2673 {
2957 sprintf (buf, "%s's finger", &op->name); 2674 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2675 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2676 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2677 " the %s, when he was defeated at\n level %d by %s.\n",
2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2678 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2679 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2680 tmp->value = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2681 tmp->materialname = "organics";
2965 tmp->x = op->x, tmp->y = op->y; 2682 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2683 }
2968 2684
2969 /* teleport defeated player to new destination */ 2685 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2686 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2687 op->contr->braced = 0;
2976 2692
2977 command_kill_pets (op, 0); 2693 command_kill_pets (op, 0);
2978 2694
2979 if (op->stats.food < 0) 2695 if (op->stats.food < 0)
2980 { 2696 {
2981 if (op->contr->explore)
2982 {
2983 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2984 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2985 op->stats.food = 999;
2986 return;
2987 }
2988 sprintf (buf, "%s starved to death.", &op->name); 2697 sprintf (buf, "%s starved to death.", &op->name);
2989 strcpy (op->contr->killer, "starvation"); 2698 strcpy (op->contr->killer, "starvation");
2990 } 2699 }
2991 else 2700 else
2992 {
2993 if (op->contr->explore)
2994 {
2995 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2996 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2997 op->stats.hp = op->stats.maxhp;
2998 return;
2999 }
3000 sprintf (buf, "%s died.", &op->name); 2701 sprintf (buf, "%s died.", &op->name);
3001 } 2702
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2703 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3003 2704
3004 /* save the map location for corpse, gravestone */ 2705 /* save the map location for corpse, gravestone */
3005 x = op->x; 2706 x = op->x;
3006 y = op->y; 2707 y = op->y;
3007 map = op->map; 2708 map = op->map;
3008 2709
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2710 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2711 * life if they are dead - it takes some exp and a random stat.
3014 * See the config.h file for a little more in depth detail about this. 2712 * See the config.h file for a little more in depth detail about this.
3015 */ 2713 */
3016 2714
3017 /* Basically two ways to go - remove a stat permanently, or just 2715 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2716 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2717 * of death.
3020 */ 2718 */
3021#ifndef COZY_SERVER 2719#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2720 if (settings.balanced_stat_loss)
3023 { 2721 {
3024 /* If stat loss is permanent, lose one stat only. */ 2722 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2723 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2724 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2725 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2726 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2727 little bit harder. */
3030 /* GD */ 2728 /* GD */
3031 if (settings.stat_loss_on_death) 2729 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2730 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2731 else
3037 { 2732 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2733 }
2734 else
3038 num_stats_lose = 1; 2735 num_stats_lose = 1;
3039 } 2736
3040 lost_a_stat = 0; 2737 lost_a_stat = 0;
3041 2738
3042 for (z = 0; z < num_stats_lose; z++) 2739 for (z = 0; z < num_stats_lose; z++)
3043 { 2740 {
3044 i = RANDOM () % NUM_STATS; 2741 i = RANDOM () % NUM_STATS;
3045 2742
3046 if (settings.stat_loss_on_death) 2743 if (settings.stat_loss_on_death)
2744 {
2745 /* Pick a random stat and take a point off it. Tell the player
2746 * what he lost.
2747 */
2748 change_attr_value (&(op->stats), i, -1);
2749 check_stat_bounds (&(op->stats));
2750 change_attr_value (&(op->contr->orig_stats), i, -1);
2751 check_stat_bounds (&(op->contr->orig_stats));
2752 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2753 lost_a_stat = 1;
2754 }
2755 else
2756 {
2757 /* deplete a stat */
2758 archetype *deparch = archetype::find ("depletion");
2759 object *dep;
2760
2761 dep = present_arch_in_ob (deparch, op);
2762 if (!dep)
3047 { 2763 {
3048 /* Pick a random stat and take a point off it. Tell the player 2764 dep = arch_to_object (deparch);
3049 * what he lost. 2765 insert_ob_in_ob (dep, op);
3050 */
3051 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1;
3057 } 2766 }
3058 else 2767 lose_this_stat = 1;
2768 if (settings.balanced_stat_loss)
3059 { 2769 {
3060 /* deplete a stat */ 2770 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2771 /* Get the stat that we're about to deplete. */
3062 object *dep; 2772 this_stat = get_attr_value (&(dep->stats), i);
3063 2773 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2774 {
3067 dep = arch_to_object (deparch); 2775 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2776 int keep_chance = this_stat * this_stat;
3069 } 2777
3070 lose_this_stat = 1; 2778 /* Yes, I am paranoid. Sue me. */
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* GD */
3074 /* Get the stat that we're about to deplete. */
3075 this_stat = get_attr_value (&(dep->stats), i);
3076 if (this_stat < 0) 2779 if (keep_chance < 1)
2780 keep_chance = 1;
2781
2782 /* There is a maximum depletion total per level. */
2783 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2784 {
3078 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 int keep_chance = this_stat * this_stat;
3080
3081 /* Yes, I am paranoid. Sue me. */
3082 if (keep_chance < 1)
3083 keep_chance = 1;
3084
3085 /* There is a maximum depletion total per level. */
3086 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 {
3088 lose_this_stat = 0; 2785 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2786 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2787 retain the stat. */
3091 }
3092 else
3093 {
3094 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3095 lose_this_stat = 0;
3096 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3097 this_stat, keep_chance, loss_chance,
3098 lose_this_stat?"LOSE":"KEEP"); */
3099 }
3100 } 2788 }
3101 }
3102
3103 if (lose_this_stat)
3104 {
3105 this_stat = get_attr_value (&(dep->stats), i);
3106 /* We could try to do something clever like find another
3107 * stat to reduce if this fails. But chances are, if
3108 * stats have been depleted to -50, all are pretty low
3109 * and should be roughly the same, so it shouldn't make a
3110 * difference.
3111 */ 2789 else
3112 if (this_stat >= -50)
3113 { 2790 {
3114 change_attr_value (&(dep->stats), i, -1); 2791 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 SET_FLAG (dep, FLAG_APPLIED);
3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3117 fix_player (op);
3118 lost_a_stat = 1; 2792 lose_this_stat = 0;
2793 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2794 this_stat, keep_chance, loss_chance,
2795 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2796 }
3120 } 2797 }
3121 } 2798 }
2799
2800 if (lose_this_stat)
2801 {
2802 this_stat = get_attr_value (&(dep->stats), i);
2803 /* We could try to do something clever like find another
2804 * stat to reduce if this fails. But chances are, if
2805 * stats have been depleted to -50, all are pretty low
2806 * and should be roughly the same, so it shouldn't make a
2807 * difference.
2808 */
2809 if (this_stat >= -50)
2810 {
2811 change_attr_value (&(dep->stats), i, -1);
2812 SET_FLAG (dep, FLAG_APPLIED);
2813 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2814 op->update_stats ();
2815 lost_a_stat = 1;
2816 }
3122 } 2817 }
2818 }
2819 }
3123 /* If no stat lost, tell the player. */ 2820 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2821 if (!lost_a_stat)
3125 { 2822 {
3126 /* determine_god() seems to not work sometimes... why is this? 2823 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2824 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2825 const char *god = determine_god (op);
3129 2826
3130 if (god && (strcmp (god, "none"))) 2827 if (god && (strcmp (god, "none")))
3131 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2828 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2829 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2830 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2831 }
3135#else 2832#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2834#endif
3138 2835
3139 /* Put a gravestone up where the character 'almost' died. List the 2836 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2837 * exp loss on the stone.
3141 */ 2838 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2839 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2840 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2841 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2842 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2843 tmp->name_pl = buf;
3147 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2844 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3148 tmp->msg = buf; 2845 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2846 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2847 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2848
3152 /**************************************/ 2849 /**************************************/
3153 /* */ 2850 /* */
3154 /* Subtract the experience points, */ 2851 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2852 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2853 /* food, and reset HP's... */
3157 /* */ 2854 /* */
3158 /**************************************/ 2855 /**************************************/
3159 2856
3160 /* remove any poisoning and confusion the character may be suffering. */ 2857 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2858 /* restore player */
3162 at = archetype::find ("poisoning"); 2859 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2860 tmp = present_arch_in_ob (at, op);
3164 2861
3165 if (tmp) 2862 if (tmp)
3166 { 2863 {
3167 tmp->destroy (); 2864 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2865 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2866 }
3170 2867
3171 at = archetype::find ("confusion"); 2868 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2869 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2870 if (tmp)
3174 { 2871 {
3175 tmp->destroy (); 2872 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2873 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2874 }
3178 2875
3179 cure_disease (op, 0); /* remove any disease */ 2876 cure_disease (op, 0); /* remove any disease */
3180 2877
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2878 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2879 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2880 if (op->stats.food < 100)
3184 op->stats.food = 900; 2881 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2882 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2883 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2884 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2885
3189 /* 2886 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2887 * Check to see if the player has any unpaid items. If so, remove them
3191 * the player has any unpaid items. If so, remove them and put them back 2888 * and put them back in the map.
3192 * in the map. 2889 */
3193 */
3194
3195 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2890 remove_unpaid_objects (op->inv, op);
3197 2891
3198 /****************************************/ 2892 /****************************************/
3199 /* */ 2893 /* */
3200 /* Move player to his current respawn- */ 2894 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2895 /* position (usually last savebed) */
3202 /* */ 2896 /* */
3203 /****************************************/ 2897 /****************************************/
3204 2898
3205 enter_player_savebed (op); 2899 enter_player_savebed (op);
3206 2900
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2901 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2902
3213 /* it is possible that the player has blown something up 2903 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2904 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2905 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2906 * on the space that might harm the player.
3217 */ 2907 */
3218 will_kill_again = 0; 2908 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2909 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2910 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2911 will_kill_again |= tmp->attacktype;
3222 2912
3223 if (will_kill_again) 2913 if (will_kill_again)
3224 { 2914 {
3225 object *force; 2915 object *force;
3226 int at; 2916 int at;
3227 2917
3228 force = get_archetype (FORCE_NAME); 2918 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2919 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2920 force->speed = 0.1f;
3231 force->speed_left = -5.0; 2921 force->speed_left = -5.f;
3232 SET_FLAG (force, FLAG_APPLIED); 2922 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2923 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2924 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2925 force->resist[at] = 100;
3236 2926
3237 insert_ob_in_ob (force, op); 2927 insert_ob_in_ob (force, op);
3238 fix_player (op); 2928 op->update_stats ();
3239 2929
3240 } 2930 }
3241 2931
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2932 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3243 return;
3244 } /* NOT_PERMADETH */
3245 else
3246 {
3247 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3248 * should probably be embedded in an else statement.
3249 */
3250
3251 op->contr->party = NULL;
3252 if (settings.set_title == TRUE)
3253 op->contr->own_title[0] = '\0';
3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3255 check_score (op);
3256
3257 if (op->contr->ranges[range_golem])
3258 {
3259 remove_friendly_object (op->contr->ranges[range_golem]);
3260 op->contr->ranges[range_golem]->destroy ();
3261 op->contr->ranges[range_golem] = 0;
3262 }
3263
3264 loot_object (op); /* Remove some of the items for good */
3265 op->remove ();
3266 op->direction = 0;
3267
3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3269 {
3270 delete_character (op->name, 0);
3271 if (settings.resurrection == TRUE)
3272 {
3273 /* save playerfile sans equipment when player dies
3274 ** then save it as player.pl.dead so that future resurrection
3275 ** type spells will work on them nicely
3276 */
3277 delete_character (op->name, 0);
3278 op->stats.hp = op->stats.maxhp;
3279 op->stats.food = 999;
3280
3281 /* set the location of where the person will reappear when */
3282 /* maybe resurrection code should fix map also */
3283 strcpy (op->contr->maplevel, settings.emergency_mapname);
3284 if (op->map != NULL)
3285 op->map = NULL;
3286 op->x = settings.emergency_x;
3287 op->y = settings.emergency_y;
3288 save_player (op, 0);
3289 op->map = map;
3290 /* please see resurrection.c: peterm */
3291 dead_player (op);
3292 }
3293 else
3294 delete_character (op->name, 1);
3295 }
3296
3297 play_again (op);
3298
3299 /* peterm: added to create a corpse at deathsite. */
3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
3301 sprintf (buf, "%s", &op->name);
3302 tmp->name = tmp->name_pl = buf;
3303 tmp->level = op->level;
3304 tmp->x = x;
3305 tmp->y = y;
3306 tmp->msg = gravestone_text (op);
3307 SET_FLAG (tmp, FLAG_UNIQUE);
3308 insert_ob_in_map (tmp, map, NULL, 0);
3309 }
3310} 2933}
3311
3312 2934
3313void 2935void
3314loot_object (object *op) 2936loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2937{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2938 object *tmp, *tmp2, *next;
3317 2939
3318 if (op->container) 2940 op->close_container (); /* close open sack first */
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322 2941
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2942 for (tmp = op->inv; tmp; tmp = next)
3324 { 2943 {
3325 next = tmp->below; 2944 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2945
2946 if (tmp->invisible)
3327 continue; 2947 continue;
2948
3328 tmp->remove (); 2949 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2950 tmp->x = op->x, tmp->y = op->y;
2951
3330 if (tmp->type == CONTAINER) 2952 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2953 loot_object (tmp); /* empty container to ground */
3332 loot_object (tmp); 2954
3333 }
3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2955 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3335 { 2956 {
3336 if (tmp->nrof > 1) 2957 if (tmp->nrof > 1)
3337 { 2958 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2959 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3339 tmp2->destroy (); 2960 tmp2->destroy ();
3350/* 2971/*
3351 * fix_weight(): Check recursively the weight of all players, and fix 2972 * fix_weight(): Check recursively the weight of all players, and fix
3352 * what needs to be fixed. Refresh windows and fix speed if anything 2973 * what needs to be fixed. Refresh windows and fix speed if anything
3353 * was changed. 2974 * was changed.
3354 */ 2975 */
3355
3356void 2976void
3357fix_weight (void) 2977fix_weight (void)
3358{ 2978{
3359 player *pl; 2979 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 2980 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2981 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 2982
3365 if (old == sum) 2983 if (old == sum)
3366 continue; 2984 continue;
3367 fix_player (pl->ob); 2985 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2986 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 2987 }
3370} 2988}
3371 2989
3372void 2990void
3373fix_luck (void) 2991fix_luck (void)
3374{ 2992{
3375 player *pl; 2993 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 2994 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 2995 pl->ob->change_luck (0);
3380} 2996}
3381
3382 2997
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 2998/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 2999 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3000 * just treat this as any other spell casting object.
3386 */ 3001 */
3387
3388void 3002void
3389cast_dust (object *op, object *throw_ob, int dir) 3003cast_dust (object *op, object *throw_ob, int dir)
3390{ 3004{
3391 object *skop, *spob; 3005 object *skop, *spob;
3392 3006
3426 if (op->type == PLAYER) 3040 if (op->type == PLAYER)
3427 { 3041 {
3428 op->contr->tmp_invis = 0; 3042 op->contr->tmp_invis = 0;
3429 op->contr->invis_race = 0; 3043 op->contr->invis_race = 0;
3430 } 3044 }
3045
3431 update_object (op, UP_OBJ_FACE); 3046 update_object (op, UP_OBJ_CHANGE);
3432} 3047}
3433 3048
3434int 3049int
3435is_true_undead (object *op) 3050is_true_undead (object *op)
3436{ 3051{
3437 object *tmp = NULL;
3438
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3052 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3053 return 1;
3441 3054
3442 if (op->type == PLAYER)
3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3447 return 0; 3055 return 0;
3448} 3056}
3449 3057
3450/* look at the surrounding terrain to determine 3058/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3059 * the hideability of this object. Positive levels
3493/* For Hidden creatures - a chance of becoming 'unhidden' 3101/* For Hidden creatures - a chance of becoming 'unhidden'
3494 * every time they move - as we subtract off 'invisibility' 3102 * every time they move - as we subtract off 'invisibility'
3495 * AND, for players, if they move into a ridiculously unhideable 3103 * AND, for players, if they move into a ridiculously unhideable
3496 * spot (surrounded by clear terrain in broad daylight). -b.t. 3104 * spot (surrounded by clear terrain in broad daylight). -b.t.
3497 */ 3105 */
3498
3499void 3106void
3500do_hidden_move (object *op) 3107do_hidden_move (object *op)
3501{ 3108{
3502 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3503 object *skop; 3110 object *skop;
3507 3114
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3115 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3509 3116
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 3117 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 3118 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 3119 if (!skop || num >= skop->level)
3514 { 3120 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3121 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 3122 make_visible (op);
3517 return; 3123 return;
3518 } 3124 }
3519 else 3125 else
3520 num += 20; 3126 num += 20;
3521 } 3127
3522 num += op->map->difficulty; 3128 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 3129 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 3130 num -= hide;
3131
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3132 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 3133 {
3527 make_visible (op); 3134 make_visible (op);
3528 if (op->type == PLAYER) 3135 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3136 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 3137 }
3531 else if (op->type == PLAYER && skop) 3138 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3139 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 3140}
3536 3141
3537/* determine if who is standing near a hostile creature. */ 3142/* determine if who is standing near a hostile creature. */
3538 3143
3539int 3144int
3566 if (mflags & P_OUT_OF_MAP) 3171 if (mflags & P_OUT_OF_MAP)
3567 continue; 3172 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3173 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3174 continue;
3570 3175
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3176 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3177 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3178 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3179 return 1;
3575 else if (tmp->type == PLAYER) 3180 else if (tmp->type == PLAYER)
3576 { 3181 {
3606 if (pl->type != PLAYER) 3211 if (pl->type != PLAYER)
3607 { 3212 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3213 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3214 return -1;
3610 } 3215 }
3216
3611 if (!pl || !op) 3217 if (!pl || !op)
3612 return 0; 3218 return 0;
3613 3219
3614 if (op->head)
3615 {
3616 op = op->head; 3220 op = op->head_ ();
3617 } 3221
3618 get_rangevector (pl, op, &rv, 0x1); 3222 get_rangevector (pl, op, &rv, 0x1);
3619 3223
3620 /* starting with the 'head' part, lets loop 3224 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3225 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3226 * part that is in the los array but isnt on
3630 3234
3631 /* only the viewable area the player sees is updated by LOS 3235 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3236 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3237 * for any meaningful values.
3634 */ 3238 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3239 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3240 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3241 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3242 return 1;
3639 op = op->more; 3243 op = op->more;
3640 } 3244 }
3641 return 0; 3245 return 0;
3642} 3246}
3739 char buf[MAX_BUF]; /* tmp. string buffer */ 3343 char buf[MAX_BUF]; /* tmp. string buffer */
3740 int i = 0, j = 0; 3344 int i = 0, j = 0;
3741 3345
3742 /* get the appropriate treasurelist */ 3346 /* get the appropriate treasurelist */
3743 if (atnr == ATNR_FIRE) 3347 if (atnr == ATNR_FIRE)
3744 trlist = find_treasurelist ("dragon_ability_fire"); 3348 trlist = treasurelist::find ("dragon_ability_fire");
3745 else if (atnr == ATNR_COLD) 3349 else if (atnr == ATNR_COLD)
3746 trlist = find_treasurelist ("dragon_ability_cold"); 3350 trlist = treasurelist::find ("dragon_ability_cold");
3747 else if (atnr == ATNR_ELECTRICITY) 3351 else if (atnr == ATNR_ELECTRICITY)
3748 trlist = find_treasurelist ("dragon_ability_elec"); 3352 trlist = treasurelist::find ("dragon_ability_elec");
3749 else if (atnr == ATNR_POISON) 3353 else if (atnr == ATNR_POISON)
3750 trlist = find_treasurelist ("dragon_ability_poison"); 3354 trlist = treasurelist::find ("dragon_ability_poison");
3751 3355
3752 if (trlist == NULL || who->type != PLAYER) 3356 if (trlist == NULL || who->type != PLAYER)
3753 return; 3357 return;
3754 3358
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3359 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3360
3757 if (tr == NULL || tr->item == NULL) 3361 if (!tr || !tr->item)
3758 { 3362 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3363 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3364 return;
3761 } 3365 }
3762 3366
3828 { 3432 {
3829 /* forces in the treasurelist can alter the player's stats */ 3433 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3434 object *skin;
3831 3435
3832 /* first get the dragon skin force */ 3436 /* first get the dragon skin force */
3437 shstr_cmp dragon_skin_force ("dragon_skin_force");
3833 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3438 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3439 ;
3440
3834 if (skin == NULL) 3441 if (!skin)
3835 return; 3442 return;
3836 3443
3837 /* adding new spellpath attunements */ 3444 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3445 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3446 {
3884 * not readied. 3491 * not readied.
3885 */ 3492 */
3886void 3493void
3887player_unready_range_ob (player *pl, object *ob) 3494player_unready_range_ob (player *pl, object *ob)
3888{ 3495{
3889 rangetype i; 3496 if (pl->ob->current_weapon == ob)
3497 pl->ob->current_weapon = 0;
3890 3498
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3499 if (pl->combat_ob == ob)
3892 { 3500 pl->combat_ob = 0;
3501
3893 if (pl->ranges[i] == ob) 3502 if (pl->ranged_ob == ob)
3894 { 3503 pl->ranged_ob = 0;
3895 pl->ranges[i] = NULL;
3896 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none;
3899 }
3900 }
3901 }
3902} 3504}
3505
3506sint8
3507player::visibility_at (maptile *map, int x, int y) const
3508{
3509 if (!ns)
3510 return 0;
3511
3512 int dx, dy;
3513 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3514 return 0;
3515
3516 x += dx - ns->current_x + ns->mapx / 2;
3517 y += dy - ns->current_y + ns->mapy / 2;
3518
3519 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3520 return 0;
3521
3522 return 100 - blocked_los [x][y];
3523}

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