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

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#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::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (ob);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329}
330
331player::player ()
332{
333 /* There are some elements we want initialised to non zero value -
334 * we deal with that below this point.
335 */
336 outputs_sync = 4;
337 outputs_count = 4;
338 unapply = unapply_nochoice;
339
340 savebed_map = first_map_path; /* Init. respawn position */
341
342 gen_sp_armour = 10;
343 bowtype = bow_normal;
344 petmode = pet_normal;
345 listening = 10;
346 usekeys = containers;
347 peaceful = 1; /* default peaceful */
348 do_los = 1;
349
350 weapon_sp = 1.0f;
351 weapon_sp_left = 0.5f;
352}
353
354void
355player::do_destroy ()
356{
357 disconnect ();
358
359 attachable::do_destroy ();
360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
366}
367
368player::~player ()
369{
370 /* Clear item stack */
371 free (stack_items);
372}
373
300/* Tries to add player on the connection passwd in ns. 374/* 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 375 * All we can really get in this is some settings like host and display
302 * mode. 376 * mode.
303 */ 377 */
304 378player *
305int 379player::create ()
306add_player (client_socket *ns)
307{ 380{
308 player *p = new player; 381 player *pl = new player;
309 382
310 p->socket = ns; 383 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 384
313 p->next = first_player; 385 pl->ob->roll_stats ();
314 first_player = p; 386 pl->ob->stats.wc = 2;
387 pl->ob->run_away = 25; /* Then we panick... */
315 388
316 p = get_player (p);
317
318 set_first_map (p->ob); 389 set_first_map (pl->ob);
319 390
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; 391 return pl;
328} 392}
329 393
330/* 394/*
331 * get_player_archetype() return next player archetype from archetype 395 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 396 * list. Not very efficient routine, but used only creating new players.
341 { 405 {
342 if (at == NULL || at->next == NULL) 406 if (at == NULL || at->next == NULL)
343 at = first_archetype; 407 at = first_archetype;
344 else 408 else
345 at = at->next; 409 at = at->next;
410
346 if (at->clone.type == PLAYER) 411 if (at->clone.type == PLAYER)
347 return at; 412 return at;
413
348 if (at == start) 414 if (at == start)
349 { 415 {
350 LOG (llevError, "No Player archetypes\n"); 416 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 417 exit (-1);
352 } 418 }
353 } 419 }
354} 420}
355 421
356
357object * 422object *
358get_nearest_player (object *mon) 423get_nearest_player (object *mon)
359{ 424{
360 object *op = NULL; 425 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 426 objectlink *ol;
363 unsigned lastdist; 427 unsigned lastdist;
364 rv_vector rv; 428 rv_vector rv;
365 429
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 431 {
368 /* We should not find free objects on this friendly list, but it 432 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it. 433 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 434 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 435 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 439 object *tmp = ol->ob;
376 440
377 /* Can't do much more other than log the fact, because the object 441 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared. 442 * itself will have been cleared.
379 */ 443 */
380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 444 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445 tmp->debug_desc ());
381 ol = ol->next; 446 ol = ol->next;
382 remove_friendly_object (tmp); 447 remove_friendly_object (tmp);
383 if (!ol) 448 if (!ol)
384 return op; 449 return op;
385 } 450 }
398 { 463 {
399 op = ol->ob; 464 op = ol->ob;
400 lastdist = rv.distance; 465 lastdist = rv.distance;
401 } 466 }
402 } 467 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 468
404 { 469 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 470 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 471 if (lastdist > rv.distance)
409 { 472 {
410 op = pl->ob; 473 op = pl->ob;
411 lastdist = rv.distance; 474 lastdist = rv.distance;
412 } 475 }
413 } 476
414 }
415#if 0 477#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 478 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 479#endif
418 return op; 480 return op;
419} 481}
437 * circling behaviour. Unfortunately, this function is also used to determined 499 * 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 500 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 501 * is probably not a good thing.
440 */ 502 */
441#define MAX_SPACES 50 503#define MAX_SPACES 50
442
443 504
444/* 505/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 506 * 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 507 * 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 508 * player and if path is blocked then see if blockage is close enough to player that
478 x = mon->x; 539 x = mon->x;
479 y = mon->y; 540 y = mon->y;
480 m = mon->map; 541 m = mon->map;
481 dir = rv.direction; 542 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 543 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
483 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 544 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
545
484 /* If we can't solve it within the search distance, return now. */ 546 /* If we can't solve it within the search distance, return now. */
485 if (diff > max) 547 if (diff > max)
486 return 0; 548 return 0;
549
487 while (diff > 1 && max > 0) 550 while (diff > 1 && max > 0)
488 { 551 {
489 lastx = x; 552 lastx = x;
490 lasty = y; 553 lasty = y;
491 lastmap = m; 554 lastmap = m;
573 max--; 636 max--;
574 lastdir = dir; 637 lastdir = dir;
575 if (!firstdir) 638 if (!firstdir)
576 firstdir = dir; 639 firstdir = dir;
577 } 640 }
641
578 if (diff <= 1) 642 if (diff <= 1)
579 { 643 {
580 /* Recalculate diff (distance) because we may not have actually 644 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 645 * headed toward player for entire distance.
582 */ 646 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 647 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); 648 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 649 }
650
586 if (diff > max) 651 if (diff > max)
587 return 0; 652 return 0;
588 } 653 }
654
589 /* If we reached the max, didn't find a direction in time */ 655 /* If we reached the max, didn't find a direction in time */
590 if (!max) 656 if (!max)
591 return 0; 657 return 0;
592 658
593 return firstdir; 659 return firstdir;
686 /* Need to set up the skill pointers */ 752 /* Need to set up the skill pointers */
687 link_player_skills (pl); 753 link_player_skills (pl);
688} 754}
689 755
690void 756void
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) 757get_party_password (object *op, partylist *party)
775{ 758{
776 if (party == NULL) 759 if (party == NULL)
777 { 760 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 761 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 762 return;
780 } 763 }
764
781 op->contr->write_buf[0] = '\0'; 765 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 766 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 767 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 768 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 769}
786
787 770
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 771/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 772static int
790roll_stat (void) 773roll_stat (void)
791{ 774{
792 int a[4], i, j, k; 775 int a[4], i, j, k;
793 776
794 for (i = 0; i < 4; i++) 777 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 778 a[i] = (int) rndm (6) + 1;
796 779
797 for (i = 0, j = 0, k = 7; i < 4; i++) 780 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 781 if (a[i] < k)
799 k = a[i], j = i; 782 k = a[i], j = i;
800 783
801 for (i = 0, k = 0; i < 4; i++) 784 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 785 if (i != j)
804 k += a[i]; 786 k += a[i];
805 } 787
806 return k; 788 return k;
807} 789}
808 790
809void 791void
810roll_stats (object *op) 792object::roll_stats ()
811{ 793{
794 int statsort [NUM_STATS];
795
796 for (;;)
797 {
812 int sum = 0; 798 int sum = 0;
813 int i = 0, j = 0; 799 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 800 sum += statsort [i] = roll_stat ();
815 801
816 do 802 if (sum >= 82 && sum <= 116)
803 break;
817 { 804 }
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);
828 805
829 /* Sort the stats so that rerolling is easier... */ 806 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 807 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;
837 808
838 /* a quick and dirty bubblesort? */ 809 for (int i = 0; i < NUM_STATS; ++i)
839 do 810 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);
854 811
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; 812 stats.exp = 0;
874 op->stats.ac = 0; 813 stats.ac = 0;
875 814
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; 815 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 816 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
821 contr->levhp[1] = 9;
822 contr->levsp[1] = 6;
823 contr->levgrace[1] = 3;
824
884 op->contr->orig_stats = op->stats; 825 contr->orig_stats = stats;
826 }
885} 827}
886 828
887void 829void
888Roll_Again (object *op) 830object::swap_stats (int a, int b)
889{ 831{
890 esrv_new_player (op->contr, 0); 832 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}
894 833
895void 834 for (int i = 0; i < NUM_STATS; ++i)
896Swap_Stat (object *op, int Swap_Second) 835 stats.stat (i) = contr->orig_stats.stat (i);
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
897{ 861{
898 signed char tmp;
899 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
900 863
901 if (op->contr->Swap_First == -1) 864 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); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 866 //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); 867 //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} 868}
1016 869
1017/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1021 * not the class. 874 * not the class.
1022 */ 875 */
1023 876void
1024int 877player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 878{
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 */ 879 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 881
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 883 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, ob, 0, 0, 0);
1045 885
1046 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
1048 888
1049 op->contr->state = ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
1050 890
1051 if (op->msg) 891 if (ob->msg)
1052 op->msg = NULL; 892 ob->msg = 0;
1053 893
1054 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1055 * to save here. 895 * to save here.
1056 */ 896 */
897 {
898 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 900 make_path_to_file (buf);
901 }
1059 902
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 903 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 905 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 906 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 907 esrv_send_inventory (ob, ob);
1068 fix_player (op); 908 ob->update_stats ();
1069 909
1070 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
1071 * is one for this race 911 * is one for this race
1072 */ 912 */
1073 if (*first_map_ext_path) 913 if (*first_map_ext_path)
1074 { 914 {
1075 object *tmp; 915 object *tmp;
1076 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
1077 917
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1079 tmp = object::create (); 919 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = ob->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded; 923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
1085 * default initial map */ 925 * default initial map */
1086 tmp->destroy (); 926 tmp->destroy ();
1087 } 927 }
1088 else 928 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 930}
1092 return 0;
1093 }
1094 931
932void
933player::chargen_race_next ()
934{
1095 /* Following actually changes the race - this is the default command 935 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 936 * if we don't match with one of the options above.
1097 */ 937 */
1098 938
1099 tmp_loop = 0; 939 do
1100 while (!tmp_loop)
1101 { 940 {
1102 shstr name = op->name; 941 shstr name = ob->name;
1103 int x = op->x, y = op->y; 942 int x = ob->x, y = ob->y;
1104 943
1105 remove_statbonus (op); 944 ob->remove_statbonus ();
1106 op->remove (); 945 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 946 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 947 ob->arch->clone.copy_to (ob);
1109 op->instantiate (); 948 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 949 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 950 ob->name = ob->name_pl = name;
1112 op->x = x; 951 ob->x = x;
1113 op->y = y; 952 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 955 assign (ob->contr->title, ob->arch->clone.name);
1117 add_statbonus (op); 956 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 957 }
958 while (!allowed_class (ob));
1120 959
1121 update_object (op, UP_OBJ_FACE); 960 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 962 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 963 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 964 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 965 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} 966}
1183 967
1184void 968void
1185flee_player (object *op) 969flee_player (object *op)
1186{ 970{
1216 { 1000 {
1217 op->enemy = NULL; 1001 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1003 return;
1220 } 1004 }
1005
1221 get_rangevector (op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1222 1007
1223 dir = absdir (4 + rv.direction); 1008 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1009 for (diff = 0; diff < 3; diff++)
1225 { 1010 {
1226 int m = 1 - (RANDOM () & 2); 1011 int m = 1 - (RANDOM () & 2);
1227 1012
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1014 return;
1231 }
1232 } 1015 }
1016
1233 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1019 op->enemy = NULL;
1236} 1020}
1237 1021
1238
1239/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* check_pick sees if there is stuff to be picked up/picks up stuff.
1240 * IT returns 1 if the player should keep on moving, 0 if he should 1023 * It returns 1 if the player should keep on moving, 0 if he should
1241 * stop. 1024 * stop.
1242 */ 1025 */
1243int 1026int
1244check_pick (object *op) 1027check_pick (object *op)
1245{ 1028{
1246 object *tmp, *next; 1029 object *tmp, *next;
1247 int stop = 0; 1030 int stop = 0;
1248 int j, k, wvratio; 1031 int wvratio;
1249 char putstring[128], tmpstr[16]; 1032 char putstring[128];
1250 1033
1251 /* if you're flying, you cna't pick up anything */ 1034 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1035 if (op->move_type & MOVE_FLYING)
1253 return 1; 1036 return 1;
1254 1037
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 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)))); 1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1108 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1109 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)))); 1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1112 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 } 1113 }
1114
1359 /* philosophy: 1115 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1116 * It's easy to grab an item type from a pile, as long as it's
1361 * generic. This takes no game-time. For more detailed pickups 1117 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1118 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1119 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1120 * example.
1365 * The drawback: right now it has no frontend, so you need to 1121 * The drawback: right now it has no frontend, so you need to
1366 * stick the bits you want into a calculator in hex mode and then 1122 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1123 * convert to decimal and then 'pickup <#>
1618 * found object is returned. 1374 * found object is returned.
1619 */ 1375 */
1620object * 1376object *
1621find_arrow (object *op, const char *type) 1377find_arrow (object *op, const char *type)
1622{ 1378{
1623 object *tmp = NULL; 1379 object *tmp = 0;
1624 1380
1625 for (op = op->inv; op; op = op->below) 1381 for (op = op->inv; op; op = op->below)
1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1627 tmp = find_arrow (op, type); 1383 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1384 else if (op->type == ARROW && op->race == type)
1629 return op; 1385 return op;
1386
1630 return tmp; 1387 return tmp;
1631} 1388}
1632 1389
1633/* 1390/*
1634 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1635 * against the target. A full test is not performed, simply a basic test 1392 * against the target. A full test is not performed, simply a basic test
1636 * of resistances. The archer is making a quick guess at what he sees down 1393 * of resistances. The archer is making a quick guess at what he sees down
1637 * the hall. Failing that it does it's best to pick the highest plus arrow. 1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1638 */ 1395 */
1639
1640object * 1396object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1397find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1398{
1643 object *tmp = NULL, *arrow, *ntmp; 1399 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1400 int attacknum, attacktype, betterby = 0, i;
1710 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1467 * op = the shooter
1712 * type = bow->race 1468 * type = bow->race
1713 * dir = fire direction 1469 * dir = fire direction
1714 */ 1470 */
1715
1716object * 1471object *
1717pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1718{ 1473{
1719 object *tmp = NULL; 1474 object *tmp = NULL;
1720 maptile *m; 1475 maptile *m;
1785 */ 1540 */
1786int 1541int
1787fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1788{ 1543{
1789 object *left, *bow; 1544 object *left, *bow;
1790 int bowspeed, mflags; 1545 int mflags;
1791 maptile *m; 1546 maptile *m;
1792 1547
1793 if (!dir) 1548 if (!dir)
1794 { 1549 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1551 return 0;
1797 } 1552 }
1798 if (op->type == PLAYER) 1553
1799 bow = op->contr->ranges[range_bow]; 1554 if (op->contr)
1555 bow = op->current_weapon;
1800 else 1556 else
1801 { 1557 {
1802 for (bow = op->inv; bow; bow = bow->below) 1558 for (bow = op->inv; bow; bow = bow->below)
1803 /* Don't check for applied - monsters don't apply bows - in that way, they 1559 /* Don't check for applied - monsters don't apply bows - in that way, they
1804 * don't need to switch back and forth between bows and weapons. 1560 * don't need to switch back and forth between bows and weapons.
1809 if (!bow) 1565 if (!bow)
1810 { 1566 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1568 return 0;
1813 } 1569 }
1570
1571 // optimisation: move object to top so we will find it quickly again
1572 if (bow->below)
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1814 } 1578 }
1579
1815 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1816 { 1581 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1583 return 0;
1819 } 1584 }
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 1585
1829 if (arrow == NULL) 1586 if (arrow == NULL)
1830 { 1587 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1589 {
1833 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1835 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1836 else 1593 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1838 return 0; 1596 return 0;
1839 } 1597 }
1840 } 1598 }
1599
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1601 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1602 return 0;
1845 } 1603
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1605 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1606 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1607 return 0;
1850 } 1608 }
1856 return 0; 1614 return 0;
1857 } 1615 }
1858 1616
1859 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1619 if (!arrow)
1862 { 1620 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1622 return 0;
1865 } 1623 }
1624
1866 arrow->set_owner (op); 1625 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1627 arrow->direction = dir;
1870 arrow->x = sx; 1628
1871 arrow->y = sy; 1629 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1630 arrow->stats.hp = arrow->stats.dam;
1631 arrow->stats.grace = arrow->attacktype;
1632
1633 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying);
1635
1636#if 0
1637 if (player *pl = op->contr)
1638 {
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648 }
1649#endif
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652
1653 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1655 + bow->stats.dam / 7.f;
1656
1657 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1872 1661
1873 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1874 { 1663 {
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; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 wc -= dex_bonus[op->stats.Dex];
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1908 } 1671 }
1909 else 1672 else
1910 { 1673 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1674 arrow->level = op->level;
1913 } 1675 arrow->stats.wc -= bow->magic;
1914 1676
1915 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1916 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1917 1682
1918 if (bow->slaying != NULL) 1683 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1685
1921 arrow->map = m; 1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1689
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1927 1692
1928 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1694 move_arrow (arrow);
1930 1695
1931 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1951{ 1716{
1952 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1953 1718
1954 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1955 { 1720 {
1956 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1957 } 1722 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1724 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1726 wcmod = -1;
1727
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1729 }
1964 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1965 { 1731 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1970 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1737 {
1972 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1973 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1974 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1975
1976 } 1741 }
1977 else 1742 else
1978 { 1743 {
1979 /* Simple case */ 1744 /* Simple case */
1980 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 } 1746 }
1747
1982 return ret; 1748 return ret;
1983} 1749}
1984
1985 1750
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
1988 */ 1753 */
1989void 1754void
1990fire_misc_object (object *op, int dir) 1755fire_misc_object (object *op, int dir)
1991{ 1756{
1992 object *item; 1757 object *item = op->contr->ranged_ob;
1993 1758
1994 if (!op->contr->ranges[range_misc]) 1759 if (!item)
1995 { 1760 {
1996 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1997 return; 1762 return;
1998 } 1763 }
1999 1764
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1765 if (!item->inv)
2002 { 1766 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1768 return;
2005 } 1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
2006 if (item->type == WAND) 1774 if (item->type == WAND)
2007 { 1775 {
2008 if (item->stats.food <= 0) 1776 if (item->stats.food <= 0)
2009 { 1777 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 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)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780
2012 return; 1781 return;
2013 } 1782 }
2014 } 1783 }
2015 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
2016 { 1785 {
2017 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2018 { 1787 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
2020 if (item->type == ROD) 1790 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)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2022 else 1792 else
2023 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794
2024 return; 1795 return;
2025 } 1796 }
2026 } 1797 }
2027 1798
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1799 if (cast_spell (op, item, dir, item->inv, NULL))
2036 1807
2037 if (item->arch) 1808 if (item->arch)
2038 { 1809 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1810 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1811 item->face = item->arch->clone.face;
2041 item->speed = 0; 1812 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1813 }
1814
2044 if ((tmp = is_player_inv (item))) 1815 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1816 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1817 }
2047 } 1818 }
2048 else if (item->type == ROD || item->type == HORN) 1819 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1820 drain_rod_charge (item);
2051 }
2052 } 1821 }
2053} 1822}
2054 1823
2055/* Received a fire command for the player - go and do it. 1824/* Received a fire command for the player - go and do it.
2056 */ 1825 */
2057void 1826bool
2058fire (object *op, int dir) 1827fire (object *op, int dir)
2059{ 1828{
2060 int spellcost = 0; 1829 int spellcost = 0;
2061 1830
2062 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
2064 make_visible (op); 1833 make_visible (op);
2065 1834
2066 switch (op->contr->shoottype) 1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1838 {
1839 control_golem (op->contr->golem, dir);
1840 return false;
2067 { 1841 }
2068 case range_none:
2069 return;
2070 1842
2071 case range_bow: 1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return false;
1847
1848 if (!op->change_weapon (ob))
1849 return false;
1850
1851 if (op->speed_left > 0.f)
1852 --op->speed_left;
1853 else
1854 return false;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
2072 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
2073 return; 1860 break;
2074 1861
2075 case range_magic: /* Casting spells */ 1862 case SPELL:
2076 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2077 return; 1864 break;
2078 1865
2079 case range_misc: 1866 case BUILDER:
1867 apply_map_builder (op, dir);
1868 break;
1869
1870 case SKILL:
1871 do_skill (op, op, ob, dir, 0);
1872 break;
1873
1874 default:
2080 fire_misc_object (op, dir); 1875 fire_misc_object (op, dir);
2081 return; 1876 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 } 1877 }
2109}
2110 1878
2111 1879 return true;
1880}
2112 1881
2113/* find_key 1882/* find_key
2114 * We try to find a key for the door as passed. If we find a key 1883 * We try to find a key for the door as passed. If we find a key
2115 * and successfully use it, we return the key, otherwise NULL 1884 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1885 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1887 * pl is the player,
2119 * inv is the objects inventory to searched 1888 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1889 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1890 * This function can be called recursively to search containers.
2122 */ 1891 */
2123
2124object * 1892object *
2125find_key (object *pl, object *container, object *door) 1893find_key (object *pl, object *container, object *door)
2126{ 1894{
2127 object *tmp, *key; 1895 object *tmp, *key;
2128 1896
2129 /* Should not happen, but sanity checking is never bad */ 1897 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1898 if (!container->inv)
2131 return NULL; 1899 return 0;
2132 1900
2133 /* First, lets try to find a key in the top level inventory */ 1901 /* First, lets try to find a key in the top level inventory */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1903 {
2136 if (door->type == DOOR && tmp->type == KEY) 1904 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1905 break;
2138 /* For sanity, we should really check door type, but other stuff 1906 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1907 * (like containers) can be locked with special keys
2140 */ 1908 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1910 break;
2143 } 1911 }
1912
2144 /* No key found - lets search inventories now */ 1913 /* No key found - lets search inventories now */
2145 /* If we find and use a key in an inventory, return at that time. 1914 /* If we find and use a key in an inventory, return at that time.
2146 * otherwise, if we search all the inventories and still don't find 1915 * otherwise, if we search all the inventories and still don't find
2147 * a key, return 1916 * a key, return
2148 */ 1917 */
2149 if (!tmp) 1918 if (!tmp)
2150 { 1919 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1920 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1921 {
2153 /* No reason to search empty containers */ 1922 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1923 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1924 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1925 if ((key = find_key (pl, tmp, door)))
2157 return key; 1926 return key;
2158 } 1927 }
2159 } 1928 }
1929
2160 if (!tmp) 1930 if (!tmp)
2161 return NULL; 1931 return NULL;
2162 } 1932 }
1933
2163 /* We get down here if we have found a key. Now if its in a container, 1934 /* We get down here if we have found a key. Now if its in a container,
2164 * see if we actually want to use it 1935 * see if we actually want to use it
2165 */ 1936 */
2166 if (pl != container) 1937 if (pl != container)
2167 { 1938 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1959 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)); 1960 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1961 return NULL;
2191 } 1962 }
2192 } 1963 }
1964
2193 return tmp; 1965 return tmp;
2194} 1966}
2195 1967
2196/* moved door processing out of move_player_attack. 1968/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1969 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1971 * 0 otherwise
2200 */ 1972 */
2201static int 1973static int
2202player_attack_door (object *op, object *door) 1974player_attack_door (object *op, object *door)
2203{ 1975{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1976 /* If its a door, try to find a key. If we do destroy the door,
2206 * might as well return immediately as there is nothing more to do - 1977 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1978 * otherwise, we fall through to the rest of the code.
2208 */ 1979 */
2209 object *key = find_key (op, op, door); 1980 object *key = find_key (op, op, door);
2210 1981
2211 /* IF we found a key, do some extra work */ 1982 /* If we found a key, do some extra work */
2212 if (key) 1983 if (key)
2213 { 1984 {
2214 object *container = key->env; 1985 object *container = key->env;
2215 1986
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
2217 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2218 make_visible (op); 1990 make_visible (op);
1991
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1993 spring_trap (door->inv, op);
1994
2221 if (door->type == DOOR) 1995 if (door->type == DOOR)
2222 {
2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2226 { 1998 {
2227 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1999 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2228 remove_door2 (door); /* remove door without violence ;-) */ 2000 remove_door2 (door); /* remove door without violence ;-) */
2229 } 2001 }
2002
2230 /* Do this after we print the message */ 2003 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 2004 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 2005 /* Need to update the weight the container the key was in */
2233 if (container != op) 2006 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 2007 esrv_update_item (UPD_WEIGHT, op, container);
2008
2235 return 1; /* Nothing more to do below */ 2009 return 1; /* Nothing more to do below */
2236 } 2010 }
2237 else if (door->type == LOCKED_DOOR) 2011 else if (door->type == LOCKED_DOOR)
2238 { 2012 {
2239 /* Might as well return now - no other way to open this */ 2013 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 2015 return 1;
2242 } 2016 }
2017
2243 return 0; 2018 return 0;
2244} 2019}
2245 2020
2246/* This function is just part of a breakup from move_player. 2021/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2023 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2024 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2025 * going to try and move (not fire weapons).
2251 */ 2026 */
2252 2027bool
2253void
2254move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2255{ 2029{
2256 object *tmp, *mon;
2257 sint16 nx, ny;
2258 int on_battleground; 2030 int on_battleground;
2259 maptile *m;
2260 2031
2261 nx = freearr_x[dir] + op->x; 2032 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2033 sint16 ny = freearr_y[dir] + op->y;
2263 2034
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2035 on_battleground = op_on_battleground (op, 0, 0);
2036
2037 if (out_of_map (op->map, nx, ny))
2038 return false;
2039
2040 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2041 {
2042 --op->speed_left;
2043 return true;
2044 }
2265 2045
2266 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2267 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2268 * want to be calling move_ob if braced, because move_ob will move the 2048 * want to be calling move_ob if braced, because move_ob will move the
2269 * player. This is a pretty nasty hack, because if we could 2049 * 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 2050 * 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 2051 * 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 2052 * quite a bit of processing. However, it probably is less than what
2273 * move_ob uses. 2053 * move_ob uses.
2274 */ 2054 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 maptile *m = op->map->xy_find (nx, ny);
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 2056
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 2057 /* 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. 2058 * 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 2059 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2060 * on the space
2297 */ 2061 */
2298 while (tmp != NULL) 2062 object *mon;
2299 { 2063 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2300 if (tmp == op) 2064 {
2301 { 2065 if ((mon->flag [FLAG_ALIVE]
2302 tmp = tmp->above; 2066 || mon->type == LOCKED_DOOR
2303 continue; 2067 || mon->flag [FLAG_CAN_ROLL])
2304 }
2305
2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2307 {
2308 mon = tmp; 2068 && mon != op)
2309 break; 2069 break;
2310 } 2070 }
2311 2071
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 */ 2072 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2073 return false; /* into a wall */
2320 2074
2321 if (mon->head != NULL)
2322 mon = mon->head; 2075 mon = mon->head_ ();
2323 2076
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (op->contr->weapon_sp_left > 0.f)
2325 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2080 {
2081 --op->contr->weapon_sp_left;
2326 return; 2082 return true;
2083 }
2327 2084
2328 /* The following deals with possibly attacking peaceful 2085 /* The following deals with possibly attacking peaceful
2329 * or frienddly creatures. Basically, all players are considered 2086 * or friendly creatures. Basically, all players are considered
2330 * unaggressive. If the moving player has peaceful set, then the 2087 * unaggressive. If the moving player has peaceful set, then the
2331 * object should be pushed instead of attacked. It is assumed that 2088 * object should be pushed instead of attacked. It is assumed that
2332 * if you are braced, you will not attack friends accidently, 2089 * if you are braced, you will not attack friends accidently,
2333 * and thus will not push them. 2090 * and thus will not push them.
2334 */ 2091 */
2335 2092
2336 /* If the creature is a pet, push it even if the player is not 2093 /* If the creature is a pet, push it even if the player is not
2337 * peaceful. Our assumption is the creature is a pet if the 2094 * peaceful. Our assumption is the creature is a pet if the
2338 * player owns it and it is either friendly or unagressive. 2095 * player owns it and it is either friendly or unagressive.
2339 */ 2096 */
2340 if ((op->type == PLAYER) 2097 if (op->type == PLAYER
2341#if COZY_SERVER
2342 &&
2343 ((mon->owner && mon->owner->contr 2098 && ((mon->owner && mon->owner->contr
2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2099 && same_party (mon->owner->contr->party, op->contr->party))
2345#else
2346 && mon->owner == op 2100 || mon->owner == op)
2347#endif
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2102 {
2350 /* If we're braced, we don't want to switch places with it */ 2103 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced) 2104 if (op->contr->braced)
2352 return; 2105 return false;
2106
2107 if (op->speed_left > 0.f)
2108 {
2109 --op->speed_left;
2110
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2113
2355 if (op->contr->tmp_invis || op->hide) 2114 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2115 make_visible (op);
2116
2357 return; 2117 return true;
2358 } 2118 }
2119 else
2120 return false;
2121 }
2359 2122
2360 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2362 * someone, but put it inside this loop so that you won't 2125 * someone, but put it inside this loop so that you won't
2363 * attack them either. 2126 * attack them either.
2364 */ 2127 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op)
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2129 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2367#ifdef PROHIBIT_PLAYERKILL 2130 && ((op->contr->peaceful
2368 (op->contr->peaceful 2131 || (mon->type == PLAYER && mon->contr->peaceful))
2369 || (mon->type == PLAYER 2132 && !on_battleground))
2370 && mon->contr-> 2133 {
2371 peaceful)) && 2134 if (op->speed_left > 0.f)
2372#else
2373 op->contr->peaceful &&
2374#endif
2375 !on_battleground))
2376 { 2135 {
2136 --op->speed_left;
2137
2377 if (!op->contr->braced) 2138 if (!op->contr->braced)
2378 { 2139 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2381 } 2142 }
2382 else 2143 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2145
2386 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2147 make_visible (op);
2388 }
2389 2148
2149 return true;
2150 }
2151 }
2390 /* If the object is a boulder or other rollable object, then 2152 /* 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. 2153 * roll it if not braced. You can't roll it if you are braced.
2392 */ 2154 */
2393 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2156 {
2157 if (op->speed_left > 0.f)
2394 { 2158 {
2159 --op->speed_left;
2160
2395 recursive_roll (mon, dir, op); 2161 recursive_roll (mon, dir, op);
2396 if (action_makes_visible (op)) 2162 if (action_makes_visible (op))
2397 make_visible (op); 2163 make_visible (op);
2398 }
2399 2164
2165 return true;
2166 }
2167 }
2400 /* Any generic living creature. Including things like doors. 2168 /* Any generic living creature. Including things like doors.
2401 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following: 2170 * 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 2171 * 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. 2172 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2173 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 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))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2176 {
2410 2177 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 { 2178 {
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2179 --op->contr->weapon_sp_left;
2419 2180
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); 2181 skill_attack (mon, op, 0, 0, 0);
2424 2182
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)) 2183 if (action_makes_visible (op))
2439 make_visible (op); 2184 make_visible (op);
2440 }
2441 } /* if player should attack something */
2442}
2443 2185
2444int 2186 return true;
2187 }
2188 }
2189
2190 return false;
2191}
2192
2193bool
2445move_player (object *op, int dir) 2194move_player (object *op, int dir)
2446{ 2195{
2447 int pick; 2196 int pick;
2448 2197
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2199 return 0;
2451 2200
2452 /* Sanity check: make sure dir is valid */ 2201 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2202 if ((dir < 0) || (dir >= 9))
2454 { 2203 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2204 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2205 return 0;
2457 } 2206 }
2458 2207
2459 /* peterm: added following line */ 2208 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2209 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2210 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2211
2463 op->facing = dir; 2212 op->facing = dir;
2464 2213
2465 if (op->hide) 2214 if (op->hide)
2466 do_hidden_move (op); 2215 do_hidden_move (op);
2467 2216
2217 bool retval;
2218
2468 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469 /*nop */ ; 2220 retval = RESULT_INT (0);
2470 else if (op->contr->fire_on) 2221 else if (op->contr->fire_on)
2471 fire (op, dir); 2222 retval = fire (op, dir);
2472 else 2223 else
2473 { 2224 {
2474 move_player_attack (op, dir); 2225 retval = move_player_attack (op, dir);
2475 pick = check_pick (op); 2226 pick = check_pick (op);
2476 } 2227 }
2477 2228
2478 /* Add special check for newcs players and fire on - this way, the 2229 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2230 * server can handle repeat firing.
2480 */ 2231 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2233 op->direction = dir;
2484 }
2485 else 2234 else
2486 {
2487 op->direction = 0; 2235 op->direction = 0;
2488 } 2236
2489 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2239 * for players.
2492 */ 2240 */
2493 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2494 return 0; 2242
2243 return retval;
2495} 2244}
2496 2245
2497/* This is similar to handle_player, below, but is only used by the 2246/* This is similar to handle_player, below, but is only used by the
2498 * new client/server stuff. 2247 * new client/server stuff.
2499 * This is sort of special, in that the new client/server actually uses 2248 * This is sort of special, in that the new client/server actually uses
2500 * the new speed values for commands. 2249 * the new speed values for commands.
2501 * 2250 *
2502 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do. Should not do
2252 * many actions in a row, as that would be too unfair to other
2253 * players.
2503 */ 2254 */
2504int 2255bool
2505handle_newcs_player (object *op) 2256handle_newcs_player (object *op)
2506{ 2257{
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)) 2258 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2259 {
2529 flee_player (op); 2260 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 { 2261 {
2533 op->speed_left--; 2262 --op->speed_left;
2263 flee_player (op);
2264
2534 return 0; 2265 return true;
2535 } 2266 }
2267 else
2268 return false;
2536 } 2269 }
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 2270
2546 /* call this here - we also will call this in do_ericserver, but 2271 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2272 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2273 * called, so we recheck it here.
2549 */ 2274 */
2550 HandleClient (op->contr->socket, op->contr); 2275 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0)
2552 return 0; 2276 return true;
2553 2277
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 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); 2279 return move_player (op, op->direction);
2564 if (op->speed_left > 0)
2565 return 1;
2566 else
2567 return 0;
2568 }
2569 2280
2570 return 0; 2281 return false;
2571} 2282}
2572 2283
2573int 2284int
2574save_life (object *op) 2285save_life (object *op)
2575{ 2286{
2592 op->stats.hp = op->stats.maxhp; 2303 op->stats.hp = op->stats.maxhp;
2593 2304
2594 if (op->stats.food < 0) 2305 if (op->stats.food < 0)
2595 op->stats.food = 999; 2306 op->stats.food = 999;
2596 2307
2597 fix_player (op); 2308 op->update_stats ();
2598 return 1; 2309 return 1;
2599 } 2310 }
2600 2311
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2312 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2313 CLEAR_FLAG (op, FLAG_LIFESAVE);
2610 * from. 2321 * from.
2611 */ 2322 */
2612void 2323void
2613remove_unpaid_objects (object *op, object *env) 2324remove_unpaid_objects (object *op, object *env)
2614{ 2325{
2615 object *next;
2616
2617 while (op) 2326 while (op)
2618 { 2327 {
2619 next = op->below; /* Make sure we have a good value, in case 2328 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2329
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2330 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2331 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2332 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2333 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2334
2335 op->insert_at (env);
2630 } 2336 }
2631 else if (op->inv) 2337 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2338 remove_unpaid_objects (op->inv, env);
2633 2339
2634 op = next; 2340 op = next;
2635 } 2341 }
2636} 2342}
2637
2638 2343
2639/* 2344/*
2640 * Returns pointer a static string containing gravestone text 2345 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2346 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2347 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2381 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2382 strcat (buf2, buf);
2678 2383
2679 return buf2; 2384 return buf2;
2680} 2385}
2681
2682
2683 2386
2684void 2387void
2685do_some_living (object *op) 2388do_some_living (object *op)
2686{ 2389{
2687 int last_food = op->stats.food; 2390 int last_food = op->stats.food;
2693 int rate_grace = 2000; 2396 int rate_grace = 2000;
2694 const int max_hp = 1; 2397 const int max_hp = 1;
2695 const int max_sp = 1; 2398 const int max_sp = 1;
2696 const int max_grace = 1; 2399 const int max_grace = 1;
2697 2400
2698 if (op->contr->outputs_sync) 2401 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 } 2402 {
2403 op->invisible = 1000;
2404 /* the socket code flashes the player visible/invisible
2405 * depending on the value of invisible, so we need to
2406 * alternate it here for it to work correctly.
2407 */
2408 if (pticks & 2)
2409 op->invisible--;
2410 }
2411 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2412 {
2413 if (!op->invisible--)
2414 {
2415 make_visible (op);
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2417 }
2418 }
2704 2419
2705 if (op->contr->state == ST_PLAYING) 2420 if (op->contr->ns->state == ST_PLAYING)
2706 { 2421 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2422 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2423 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2424 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2425 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2426 else
2713 { 2427 {
2714 gen_hp = op->stats.maxhp; 2428 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2429 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2430 }
2431
2717 if (op->contr->gen_sp >= 0) 2432 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2433 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2434 else
2720 { 2435 {
2721 gen_sp = op->stats.maxsp; 2436 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2437 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2438 }
2439
2724 if (op->contr->gen_grace >= 0) 2440 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2441 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2442 else
2727 { 2443 {
2728 gen_grace = op->stats.maxgrace; 2444 gen_grace = op->stats.maxgrace;
2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2445 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2730 } 2446 }
2731 2447
2732 /* Regenerate Spell Points */ 2448 /* Regenerate Spell Points */
2733 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2449 if (!op->contr->golem && --op->last_sp < 0)
2734 { 2450 {
2735 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2451 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2736 if (op->stats.sp < op->stats.maxsp) 2452 if (op->stats.sp < op->stats.maxsp)
2737 { 2453 {
2738 op->stats.sp++; 2454 op->stats.sp++;
2744 op->stats.food += op->contr->digestion; 2460 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2461 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2462 op->stats.food = last_food;
2747 } 2463 }
2748 } 2464 }
2465
2749 if (max_sp > 1) 2466 if (max_sp > 1)
2750 { 2467 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2468 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2469 if (over_sp > 0)
2753 { 2470 {
2754 if (op->stats.sp < op->stats.maxsp) 2471 if (op->stats.sp < op->stats.maxsp)
2755 { 2472 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2473 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2474
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2475 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2476 op->stats.sp--;
2477
2759 if (op->stats.sp > op->stats.maxsp) 2478 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2479 op->stats.sp = op->stats.maxsp;
2761 } 2480 }
2762 op->last_sp = 0; 2481 op->last_sp = 0;
2763 } 2482 }
2764 else 2483 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2485 }
2769 else 2486 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2488 }
2774 2489
2775 /* Regenerate Grace */ 2490 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2491 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2492 if (--op->last_grace < 0)
2778 { 2493 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2494 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2495 op->stats.grace++; /* no penalty in food for regaining grace */
2496
2781 if (max_grace > 1) 2497 if (max_grace > 1)
2782 { 2498 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2499 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2500 if (over_grace > 0)
2785 { 2501 {
2813 op->stats.food += op->contr->digestion; 2529 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2531 op->stats.food = last_food;
2816 } 2532 }
2817 } 2533 }
2534
2818 if (max_hp > 1) 2535 if (max_hp > 1)
2819 { 2536 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2537 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2538 if (over_hp > 0)
2822 { 2539 {
2835 } 2552 }
2836 2553
2837 /* Digestion */ 2554 /* Digestion */
2838 if (--op->last_eat < 0) 2555 if (--op->last_eat < 0)
2839 { 2556 {
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; 2557 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2845#endif
2846 2558
2847 if (op->contr->gen_hp > 0) 2559 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2561 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2562 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2563
2851 /* dms do not consume food */ 2564 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2565 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2566 op->stats.food--;
2854 } 2567 }
2855 }
2856 2568
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2569 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2570 {
2859 object *tmp, *flesh = NULL; 2571 object *tmp, *flesh = 0;
2860 2572
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2573 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 { 2574 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2575 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2866 { 2576 {
2577 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2578 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2579 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2580 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2581 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2582 break;
2871 } 2583 }
2872 else if (tmp->type == FLESH) 2584 else if (tmp->type == FLESH)
2873 flesh = tmp; 2585 flesh = tmp;
2874 } /* End if paid for object */ 2586 } /* End if paid for object */
2875 } /* end of for loop */ 2587 } /* end of for loop */
2588
2876 /* If player is still starving, it means they don't have any food, so 2589 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2590 * eat flesh instead.
2878 */ 2591 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2592 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2593 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2594 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2595 manual_apply (op, flesh, 0);
2883 } 2596 }
2884 } /* end if player is starving */ 2597 }
2885 2598
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2599 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2600 op->stats.food++, op->stats.hp--;
2888 2601
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2602 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2603 kill_player (op);
2604 }
2891} 2605}
2892
2893
2894 2606
2895/* If the player should die (lack of hp, food, etc), we call this. 2607/* If the player should die (lack of hp, food, etc), we call this.
2896 * op is the player in jeopardy. If the player can not be saved (not 2608 * op is the player in jeopardy. If the player can not be saved (not
2897 * permadeath, no lifesave), this will take care of removing the player 2609 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2610 * file.
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2642
2931 /* restore player */ 2643 /* restore player */
2932 at = archetype::find ("poisoning"); 2644 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2646 {
2936 tmp->destroy (); 2647 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2649 }
2939 2650
2940 at = archetype::find ("confusion"); 2651 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2652 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2653 {
2944 tmp->destroy (); 2654 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2656 }
2947 2657
2949 op->stats.hp = op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2660 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2661 op->stats.food = 999;
2952 2662
2953 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2665 {
2957 sprintf (buf, "%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2667 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " the %s, when he was defeated at\n level %d by %s.\n",
2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2671 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2965 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2675 }
2968 2676
2969 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2679 op->contr->braced = 0;
2976 2684
2977 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2978 2686
2979 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
2980 { 2688 {
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); 2689 sprintf (buf, "%s starved to death.", &op->name);
2989 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2990 } 2691 }
2991 else 2692 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); 2693 sprintf (buf, "%s died.", &op->name);
3001 } 2694
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3003 2696
3004 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
3005 x = op->x; 2698 x = op->x;
3006 y = op->y; 2699 y = op->y;
3007 map = op->map; 2700 map = op->map;
3008 2701
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2703 * life if they are dead - it takes some exp and a random stat.
3014 * See the config.h file for a little more in depth detail about this. 2704 * See the config.h file for a little more in depth detail about this.
3015 */ 2705 */
3016 2706
3017 /* Basically two ways to go - remove a stat permanently, or just 2707 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2708 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2709 * of death.
3020 */ 2710 */
3021#ifndef COZY_SERVER 2711#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2712 if (settings.balanced_stat_loss)
3023 { 2713 {
3024 /* If stat loss is permanent, lose one stat only. */ 2714 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2715 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2716 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2717 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2718 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2719 little bit harder. */
3030 /* GD */ 2720 /* GD */
3031 if (settings.stat_loss_on_death) 2721 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2722 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2723 else
3037 { 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725 }
2726 else
3038 num_stats_lose = 1; 2727 num_stats_lose = 1;
3039 } 2728
3040 lost_a_stat = 0; 2729 lost_a_stat = 0;
3041 2730
3042 for (z = 0; z < num_stats_lose; z++) 2731 for (z = 0; z < num_stats_lose; z++)
3043 { 2732 {
3044 i = RANDOM () % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
3045 2734
3046 if (settings.stat_loss_on_death) 2735 if (settings.stat_loss_on_death)
2736 {
2737 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost.
2739 */
2740 change_attr_value (&(op->stats), i, -1);
2741 check_stat_bounds (&(op->stats));
2742 change_attr_value (&(op->contr->orig_stats), i, -1);
2743 check_stat_bounds (&(op->contr->orig_stats));
2744 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2745 lost_a_stat = 1;
2746 }
2747 else
2748 {
2749 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion");
2751 object *dep;
2752
2753 dep = present_arch_in_ob (deparch, op);
2754 if (!dep)
3047 { 2755 {
3048 /* Pick a random stat and take a point off it. Tell the player 2756 dep = arch_to_object (deparch);
3049 * what he lost. 2757 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 } 2758 }
3058 else 2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss)
3059 { 2761 {
3060 /* deplete a stat */ 2762 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2763 /* Get the stat that we're about to deplete. */
3062 object *dep; 2764 this_stat = get_attr_value (&(dep->stats), i);
3063 2765 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2766 {
3067 dep = arch_to_object (deparch); 2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2768 int keep_chance = this_stat * this_stat;
3069 } 2769
3070 lose_this_stat = 1; 2770 /* 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) 2771 if (keep_chance < 1)
2772 keep_chance = 1;
2773
2774 /* There is a maximum depletion total per level. */
2775 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2776 {
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; 2777 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2778 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2779 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 } 2780 }
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 */ 2781 else
3112 if (this_stat >= -50)
3113 { 2782 {
3114 change_attr_value (&(dep->stats), i, -1); 2783 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; 2784 lose_this_stat = 0;
2785 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786 this_stat, keep_chance, loss_chance,
2787 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2788 }
3120 } 2789 }
3121 } 2790 }
2791
2792 if (lose_this_stat)
2793 {
2794 this_stat = get_attr_value (&(dep->stats), i);
2795 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a
2799 * difference.
2800 */
2801 if (this_stat >= -50)
2802 {
2803 change_attr_value (&(dep->stats), i, -1);
2804 SET_FLAG (dep, FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats ();
2807 lost_a_stat = 1;
2808 }
3122 } 2809 }
2810 }
2811 }
3123 /* If no stat lost, tell the player. */ 2812 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2813 if (!lost_a_stat)
3125 { 2814 {
3126 /* determine_god() seems to not work sometimes... why is this? 2815 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2816 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2817 const char *god = determine_god (op);
3129 2818
3130 if (god && (strcmp (god, "none"))) 2819 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); 2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2821 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2823 }
3135#else 2824#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2826#endif
3138 2827
3139 /* Put a gravestone up where the character 'almost' died. List the 2828 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2829 * exp loss on the stone.
3141 */ 2830 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2831 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2832 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2833 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2834 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2835 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); 2836 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3148 tmp->msg = buf; 2837 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2838 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2840
3152 /**************************************/ 2841 /**************************************/
3153 /* */ 2842 /* */
3154 /* Subtract the experience points, */ 2843 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2844 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2845 /* food, and reset HP's... */
3157 /* */ 2846 /* */
3158 /**************************************/ 2847 /**************************************/
3159 2848
3160 /* remove any poisoning and confusion the character may be suffering. */ 2849 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2850 /* restore player */
3162 at = archetype::find ("poisoning"); 2851 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2852 tmp = present_arch_in_ob (at, op);
3164 2853
3165 if (tmp) 2854 if (tmp)
3166 { 2855 {
3167 tmp->destroy (); 2856 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2858 }
3170 2859
3171 at = archetype::find ("confusion"); 2860 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2862 if (tmp)
3174 { 2863 {
3175 tmp->destroy (); 2864 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2866 }
3178 2867
3179 cure_disease (op, 0); /* remove any disease */ 2868 cure_disease (op, 0); /* remove any disease */
3180 2869
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2870 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2871 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2872 if (op->stats.food < 100)
3184 op->stats.food = 900; 2873 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2877
3189 /* 2878 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2879 * Check to see if the player has any unpaid items. If so, remove them
3191 * the player has any unpaid items. If so, remove them and put them back 2880 * and put them back in the map.
3192 * in the map. 2881 */
3193 */
3194
3195 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2882 remove_unpaid_objects (op->inv, op);
3197 2883
3198 /****************************************/ 2884 /****************************************/
3199 /* */ 2885 /* */
3200 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3202 /* */ 2888 /* */
3203 /****************************************/ 2889 /****************************************/
3204 2890
3205 enter_player_savebed (op); 2891 enter_player_savebed (op);
3206 2892
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2893 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2894
3213 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2898 * on the space that might harm the player.
3217 */ 2899 */
3218 will_kill_again = 0; 2900 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2901 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2902 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2903 will_kill_again |= tmp->attacktype;
3222 2904
3223 if (will_kill_again) 2905 if (will_kill_again)
3224 { 2906 {
3225 object *force; 2907 object *force;
3226 int at; 2908 int at;
3227 2909
3228 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2912 force->speed = 0.1f;
3231 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3232 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2917 force->resist[at] = 100;
3236 2918
3237 insert_ob_in_ob (force, op); 2919 insert_ob_in_ob (force, op);
3238 fix_player (op); 2920 op->update_stats ();
3239 2921
3240 } 2922 }
3241 2923
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2924 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} 2925}
3311
3312 2926
3313void 2927void
3314loot_object (object *op) 2928loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3317 2931
3318 if (op->container) 2932 op->close_container (); /* close open sack first */
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322 2933
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3324 { 2935 {
3325 next = tmp->below; 2936 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2937
2938 if (tmp->invisible)
3327 continue; 2939 continue;
2940
3328 tmp->remove (); 2941 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3330 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3332 loot_object (tmp); 2946
3333 }
3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3335 { 2948 {
3336 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3337 { 2950 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3339 tmp2->destroy (); 2952 tmp2->destroy ();
3350/* 2963/*
3351 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3352 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
3353 * was changed. 2966 * was changed.
3354 */ 2967 */
3355
3356void 2968void
3357fix_weight (void) 2969fix_weight (void)
3358{ 2970{
3359 player *pl; 2971 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 2972 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 2974
3365 if (old == sum) 2975 if (old == sum)
3366 continue; 2976 continue;
3367 fix_player (pl->ob); 2977 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 2979 }
3370} 2980}
3371 2981
3372void 2982void
3373fix_luck (void) 2983fix_luck (void)
3374{ 2984{
3375 player *pl; 2985 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 2986 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 2987 pl->ob->change_luck (0);
3380} 2988}
3381
3382 2989
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 2991 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 2992 * just treat this as any other spell casting object.
3386 */ 2993 */
3387
3388void 2994void
3389cast_dust (object *op, object *throw_ob, int dir) 2995cast_dust (object *op, object *throw_ob, int dir)
3390{ 2996{
3391 object *skop, *spob; 2997 object *skop, *spob;
3392 2998
3426 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3427 { 3033 {
3428 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3429 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3430 } 3036 }
3037
3431 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3432} 3039}
3433 3040
3434int 3041int
3435is_true_undead (object *op) 3042is_true_undead (object *op)
3436{ 3043{
3437 object *tmp = NULL;
3438
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3045 return 1;
3441 3046
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; 3047 return 0;
3448} 3048}
3449 3049
3450/* look at the surrounding terrain to determine 3050/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3051 * the hideability of this object. Positive levels
3493/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3494 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3495 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3496 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3497 */ 3097 */
3498
3499void 3098void
3500do_hidden_move (object *op) 3099do_hidden_move (object *op)
3501{ 3100{
3502 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3503 object *skop; 3102 object *skop;
3507 3106
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3509 3108
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3514 { 3112 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3113 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 3114 make_visible (op);
3517 return; 3115 return;
3518 } 3116 }
3519 else 3117 else
3520 num += 20; 3118 num += 20;
3521 } 3119
3522 num += op->map->difficulty; 3120 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 3122 num -= hide;
3123
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 3125 {
3527 make_visible (op); 3126 make_visible (op);
3528 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 3129 }
3531 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 3132}
3536 3133
3537/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3538 3135
3539int 3136int
3566 if (mflags & P_OUT_OF_MAP) 3163 if (mflags & P_OUT_OF_MAP)
3567 continue; 3164 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3165 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3166 continue;
3570 3167
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3168 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3169 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3170 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3171 return 1;
3575 else if (tmp->type == PLAYER) 3172 else if (tmp->type == PLAYER)
3576 { 3173 {
3606 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3607 { 3204 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3206 return -1;
3610 } 3207 }
3208
3611 if (!pl || !op) 3209 if (!pl || !op)
3612 return 0; 3210 return 0;
3613 3211
3614 if (op->head)
3615 {
3616 op = op->head; 3212 op = op->head_ ();
3617 } 3213
3618 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3619 3215
3620 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3217 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3630 3226
3631 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3228 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3229 * for any meaningful values.
3634 */ 3230 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3234 return 1;
3639 op = op->more; 3235 op = op->more;
3640 } 3236 }
3641 return 0; 3237 return 0;
3642} 3238}
3739 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3740 int i = 0, j = 0; 3336 int i = 0, j = 0;
3741 3337
3742 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3743 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3744 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3745 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3746 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3747 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3748 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3749 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3750 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3751 3347
3752 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3753 return; 3349 return;
3754 3350
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3352
3757 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3758 { 3354 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3356 return;
3761 } 3357 }
3762 3358
3828 { 3424 {
3829 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3426 object *skin;
3831 3427
3832 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3429 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); 3430 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3431 ;
3432
3834 if (skin == NULL) 3433 if (!skin)
3835 return; 3434 return;
3836 3435
3837 /* adding new spellpath attunements */ 3436 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3437 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3438 {
3884 * not readied. 3483 * not readied.
3885 */ 3484 */
3886void 3485void
3887player_unready_range_ob (player *pl, object *ob) 3486player_unready_range_ob (player *pl, object *ob)
3888{ 3487{
3889 rangetype i; 3488 if (pl->ob->current_weapon == ob)
3489 pl->ob->current_weapon = 0;
3890 3490
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3491 if (pl->combat_ob == ob)
3892 { 3492 pl->combat_ob = 0;
3493
3893 if (pl->ranges[i] == ob) 3494 if (pl->ranged_ob == ob)
3894 { 3495 pl->ranged_ob = 0;
3895 pl->ranges[i] = NULL;
3896 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none;
3899 }
3900 }
3901 }
3902} 3496}
3497
3498sint8
3499player::visibility_at (maptile *map, int x, int y) const
3500{
3501 if (!ns)
3502 return 0;
3503
3504 int dx, dy;
3505 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3506 return 0;
3507
3508 x += dx - ns->current_x + ns->mapx / 2;
3509 y += dy - ns->current_y + ns->mapy / 2;
3510
3511 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3512 return 0;
3513
3514 return 100 - blocked_los [x][y];
3515}

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