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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 1.151 by root, Sat Jun 16 00:12:20 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 (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 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->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == 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 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
371}
372
373player::~player ()
374{
375 /* Clear item stack */
376 free (stack_items);
377}
378
300/* Tries to add player on the connection passwd in ns. 379/* 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 380 * All we can really get in this is some settings like host and display
302 * mode. 381 * mode.
303 */ 382 */
304 383player *
305int 384player::create ()
306add_player (client_socket *ns)
307{ 385{
308 player *p = new player; 386 player *pl = new player;
309 387
310 p->socket = ns; 388 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 389
313 p->next = first_player; 390 pl->ob->roll_stats ();
314 first_player = p; 391 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */
315 393
316 p = get_player (p);
317
318 set_first_map (p->ob); 394 set_first_map (pl->ob);
319 395
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; 396 return pl;
328} 397}
329 398
330/* 399/*
331 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
333 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
334 */ 403 */
335archetype * 404archetype *
336get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
337{ 406{
338 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
339 408
340 for (;;) 409 for (;;)
341 { 410 {
342 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
343 at = first_archetype; 412 i = archetypes.begin ();
344 else 413 else if (*i == at)
345 at = at->next; 414 cleanup ("not a single player archetype found");
415
346 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
347 return at; 417 return *i;
348 if (at == start)
349 {
350 LOG (llevError, "No Player archetypes\n");
351 exit (-1);
352 }
353 } 418 }
354} 419}
355
356 420
357object * 421object *
358get_nearest_player (object *mon) 422get_nearest_player (object *mon)
359{ 423{
360 object *op = NULL; 424 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 425 objectlink *ol;
363 unsigned lastdist; 426 unsigned lastdist;
364 rv_vector rv; 427 rv_vector rv;
365 428
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 430 {
368 /* We should not find free objects on this friendly list, but it 431 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it. 432 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 433 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 434 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 438 object *tmp = ol->ob;
376 439
377 /* Can't do much more other than log the fact, because the object 440 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared. 441 * itself will have been cleared.
379 */ 442 */
380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 443 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
444 tmp->debug_desc ());
381 ol = ol->next; 445 ol = ol->next;
382 remove_friendly_object (tmp); 446 remove_friendly_object (tmp);
383 if (!ol) 447 if (!ol)
384 return op; 448 return op;
385 } 449 }
398 { 462 {
399 op = ol->ob; 463 op = ol->ob;
400 lastdist = rv.distance; 464 lastdist = rv.distance;
401 } 465 }
402 } 466 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 467
404 { 468 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 469 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 470 if (lastdist > rv.distance)
409 { 471 {
410 op = pl->ob; 472 op = pl->ob;
411 lastdist = rv.distance; 473 lastdist = rv.distance;
412 } 474 }
413 } 475
414 }
415#if 0 476#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 477 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 478#endif
418 return op; 479 return op;
419} 480}
437 * circling behaviour. Unfortunately, this function is also used to determined 498 * 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 499 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 500 * is probably not a good thing.
440 */ 501 */
441#define MAX_SPACES 50 502#define MAX_SPACES 50
442
443 503
444/* 504/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 505 * 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 506 * 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 507 * player and if path is blocked then see if blockage is close enough to player that
478 x = mon->x; 538 x = mon->x;
479 y = mon->y; 539 y = mon->y;
480 m = mon->map; 540 m = mon->map;
481 dir = rv.direction; 541 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 542 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); 543 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
544
484 /* If we can't solve it within the search distance, return now. */ 545 /* If we can't solve it within the search distance, return now. */
485 if (diff > max) 546 if (diff > max)
486 return 0; 547 return 0;
548
487 while (diff > 1 && max > 0) 549 while (diff > 1 && max > 0)
488 { 550 {
489 lastx = x; 551 lastx = x;
490 lasty = y; 552 lasty = y;
491 lastmap = m; 553 lastmap = m;
573 max--; 635 max--;
574 lastdir = dir; 636 lastdir = dir;
575 if (!firstdir) 637 if (!firstdir)
576 firstdir = dir; 638 firstdir = dir;
577 } 639 }
640
578 if (diff <= 1) 641 if (diff <= 1)
579 { 642 {
580 /* Recalculate diff (distance) because we may not have actually 643 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 644 * headed toward player for entire distance.
582 */ 645 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 646 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); 647 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 648 }
649
586 if (diff > max) 650 if (diff > max)
587 return 0; 651 return 0;
588 } 652 }
653
589 /* If we reached the max, didn't find a direction in time */ 654 /* If we reached the max, didn't find a direction in time */
590 if (!max) 655 if (!max)
591 return 0; 656 return 0;
592 657
593 return firstdir; 658 return firstdir;
686 /* Need to set up the skill pointers */ 751 /* Need to set up the skill pointers */
687 link_player_skills (pl); 752 link_player_skills (pl);
688} 753}
689 754
690void 755void
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) 756get_party_password (object *op, partylist *party)
775{ 757{
776 if (party == NULL) 758 if (party == NULL)
777 { 759 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 760 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 761 return;
780 } 762 }
763
781 op->contr->write_buf[0] = '\0'; 764 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 765 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 766 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 767 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 768}
786
787 769
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 770/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 771static int
790roll_stat (void) 772roll_stat (void)
791{ 773{
792 int a[4], i, j, k; 774 int a[4], i, j, k;
793 775
794 for (i = 0; i < 4; i++) 776 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 777 a[i] = (int) rndm (6) + 1;
796 778
797 for (i = 0, j = 0, k = 7; i < 4; i++) 779 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 780 if (a[i] < k)
799 k = a[i], j = i; 781 k = a[i], j = i;
800 782
801 for (i = 0, k = 0; i < 4; i++) 783 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 784 if (i != j)
804 k += a[i]; 785 k += a[i];
805 } 786
806 return k; 787 return k;
807} 788}
808 789
809void 790void
810roll_stats (object *op) 791object::roll_stats ()
811{ 792{
793 int statsort [NUM_STATS];
794
795 for (;;)
796 {
812 int sum = 0; 797 int sum = 0;
813 int i = 0, j = 0; 798 for (int i = NUM_STATS; i--; )
814 int statsort[7]; 799 sum += statsort [i] = roll_stat ();
815 800
816 do 801 if (sum >= 82 && sum <= 116)
802 break;
817 { 803 }
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);
828 804
829 /* Sort the stats so that rerolling is easier... */ 805 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 806 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;
837 807
838 /* a quick and dirty bubblesort? */ 808 for (int i = 0; i < NUM_STATS; ++i)
839 do 809 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);
854 810
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; 811 stats.exp = 0;
874 op->stats.ac = 0; 812 stats.ac = 0;
875 813
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; 814 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 815 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 816 stats.grace = stats.maxgrace;
817
818 if (contr)
819 {
820 contr->levhp[1] = 9;
821 contr->levsp[1] = 6;
822 contr->levgrace[1] = 3;
823
884 op->contr->orig_stats = op->stats; 824 contr->orig_stats = stats;
825 }
885} 826}
886 827
887void 828void
888Roll_Again (object *op) 829object::swap_stats (int a, int b)
889{ 830{
890 esrv_new_player (op->contr, 0); 831 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}
894 832
895void 833 for (int i = 0; i < NUM_STATS; ++i)
896Swap_Stat (object *op, int Swap_Second) 834 stats.stat (i) = contr->orig_stats.stat (i);
835
836 //TODO: the following code looks so borked and should, at the very least,
837 // be merged with the similar code in roll_stats
838 stats.ac = 0;
839
840 level = 1;
841 stats.exp = 0;
842 stats.ac = 0;
843
844 stats.hp = stats.maxhp;
845 stats.sp = stats.maxsp;
846 stats.grace = stats.maxgrace;
847
848 if (contr)
849 {
850 contr->levhp[1] = 9;
851 contr->levsp[1] = 6;
852 contr->levgrace[1] = 3;
853
854 contr->orig_stats = stats;
855 }
856}
857
858static void
859start_info (object *op)
897{ 860{
898 signed char tmp;
899 char buf[MAX_BUF]; 861 char buf[MAX_BUF];
900 862
901 if (op->contr->Swap_First == -1) 863 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); 864 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 865 //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); 866 //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} 867}
1016 868
1017/* This function takes the key that is passed, and does the 869/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 870 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 871 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 872 * separate race and class; this actually changes the RACE,
1021 * not the class. 873 * not the class.
1022 */ 874 */
1023 875void
1024int 876player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 877{
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 */ 878 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 879 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 880
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 881 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 882 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 883 create_treasure (tl, ob, 0, 0, 0);
1045 884
1046 INVOKE_PLAYER (BIRTH, op->contr); 885 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 886 INVOKE_PLAYER (LOGIN, ob->contr);
1048 887
1049 op->contr->state = ST_PLAYING; 888 ob->contr->ns->state = ST_PLAYING;
1050 889
1051 if (op->msg) 890 if (ob->msg)
1052 op->msg = NULL; 891 ob->msg = 0;
1053 892
1054 /* We create this now because some of the unique maps will need it 893 /* We create this now because some of the unique maps will need it
1055 * to save here. 894 * to save here.
1056 */ 895 */
896 {
897 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 899 make_path_to_file (buf);
900 }
1059 901
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 902 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 903 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 904 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 905 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 906 esrv_send_inventory (ob, ob);
1068 fix_player (op); 907 ob->update_stats ();
1069 908
1070 /* This moves the player to a different start map, if there 909 /* This moves the player to a different start map, if there
1071 * is one for this race 910 * is one for this race
1072 */ 911 */
1073 if (*first_map_ext_path) 912 if (*first_map_ext_path)
1074 { 913 {
1075 object *tmp; 914 object *tmp;
1076 char mapname[MAX_BUF]; 915 char mapname[MAX_BUF];
1077 916
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 917 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1079 tmp = object::create (); 918 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 919 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 920 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 921 EXIT_Y (tmp) = ob->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded; 922 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the 923 * if the map isn't there, then stay on the
1085 * default initial map */ 924 * default initial map */
1086 tmp->destroy (); 925 tmp->destroy ();
1087 } 926 }
1088 else 927 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 928 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 929}
1092 return 0;
1093 }
1094 930
931void
932player::chargen_race_next ()
933{
1095 /* Following actually changes the race - this is the default command 934 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 935 * if we don't match with one of the options above.
1097 */ 936 */
1098 937
1099 tmp_loop = 0; 938 do
1100 while (!tmp_loop)
1101 { 939 {
1102 shstr name = op->name; 940 shstr name = ob->name;
1103 int x = op->x, y = op->y; 941 int x = ob->x, y = ob->y;
1104 942
1105 remove_statbonus (op); 943 ob->remove_statbonus ();
1106 op->remove (); 944 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 945 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 946 ob->arch->copy_to (ob);
1109 op->instantiate (); 947 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 948 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 949 ob->name = ob->name_pl = name;
1112 op->x = x; 950 ob->x = x;
1113 op->y = y; 951 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 952 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 953 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 954 assign (ob->contr->title, ob->arch->object::name);
1117 add_statbonus (op); 955 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 956 }
957 while (!allowed_class (ob));
1120 958
1121 update_object (op, UP_OBJ_FACE); 959 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 960 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 961 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 962 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 963 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 964 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} 965}
1183 966
1184void 967void
1185flee_player (object *op) 968flee_player (object *op)
1186{ 969{
1216 { 999 {
1217 op->enemy = NULL; 1000 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1001 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1002 return;
1220 } 1003 }
1004
1221 get_rangevector (op, op->enemy, &rv, 0); 1005 get_rangevector (op, op->enemy, &rv, 0);
1222 1006
1223 dir = absdir (4 + rv.direction); 1007 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1008 for (diff = 0; diff < 3; diff++)
1225 { 1009 {
1226 int m = 1 - (RANDOM () & 2); 1010 int m = 1 - (RANDOM () & 2);
1227 1011
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1012 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1013 return;
1231 }
1232 } 1014 }
1015
1233 /* Cornered, get rid of scared */ 1016 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1017 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1018 op->enemy = NULL;
1236} 1019}
1237 1020
1238
1239/* check_pick sees if there is stuff to be picked up/picks up stuff. 1021/* 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 1022 * It returns 1 if the player should keep on moving, 0 if he should
1241 * stop. 1023 * stop.
1242 */ 1024 */
1243int 1025int
1244check_pick (object *op) 1026check_pick (object *op)
1245{ 1027{
1246 object *tmp, *next; 1028 object *tmp, *next;
1247 int stop = 0; 1029 int stop = 0;
1248 int j, k, wvratio; 1030 int wvratio;
1249 char putstring[128], tmpstr[16]; 1031 char putstring[128];
1250 1032
1251 /* if you're flying, you cna't pick up anything */ 1033 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1034 if (op->move_type & MOVE_FLYING)
1253 return 1; 1035 return 1;
1254 1036
1322 if (tmp->name != NULL) 1104 if (tmp->name != NULL)
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1105 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)))); 1106 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1107 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1108 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)))); 1109 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1110
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1111 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 } 1112 }
1113
1359 /* philosophy: 1114 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1115 * 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 1116 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1117 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1118 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1119 * example.
1365 * The drawback: right now it has no frontend, so you need to 1120 * 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 1121 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1122 * convert to decimal and then 'pickup <#>
1552 /* careful: chairs and tables are weapons! */ 1307 /* careful: chairs and tables are weapons! */
1553 if (op->contr->mode & PU_ALLWEAPON) 1308 if (op->contr->mode & PU_ALLWEAPON)
1554 { 1309 {
1555 if (tmp->type == WEAPON && tmp->name != NULL) 1310 if (tmp->type == WEAPON && tmp->name != NULL)
1556 { 1311 {
1557 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1312 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1558 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1313 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1559 { 1314 {
1560 pick_up (op, tmp); 1315 pick_up (op, tmp);
1561 continue; 1316 continue;
1562 } 1317 }
1563 } 1318 }
1564 1319
1565 if (tmp->type == WEAPON && tmp->name == NULL) 1320 if (tmp->type == WEAPON && tmp->name == NULL)
1566 { 1321 {
1567 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1322 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1568 { 1323 {
1569 pick_up (op, tmp); 1324 pick_up (op, tmp);
1570 continue; 1325 continue;
1571 } 1326 }
1572 } 1327 }
1597 if (tmp->name != NULL) 1352 if (tmp->name != NULL)
1598 { 1353 {
1599 fprintf (stderr, "%s", tmp->name); 1354 fprintf (stderr, "%s", tmp->name);
1600 } 1355 }
1601 else 1356 else
1602 fprintf (stderr, "%s", tmp->arch->name); 1357 fprintf (stderr, "%s", tmp->arch->archname);
1603 fprintf (stderr, ",%d] = ", tmp->type); 1358 fprintf (stderr, ",%d] = ", tmp->type);
1604 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1359 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1605#endif 1360#endif
1606 continue; 1361 continue;
1607 } 1362 }
1618 * found object is returned. 1373 * found object is returned.
1619 */ 1374 */
1620object * 1375object *
1621find_arrow (object *op, const char *type) 1376find_arrow (object *op, const char *type)
1622{ 1377{
1623 object *tmp = NULL; 1378 object *tmp = 0;
1624 1379
1625 for (op = op->inv; op; op = op->below) 1380 for (op = op->inv; op; op = op->below)
1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1381 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1627 tmp = find_arrow (op, type); 1382 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1383 else if (op->type == ARROW && op->race == type)
1629 return op; 1384 return op;
1385
1630 return tmp; 1386 return tmp;
1631} 1387}
1632 1388
1633/* 1389/*
1634 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1390 * 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 1391 * 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 1392 * 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. 1393 * the hall. Failing that it does it's best to pick the highest plus arrow.
1638 */ 1394 */
1639
1640object * 1395object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1396find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1397{
1643 object *tmp = NULL, *arrow, *ntmp; 1398 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1399 int attacknum, attacktype, betterby = 0, i;
1677 else 1432 else
1678 { 1433 {
1679 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1434 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1680 { 1435 {
1681 attacktype = 1 << attacknum; 1436 attacktype = 1 << attacknum;
1682 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1437 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1683 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1438 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1684 { 1439 {
1685 tmp = arrow; 1440 tmp = arrow;
1686 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1441 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1687 } 1442 }
1688 } 1443 }
1689 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1444 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1690 { 1445 {
1691 tmp = arrow; 1446 tmp = arrow;
1710 * find_better_arrow to find a decent arrow to use. 1465 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1466 * op = the shooter
1712 * type = bow->race 1467 * type = bow->race
1713 * dir = fire direction 1468 * dir = fire direction
1714 */ 1469 */
1715
1716object * 1470object *
1717pick_arrow_target (object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1718{ 1472{
1719 object *tmp = NULL; 1473 object *tmp = NULL;
1720 maptile *m; 1474 maptile *m;
1785 */ 1539 */
1786int 1540int
1787fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1788{ 1542{
1789 object *left, *bow; 1543 object *left, *bow;
1790 int bowspeed, mflags; 1544 int mflags;
1791 maptile *m; 1545 maptile *m;
1792 1546
1793 if (!dir) 1547 if (!dir)
1794 { 1548 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1550 return 0;
1797 } 1551 }
1798 if (op->type == PLAYER) 1552
1799 bow = op->contr->ranges[range_bow]; 1553 if (op->contr)
1554 bow = op->current_weapon;
1800 else 1555 else
1801 { 1556 {
1802 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1803 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* 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. 1559 * don't need to switch back and forth between bows and weapons.
1809 if (!bow) 1564 if (!bow)
1810 { 1565 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1567 return 0;
1813 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1814 } 1577 }
1578
1815 if (!bow->race || !bow->skill) 1579 if (!bow->race || !bow->skill)
1816 { 1580 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1582 return 0;
1819 } 1583 }
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 1584
1829 if (arrow == NULL) 1585 if (arrow == NULL)
1830 { 1586 {
1831 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1832 { 1588 {
1833 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 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 */ 1591 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1836 else 1592 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1838 return 0; 1595 return 0;
1839 } 1596 }
1840 } 1597 }
1598
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1601 return 0;
1845 } 1602
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1604 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1605 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1606 return 0;
1850 } 1607 }
1856 return 0; 1613 return 0;
1857 } 1614 }
1858 1615
1859 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1618 if (!arrow)
1862 { 1619 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1621 return 0;
1865 } 1622 }
1623
1866 arrow->set_owner (op); 1624 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1626 arrow->direction = dir;
1870 arrow->x = sx; 1627
1871 arrow->y = sy; 1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype;
1631
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635#if 0
1636 if (player *pl = op->contr)
1637 {
1638 float speed = pl->weapon_sp;
1639
1640 /* penalize ROF for bestarrow */
1641 if (pl->bowtype == bow_bestarrow)
1642 speed *= .9f;
1643 else
1644 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1645
1646 op->speed_left += speed - op->speed;
1647 }
1648#endif
1649
1650 SET_ANIMATION (arrow, arrow->direction);
1651
1652 /* update the speed */
1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1654 + bow->stats.dam / 7.f;
1655
1656 arrow->set_speed (max (arrow->speed, 2.f));
1657 arrow->speed_left = 0;
1658
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1872 1660
1873 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1874 { 1662 {
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; 1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1664 wc -= dex_bonus[op->stats.Dex];
1665
1666 if (!arrow->slaying)
1667 arrow->slaying = op->slaying;
1668
1669 arrow->attacktype |= op->attacktype;
1908 } 1670 }
1909 else 1671 else
1910 { 1672 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1673 arrow->level = op->level;
1913 } 1674 arrow->stats.wc -= bow->magic;
1914 1675
1915 if (arrow->attacktype == AT_PHYSICAL) 1676 if (!arrow->slaying)
1677 arrow->slaying = bow->slaying;
1678
1916 arrow->attacktype |= bow->attacktype; 1679 arrow->attacktype |= bow->attacktype;
1680 }
1917 1681
1918 if (bow->slaying != NULL) 1682 wc -= arrow->level;
1919 arrow->slaying = bow->slaying; 1683 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1920 1684
1921 arrow->map = m; 1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1922 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1688
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926 insert_ob_in_map (arrow, m, op, 0); 1690 m->insert (arrow, sx, sy, op);
1927 1691
1928 if (!arrow->destroyed ()) 1692 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1693 move_arrow (arrow);
1930 1694
1931 if (op->type == PLAYER) 1695 if (op->type == PLAYER)
1951{ 1715{
1952 int ret = 0, wcmod = 0; 1716 int ret = 0, wcmod = 0;
1953 1717
1954 if (op->contr->bowtype == bow_bestarrow) 1718 if (op->contr->bowtype == bow_bestarrow)
1955 { 1719 {
1956 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1957 } 1721 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1723 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1725 wcmod = -1;
1726
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1728 }
1964 else if (op->contr->bowtype == bow_threewide) 1729 else if (op->contr->bowtype == bow_threewide)
1965 { 1730 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1970 else if (op->contr->bowtype == bow_spreadshot) 1735 else if (op->contr->bowtype == bow_spreadshot)
1971 { 1736 {
1972 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1737 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); 1738 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); 1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1975
1976 } 1740 }
1977 else 1741 else
1978 { 1742 {
1979 /* Simple case */ 1743 /* Simple case */
1980 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 } 1745 }
1746
1982 return ret; 1747 return ret;
1983} 1748}
1984
1985 1749
1986/* Fires a misc (wand/rod/horn) object in 'dir'. 1750/* Fires a misc (wand/rod/horn) object in 'dir'.
1987 * Broken apart from 'fire' to keep it more readable. 1751 * Broken apart from 'fire' to keep it more readable.
1988 */ 1752 */
1989void 1753void
1990fire_misc_object (object *op, int dir) 1754fire_misc_object (object *op, int dir)
1991{ 1755{
1992 object *item; 1756 object *item = op->contr->ranged_ob;
1993 1757
1994 if (!op->contr->ranges[range_misc]) 1758 if (!item)
1995 { 1759 {
1996 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1760 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1997 return; 1761 return;
1998 } 1762 }
1999 1763
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1764 if (!item->inv)
2002 { 1765 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1766 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1767 return;
2005 } 1768 }
1769
1770 if (!op->change_weapon (item))
1771 return;
1772
2006 if (item->type == WAND) 1773 if (item->type == WAND)
2007 { 1774 {
2008 if (item->stats.food <= 0) 1775 if (item->stats.food <= 0)
2009 { 1776 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1777 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)); 1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1779
2012 return; 1780 return;
2013 } 1781 }
2014 } 1782 }
2015 else if (item->type == ROD || item->type == HORN) 1783 else if (item->type == ROD || item->type == HORN)
2016 { 1784 {
2017 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1785 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2018 { 1786 {
2019 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1788
2020 if (item->type == ROD) 1789 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)); 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2022 else 1791 else
2023 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1793
2024 return; 1794 return;
2025 } 1795 }
2026 } 1796 }
2027 1797
2028 if (cast_spell (op, item, dir, item->inv, NULL)) 1798 if (cast_spell (op, item, dir, item->inv, NULL))
2035 object *tmp; 1805 object *tmp;
2036 1806
2037 if (item->arch) 1807 if (item->arch)
2038 { 1808 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1809 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1810 item->face = item->arch->face;
2041 item->speed = 0; 1811 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1812 }
1813
2044 if ((tmp = is_player_inv (item))) 1814 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1815 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1816 }
2047 } 1817 }
2048 else if (item->type == ROD || item->type == HORN) 1818 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1819 drain_rod_charge (item);
2051 }
2052 } 1820 }
2053} 1821}
2054 1822
2055/* Received a fire command for the player - go and do it. 1823/* Received a fire command for the player - go and do it.
2056 */ 1824 */
2057void 1825bool
2058fire (object *op, int dir) 1826fire (object *op, int dir)
2059{ 1827{
2060 int spellcost = 0; 1828 int spellcost = 0;
2061 1829
2062 /* check for loss of invisiblity/hide */ 1830 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1831 if (action_makes_visible (op))
2064 make_visible (op); 1832 make_visible (op);
2065 1833
2066 switch (op->contr->shoottype) 1834 player *pl = op->contr;
1835
1836 if (pl->golem)
1837 {
1838 control_golem (op->contr->golem, dir);
1839 return false;
2067 { 1840 }
2068 case range_none:
2069 return;
2070 1841
2071 case range_bow: 1842 object *ob = pl->ranged_ob;
1843
1844 if (!ob)
1845 return false;
1846
1847 if (!op->change_weapon (ob))
1848 return false;
1849
1850 if (op->speed_left > 0.f)
1851 --op->speed_left;
1852 else
1853 return false;
1854
1855 switch (ob->type)
1856 {
1857 case BOW:
2072 player_fire_bow (op, dir); 1858 player_fire_bow (op, dir);
2073 return; 1859 break;
2074 1860
2075 case range_magic: /* Casting spells */ 1861 case SPELL:
2076 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1862 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2077 return; 1863 break;
2078 1864
2079 case range_misc: 1865 case BUILDER:
1866 apply_map_builder (op, dir);
1867 break;
1868
1869 case SKILL:
1870 do_skill (op, op, ob, dir, 0);
1871 break;
1872
1873 default:
2080 fire_misc_object (op, dir); 1874 fire_misc_object (op, dir);
2081 return; 1875 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 } 1876 }
2109}
2110 1877
2111 1878 return true;
1879}
2112 1880
2113/* find_key 1881/* find_key
2114 * We try to find a key for the door as passed. If we find a key 1882 * 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 1883 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1886 * pl is the player,
2119 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
2122 */ 1890 */
2123
2124object * 1891object *
2125find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
2126{ 1893{
2127 object *tmp, *key; 1894 object *tmp, *key;
2128 1895
2129 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1897 if (!container->inv)
2131 return NULL; 1898 return 0;
2132 1899
2133 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1902 {
2136 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1904 break;
2138 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
2140 */ 1907 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1909 break;
2143 } 1910 }
1911
2144 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
2145 /* If we find and use a key in an inventory, return at that time. 1913 /* 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 1914 * otherwise, if we search all the inventories and still don't find
2147 * a key, return 1915 * a key, return
2148 */ 1916 */
2149 if (!tmp) 1917 if (!tmp)
2150 { 1918 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1920 {
2153 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1923 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
2157 return key; 1925 return key;
2158 } 1926 }
2159 } 1927 }
1928
2160 if (!tmp) 1929 if (!tmp)
2161 return NULL; 1930 return NULL;
2162 } 1931 }
1932
2163 /* We get down here if we have found a key. Now if its in a container, 1933 /* 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 1934 * see if we actually want to use it
2165 */ 1935 */
2166 if (pl != container) 1936 if (pl != container)
2167 { 1937 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 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)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1960 return NULL;
2191 } 1961 }
2192 } 1962 }
1963
2193 return tmp; 1964 return tmp;
2194} 1965}
2195 1966
2196/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1970 * 0 otherwise
2200 */ 1971 */
2201static int 1972static int
2202player_attack_door (object *op, object *door) 1973player_attack_door (object *op, object *door)
2203{ 1974{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* 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 - 1976 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
2208 */ 1978 */
2209 object *key = find_key (op, op, door); 1979 object *key = find_key (op, op, door);
2210 1980
2211 /* IF we found a key, do some extra work */ 1981 /* If we found a key, do some extra work */
2212 if (key) 1982 if (key)
2213 { 1983 {
2214 object *container = key->env; 1984 object *container = key->env;
2215 1985
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
2217 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2218 make_visible (op); 1989 make_visible (op);
1990
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
2221 if (door->type == DOOR) 1994 if (door->type == DOOR)
2222 {
2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2226 { 1997 {
2227 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 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 ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
2229 } 2000 }
2001
2230 /* Do this after we print the message */ 2002 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2233 if (container != op) 2005 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2235 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2236 } 2009 }
2237 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
2238 { 2011 {
2239 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 2014 return 1;
2242 } 2015 }
2016
2243 return 0; 2017 return 0;
2244} 2018}
2245 2019
2246/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2251 */ 2025 */
2252 2026bool
2253void
2254move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2255{ 2028{
2256 object *tmp, *mon;
2257 sint16 nx, ny;
2258 int on_battleground; 2029 int on_battleground;
2259 maptile *m;
2260 2030
2261 nx = freearr_x[dir] + op->x; 2031 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2032 sint16 ny = freearr_y[dir] + op->y;
2263 2033
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2034 on_battleground = op_on_battleground (op, 0, 0);
2035
2036 if (out_of_map (op->map, nx, ny))
2037 return false;
2038
2039 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2040 {
2041 --op->speed_left;
2042 return true;
2043 }
2265 2044
2266 /* If braced, or can't move to the square, and it is not out of the 2045 /* 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 2046 * 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 2047 * 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 2048 * 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 2049 * 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 2050 * 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 2051 * quite a bit of processing. However, it probably is less than what
2273 * move_ob uses. 2052 * move_ob uses.
2274 */ 2053 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2054 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 2055
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 2056 /* 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. 2057 * 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 2058 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2059 * on the space
2297 */ 2060 */
2298 while (tmp != NULL) 2061 object *mon;
2299 { 2062 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2300 if (tmp == op) 2063 {
2301 { 2064 if ((mon->flag [FLAG_ALIVE]
2302 tmp = tmp->above; 2065 || mon->type == LOCKED_DOOR
2303 continue; 2066 || mon->flag [FLAG_CAN_ROLL])
2304 }
2305
2306 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2307 {
2308 mon = tmp; 2067 && mon != op)
2309 break; 2068 break;
2310 } 2069 }
2311 2070
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 */ 2071 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2072 return false; /* into a wall */
2320 2073
2321 if (mon->head != NULL)
2322 mon = mon->head; 2074 mon = mon->head_ ();
2323 2075
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2076 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2077 if (op->contr->weapon_sp_left > 0.f)
2325 if (player_attack_door (op, mon)) 2078 if (player_attack_door (op, mon))
2079 {
2080 --op->contr->weapon_sp_left;
2326 return; 2081 return true;
2082 }
2327 2083
2328 /* The following deals with possibly attacking peaceful 2084 /* The following deals with possibly attacking peaceful
2329 * or frienddly creatures. Basically, all players are considered 2085 * or friendly creatures. Basically, all players are considered
2330 * unaggressive. If the moving player has peaceful set, then the 2086 * unaggressive. If the moving player has peaceful set, then the
2331 * object should be pushed instead of attacked. It is assumed that 2087 * object should be pushed instead of attacked. It is assumed that
2332 * if you are braced, you will not attack friends accidently, 2088 * if you are braced, you will not attack friends accidently,
2333 * and thus will not push them. 2089 * and thus will not push them.
2334 */ 2090 */
2335 2091
2336 /* If the creature is a pet, push it even if the player is not 2092 /* 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 2093 * peaceful. Our assumption is the creature is a pet if the
2338 * player owns it and it is either friendly or unagressive. 2094 * player owns it and it is either friendly or unagressive.
2339 */ 2095 */
2340 if ((op->type == PLAYER) 2096 if (op->type == PLAYER
2341#if COZY_SERVER
2342 &&
2343 ((mon->owner && mon->owner->contr 2097 && ((mon->owner && mon->owner->contr
2344 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2098 && same_party (mon->owner->contr->party, op->contr->party))
2345#else
2346 && mon->owner == op 2099 || mon->owner == op)
2347#endif
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2100 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2101 {
2350 /* If we're braced, we don't want to switch places with it */ 2102 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced) 2103 if (op->contr->braced)
2352 return; 2104 return false;
2105
2106 if (op->speed_left > 0.f)
2107 {
2108 --op->speed_left;
2109
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2112
2355 if (op->contr->tmp_invis || op->hide) 2113 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2114 make_visible (op);
2115
2357 return; 2116 return true;
2358 } 2117 }
2118 else
2119 return false;
2120 }
2359 2121
2360 /* in certain circumstances, you shouldn't attack friendly 2122 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2123 * creatures. Note that if you are braced, you can't push
2362 * someone, but put it inside this loop so that you won't 2124 * someone, but put it inside this loop so that you won't
2363 * attack them either. 2125 * attack them either.
2364 */ 2126 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2127 if ((mon->type == PLAYER || mon->enemy != op)
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2128 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2367#ifdef PROHIBIT_PLAYERKILL 2129 && ((op->contr->peaceful
2368 (op->contr->peaceful 2130 || (mon->type == PLAYER && mon->contr->peaceful))
2369 || (mon->type == PLAYER 2131 && !on_battleground))
2370 && mon->contr-> 2132 {
2371 peaceful)) && 2133 if (op->speed_left > 0.f)
2372#else
2373 op->contr->peaceful &&
2374#endif
2375 !on_battleground))
2376 { 2134 {
2135 --op->speed_left;
2136
2377 if (!op->contr->braced) 2137 if (!op->contr->braced)
2378 { 2138 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2140 push_ob (mon, dir, op);
2381 } 2141 }
2382 else 2142 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2143 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2144
2386 if (op->contr->tmp_invis || op->hide) 2145 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2146 make_visible (op);
2388 }
2389 2147
2148 return true;
2149 }
2150 }
2390 /* If the object is a boulder or other rollable object, then 2151 /* 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. 2152 * roll it if not braced. You can't roll it if you are braced.
2392 */ 2153 */
2393 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2154 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2155 {
2156 if (op->speed_left > 0.f)
2394 { 2157 {
2158 --op->speed_left;
2159
2395 recursive_roll (mon, dir, op); 2160 recursive_roll (mon, dir, op);
2396 if (action_makes_visible (op)) 2161 if (action_makes_visible (op))
2397 make_visible (op); 2162 make_visible (op);
2398 }
2399 2163
2164 return true;
2165 }
2166 }
2400 /* Any generic living creature. Including things like doors. 2167 /* Any generic living creature. Including things like doors.
2401 * Way it works is like this: First, it must have some hit points 2168 * 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: 2169 * 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 2170 * 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. 2171 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2172 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2173 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))) 2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2175 {
2410 2176 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 { 2177 {
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2178 --op->contr->weapon_sp_left;
2419 2179
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); 2180 skill_attack (mon, op, 0, 0, 0);
2424 2181
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)) 2182 if (action_makes_visible (op))
2439 make_visible (op); 2183 make_visible (op);
2440 }
2441 } /* if player should attack something */
2442}
2443 2184
2444int 2185 return true;
2186 }
2187 }
2188
2189 return false;
2190}
2191
2192bool
2445move_player (object *op, int dir) 2193move_player (object *op, int dir)
2446{ 2194{
2447 int pick; 2195 int pick;
2448 2196
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2198 return 0;
2451 2199
2452 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2454 { 2202 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2204 return 0;
2457 } 2205 }
2458 2206
2459 /* peterm: added following line */ 2207 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2210
2463 op->facing = dir; 2211 op->facing = dir;
2464 2212
2465 if (op->hide) 2213 if (op->hide)
2466 do_hidden_move (op); 2214 do_hidden_move (op);
2467 2215
2216 bool retval;
2217
2468 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2218 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469 /*nop */ ; 2219 retval = RESULT_INT (0);
2470 else if (op->contr->fire_on) 2220 else if (op->contr->fire_on)
2471 fire (op, dir); 2221 retval = fire (op, dir);
2472 else 2222 else
2473 { 2223 {
2474 move_player_attack (op, dir); 2224 retval = move_player_attack (op, dir);
2475 pick = check_pick (op); 2225 pick = check_pick (op);
2476 } 2226 }
2477 2227
2478 /* Add special check for newcs players and fire on - this way, the 2228 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2229 * server can handle repeat firing.
2480 */ 2230 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2231 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2232 op->direction = dir;
2484 }
2485 else 2233 else
2486 {
2487 op->direction = 0; 2234 op->direction = 0;
2488 } 2235
2489 /* Update how the player looks. Use the facing, so direction may 2236 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2237 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2238 * for players.
2492 */ 2239 */
2493 animate_object (op, op->facing); 2240 animate_object (op, op->facing);
2494 return 0; 2241
2242 return retval;
2495} 2243}
2496 2244
2497/* This is similar to handle_player, below, but is only used by the 2245/* This is similar to handle_player, below, but is only used by the
2498 * new client/server stuff. 2246 * new client/server stuff.
2499 * This is sort of special, in that the new client/server actually uses 2247 * This is sort of special, in that the new client/server actually uses
2500 * the new speed values for commands. 2248 * the new speed values for commands.
2501 * 2249 *
2502 * Returns true if there are more actions we can do. 2250 * Returns true if there are more actions we can do. Should not do
2251 * many actions in a row, as that would be too unfair to other
2252 * players.
2503 */ 2253 */
2504int 2254bool
2505handle_newcs_player (object *op) 2255handle_newcs_player (object *op)
2506{ 2256{
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)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2258 {
2529 flee_player (op); 2259 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 { 2260 {
2533 op->speed_left--; 2261 --op->speed_left;
2262 flee_player (op);
2263
2534 return 0; 2264 return true;
2535 } 2265 }
2266 else
2267 return false;
2536 } 2268 }
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 2269
2546 /* call this here - we also will call this in do_ericserver, but 2270 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2271 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2272 * called, so we recheck it here.
2549 */ 2273 */
2550 HandleClient (op->contr->socket, op->contr); 2274 if (op->contr->ns->handle_command ())
2551 if (op->speed_left < 0)
2552 return 0; 2275 return true;
2553 2276
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 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); 2278 return move_player (op, op->direction);
2564 if (op->speed_left > 0)
2565 return 1;
2566 else
2567 return 0;
2568 }
2569 2279
2570 return 0; 2280 return false;
2571} 2281}
2572 2282
2573int 2283int
2574save_life (object *op) 2284save_life (object *op)
2575{ 2285{
2592 op->stats.hp = op->stats.maxhp; 2302 op->stats.hp = op->stats.maxhp;
2593 2303
2594 if (op->stats.food < 0) 2304 if (op->stats.food < 0)
2595 op->stats.food = 999; 2305 op->stats.food = 999;
2596 2306
2597 fix_player (op); 2307 op->update_stats ();
2598 return 1; 2308 return 1;
2599 } 2309 }
2600 2310
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2311 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2312 CLEAR_FLAG (op, FLAG_LIFESAVE);
2610 * from. 2320 * from.
2611 */ 2321 */
2612void 2322void
2613remove_unpaid_objects (object *op, object *env) 2323remove_unpaid_objects (object *op, object *env)
2614{ 2324{
2615 object *next;
2616
2617 while (op) 2325 while (op)
2618 { 2326 {
2619 next = op->below; /* Make sure we have a good value, in case 2327 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2328
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2329 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2330 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2331 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2332 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2333
2334 op->insert_at (env);
2630 } 2335 }
2631 else if (op->inv) 2336 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2337 remove_unpaid_objects (op->inv, env);
2633 2338
2634 op = next; 2339 op = next;
2635 } 2340 }
2636} 2341}
2637
2638 2342
2639/* 2343/*
2640 * Returns pointer a static string containing gravestone text 2344 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2345 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2346 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2381 strcat (buf2, buf);
2678 2382
2679 return buf2; 2383 return buf2;
2680} 2384}
2681
2682
2683 2385
2684void 2386void
2685do_some_living (object *op) 2387do_some_living (object *op)
2686{ 2388{
2687 int last_food = op->stats.food; 2389 int last_food = op->stats.food;
2693 int rate_grace = 2000; 2395 int rate_grace = 2000;
2694 const int max_hp = 1; 2396 const int max_hp = 1;
2695 const int max_sp = 1; 2397 const int max_sp = 1;
2696 const int max_grace = 1; 2398 const int max_grace = 1;
2697 2399
2698 if (op->contr->outputs_sync) 2400 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 } 2401 {
2402 op->invisible = 1000;
2403 /* the socket code flashes the player visible/invisible
2404 * depending on the value of invisible, so we need to
2405 * alternate it here for it to work correctly.
2406 */
2407 if (pticks & 2)
2408 op->invisible--;
2409 }
2410 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2411 {
2412 if (!op->invisible--)
2413 {
2414 make_visible (op);
2415 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2416 }
2417 }
2704 2418
2705 if (op->contr->state == ST_PLAYING) 2419 if (op->contr->ns->state == ST_PLAYING)
2706 { 2420 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2421 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2422 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2423 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2424 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2425 else
2713 { 2426 {
2714 gen_hp = op->stats.maxhp; 2427 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2428 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2429 }
2430
2717 if (op->contr->gen_sp >= 0) 2431 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2432 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2433 else
2720 { 2434 {
2721 gen_sp = op->stats.maxsp; 2435 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2436 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2437 }
2438
2724 if (op->contr->gen_grace >= 0) 2439 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2440 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2441 else
2727 { 2442 {
2728 gen_grace = op->stats.maxgrace; 2443 gen_grace = op->stats.maxgrace;
2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2444 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2730 } 2445 }
2731 2446
2732 /* Regenerate Spell Points */ 2447 /* Regenerate Spell Points */
2733 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2448 if (!op->contr->golem && --op->last_sp < 0)
2734 { 2449 {
2735 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2450 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) 2451 if (op->stats.sp < op->stats.maxsp)
2737 { 2452 {
2738 op->stats.sp++; 2453 op->stats.sp++;
2744 op->stats.food += op->contr->digestion; 2459 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2460 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2461 op->stats.food = last_food;
2747 } 2462 }
2748 } 2463 }
2464
2749 if (max_sp > 1) 2465 if (max_sp > 1)
2750 { 2466 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2467 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2468 if (over_sp > 0)
2753 { 2469 {
2754 if (op->stats.sp < op->stats.maxsp) 2470 if (op->stats.sp < op->stats.maxsp)
2755 { 2471 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2472 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2473
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2474 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2475 op->stats.sp--;
2476
2759 if (op->stats.sp > op->stats.maxsp) 2477 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2478 op->stats.sp = op->stats.maxsp;
2761 } 2479 }
2762 op->last_sp = 0; 2480 op->last_sp = 0;
2763 } 2481 }
2764 else 2482 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2483 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2484 }
2769 else 2485 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2486 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2487 }
2774 2488
2775 /* Regenerate Grace */ 2489 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2490 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2491 if (--op->last_grace < 0)
2778 { 2492 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2493 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2494 op->stats.grace++; /* no penalty in food for regaining grace */
2495
2781 if (max_grace > 1) 2496 if (max_grace > 1)
2782 { 2497 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2498 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2499 if (over_grace > 0)
2785 { 2500 {
2813 op->stats.food += op->contr->digestion; 2528 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2529 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2530 op->stats.food = last_food;
2816 } 2531 }
2817 } 2532 }
2533
2818 if (max_hp > 1) 2534 if (max_hp > 1)
2819 { 2535 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2536 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2537 if (over_hp > 0)
2822 { 2538 {
2835 } 2551 }
2836 2552
2837 /* Digestion */ 2553 /* Digestion */
2838 if (--op->last_eat < 0) 2554 if (--op->last_eat < 0)
2839 { 2555 {
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; 2556 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2845#endif
2846 2557
2847 if (op->contr->gen_hp > 0) 2558 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2560 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2561 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2562
2851 /* dms do not consume food */ 2563 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2564 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2565 op->stats.food--;
2854 } 2566 }
2855 }
2856 2567
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2568 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2569 {
2859 object *tmp, *flesh = NULL; 2570 object *tmp, *flesh = 0;
2860 2571
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2572 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 { 2573 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2574 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2866 { 2575 {
2576 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2578 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2579 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2580 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2581 break;
2871 } 2582 }
2872 else if (tmp->type == FLESH) 2583 else if (tmp->type == FLESH)
2873 flesh = tmp; 2584 flesh = tmp;
2874 } /* End if paid for object */ 2585 } /* End if paid for object */
2875 } /* end of for loop */ 2586 } /* end of for loop */
2587
2876 /* If player is still starving, it means they don't have any food, so 2588 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2589 * eat flesh instead.
2878 */ 2590 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2591 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2592 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2593 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2594 manual_apply (op, flesh, 0);
2883 } 2595 }
2884 } /* end if player is starving */ 2596 }
2885 2597
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2598 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2599 op->stats.food++, op->stats.hp--;
2888 2600
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2601 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2602 kill_player (op);
2603 }
2891} 2604}
2892
2893
2894 2605
2895/* If the player should die (lack of hp, food, etc), we call this. 2606/* 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 2607 * 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 2608 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2609 * file.
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2639 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..."); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2641
2931 /* restore player */ 2642 /* restore player */
2932 at = archetype::find ("poisoning"); 2643 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2644 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2645 {
2936 tmp->destroy (); 2646 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2647 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2648 }
2939 2649
2940 at = archetype::find ("confusion"); 2650 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2651 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2652 {
2944 tmp->destroy (); 2653 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2654 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2655 }
2947 2656
2949 op->stats.hp = op->stats.maxhp; 2658 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2659 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2660 op->stats.food = 999;
2952 2661
2953 /* create a bodypart-trophy to make the winner happy */ 2662 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2663 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2664 {
2957 sprintf (buf, "%s's finger", &op->name); 2665 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2666 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2667 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2668 " 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); 2669 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2670 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2671 tmp->value = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2672 tmp->materialname = "organics";
2965 tmp->x = op->x, tmp->y = op->y; 2673 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2674 }
2968 2675
2969 /* teleport defeated player to new destination */ 2676 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2677 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2678 op->contr->braced = 0;
2976 2683
2977 command_kill_pets (op, 0); 2684 command_kill_pets (op, 0);
2978 2685
2979 if (op->stats.food < 0) 2686 if (op->stats.food < 0)
2980 { 2687 {
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); 2688 sprintf (buf, "%s starved to death.", &op->name);
2989 strcpy (op->contr->killer, "starvation"); 2689 strcpy (op->contr->killer, "starvation");
2990 } 2690 }
2991 else 2691 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); 2692 sprintf (buf, "%s died.", &op->name);
3001 } 2693
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2694 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3003 2695
3004 /* save the map location for corpse, gravestone */ 2696 /* save the map location for corpse, gravestone */
3005 x = op->x; 2697 x = op->x;
3006 y = op->y; 2698 y = op->y;
3007 map = op->map; 2699 map = op->map;
3008 2700
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2701 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2702 * 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. 2703 * See the config.h file for a little more in depth detail about this.
3015 */ 2704 */
3016 2705
3017 /* Basically two ways to go - remove a stat permanently, or just 2706 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2707 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2708 * of death.
3020 */ 2709 */
3021#ifndef COZY_SERVER 2710#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2711 if (settings.balanced_stat_loss)
3023 { 2712 {
3024 /* If stat loss is permanent, lose one stat only. */ 2713 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2714 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2715 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2716 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2717 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2718 little bit harder. */
3030 /* GD */ 2719 /* GD */
3031 if (settings.stat_loss_on_death) 2720 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2721 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2722 else
3037 { 2723 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2724 }
2725 else
3038 num_stats_lose = 1; 2726 num_stats_lose = 1;
3039 } 2727
3040 lost_a_stat = 0; 2728 lost_a_stat = 0;
3041 2729
3042 for (z = 0; z < num_stats_lose; z++) 2730 for (z = 0; z < num_stats_lose; z++)
3043 { 2731 {
3044 i = RANDOM () % NUM_STATS; 2732 i = RANDOM () % NUM_STATS;
3045 2733
3046 if (settings.stat_loss_on_death) 2734 if (settings.stat_loss_on_death)
2735 {
2736 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost.
2738 */
2739 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds (&(op->stats));
2741 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1;
2745 }
2746 else
2747 {
2748 /* deplete a stat */
2749 archetype *deparch = archetype::find ("depletion");
2750 object *dep;
2751
2752 dep = present_arch_in_ob (deparch, op);
2753 if (!dep)
3047 { 2754 {
3048 /* Pick a random stat and take a point off it. Tell the player 2755 dep = arch_to_object (deparch);
3049 * what he lost. 2756 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 } 2757 }
3058 else 2758 lose_this_stat = 1;
2759 if (settings.balanced_stat_loss)
3059 { 2760 {
3060 /* deplete a stat */ 2761 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2762 /* Get the stat that we're about to deplete. */
3062 object *dep; 2763 this_stat = get_attr_value (&(dep->stats), i);
3063 2764 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2765 {
3067 dep = arch_to_object (deparch); 2766 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2767 int keep_chance = this_stat * this_stat;
3069 } 2768
3070 lose_this_stat = 1; 2769 /* 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) 2770 if (keep_chance < 1)
2771 keep_chance = 1;
2772
2773 /* There is a maximum depletion total per level. */
2774 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2775 {
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; 2776 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2777 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2778 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 } 2779 }
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 */ 2780 else
3112 if (this_stat >= -50)
3113 { 2781 {
3114 change_attr_value (&(dep->stats), i, -1); 2782 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; 2783 lose_this_stat = 0;
2784 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2785 this_stat, keep_chance, loss_chance,
2786 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2787 }
3120 } 2788 }
3121 } 2789 }
2790
2791 if (lose_this_stat)
2792 {
2793 this_stat = get_attr_value (&(dep->stats), i);
2794 /* We could try to do something clever like find another
2795 * stat to reduce if this fails. But chances are, if
2796 * stats have been depleted to -50, all are pretty low
2797 * and should be roughly the same, so it shouldn't make a
2798 * difference.
2799 */
2800 if (this_stat >= -50)
2801 {
2802 change_attr_value (&(dep->stats), i, -1);
2803 SET_FLAG (dep, FLAG_APPLIED);
2804 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2805 op->update_stats ();
2806 lost_a_stat = 1;
2807 }
3122 } 2808 }
2809 }
2810 }
3123 /* If no stat lost, tell the player. */ 2811 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2812 if (!lost_a_stat)
3125 { 2813 {
3126 /* determine_god() seems to not work sometimes... why is this? 2814 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2815 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2816 const char *god = determine_god (op);
3129 2817
3130 if (god && (strcmp (god, "none"))) 2818 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); 2819 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2820 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2821 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2822 }
3135#else 2823#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2824 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2825#endif
3138 2826
3139 /* Put a gravestone up where the character 'almost' died. List the 2827 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2828 * exp loss on the stone.
3141 */ 2829 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2830 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2831 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2832 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2833 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2834 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); 2835 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; 2836 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2837 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2838 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2839
3152 /**************************************/ 2840 /**************************************/
3153 /* */ 2841 /* */
3154 /* Subtract the experience points, */ 2842 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2843 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2844 /* food, and reset HP's... */
3157 /* */ 2845 /* */
3158 /**************************************/ 2846 /**************************************/
3159 2847
3160 /* remove any poisoning and confusion the character may be suffering. */ 2848 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2849 /* restore player */
3162 at = archetype::find ("poisoning"); 2850 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2851 tmp = present_arch_in_ob (at, op);
3164 2852
3165 if (tmp) 2853 if (tmp)
3166 { 2854 {
3167 tmp->destroy (); 2855 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2856 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2857 }
3170 2858
3171 at = archetype::find ("confusion"); 2859 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2860 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2861 if (tmp)
3174 { 2862 {
3175 tmp->destroy (); 2863 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2864 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2865 }
3178 2866
3179 cure_disease (op, 0); /* remove any disease */ 2867 cure_disease (op, 0); /* remove any disease */
3180 2868
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2869 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2870 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2871 if (op->stats.food < 100)
3184 op->stats.food = 900; 2872 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2873 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2874 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2875 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2876
3189 /* 2877 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2878 * 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 2879 * and put them back in the map.
3192 * in the map. 2880 */
3193 */
3194
3195 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2881 remove_unpaid_objects (op->inv, op);
3197 2882
3198 /****************************************/ 2883 /****************************************/
3199 /* */ 2884 /* */
3200 /* Move player to his current respawn- */ 2885 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2886 /* position (usually last savebed) */
3202 /* */ 2887 /* */
3203 /****************************************/ 2888 /****************************************/
3204 2889
3205 enter_player_savebed (op); 2890 enter_player_savebed (op);
3206 2891
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2892 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2893
3213 /* it is possible that the player has blown something up 2894 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2895 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2896 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2897 * on the space that might harm the player.
3217 */ 2898 */
3218 will_kill_again = 0; 2899 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2900 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2901 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2902 will_kill_again |= tmp->attacktype;
3222 2903
3223 if (will_kill_again) 2904 if (will_kill_again)
3224 { 2905 {
3225 object *force; 2906 object *force;
3226 int at; 2907 int at;
3227 2908
3228 force = get_archetype (FORCE_NAME); 2909 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2910 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2911 force->speed = 0.1f;
3231 force->speed_left = -5.0; 2912 force->speed_left = -5.f;
3232 SET_FLAG (force, FLAG_APPLIED); 2913 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2914 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2915 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2916 force->resist[at] = 100;
3236 2917
3237 insert_ob_in_ob (force, op); 2918 insert_ob_in_ob (force, op);
3238 fix_player (op); 2919 op->update_stats ();
3239 2920
3240 } 2921 }
3241 2922
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2923 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} 2924}
3311
3312 2925
3313void 2926void
3314loot_object (object *op) 2927loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2928{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2929 object *tmp, *tmp2, *next;
3317 2930
3318 if (op->container) 2931 op->close_container (); /* close open sack first */
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322 2932
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2933 for (tmp = op->inv; tmp; tmp = next)
3324 { 2934 {
3325 next = tmp->below; 2935 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2936
2937 if (tmp->invisible)
3327 continue; 2938 continue;
2939
3328 tmp->remove (); 2940 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2941 tmp->x = op->x, tmp->y = op->y;
2942
3330 if (tmp->type == CONTAINER) 2943 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2944 loot_object (tmp); /* empty container to ground */
3332 loot_object (tmp); 2945
3333 }
3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2946 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3335 { 2947 {
3336 if (tmp->nrof > 1) 2948 if (tmp->nrof > 1)
3337 { 2949 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2950 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3339 tmp2->destroy (); 2951 tmp2->destroy ();
3350/* 2962/*
3351 * fix_weight(): Check recursively the weight of all players, and fix 2963 * fix_weight(): Check recursively the weight of all players, and fix
3352 * what needs to be fixed. Refresh windows and fix speed if anything 2964 * what needs to be fixed. Refresh windows and fix speed if anything
3353 * was changed. 2965 * was changed.
3354 */ 2966 */
3355
3356void 2967void
3357fix_weight (void) 2968fix_weight (void)
3358{ 2969{
3359 player *pl; 2970 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 2971 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2972 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 2973
3365 if (old == sum) 2974 if (old == sum)
3366 continue; 2975 continue;
3367 fix_player (pl->ob); 2976 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2977 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 2978 }
3370} 2979}
3371 2980
3372void 2981void
3373fix_luck (void) 2982fix_luck (void)
3374{ 2983{
3375 player *pl; 2984 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 2985 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 2986 pl->ob->change_luck (0);
3380} 2987}
3381
3382 2988
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 2989/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 2990 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 2991 * just treat this as any other spell casting object.
3386 */ 2992 */
3387
3388void 2993void
3389cast_dust (object *op, object *throw_ob, int dir) 2994cast_dust (object *op, object *throw_ob, int dir)
3390{ 2995{
3391 object *skop, *spob; 2996 object *skop, *spob;
3392 2997
3426 if (op->type == PLAYER) 3031 if (op->type == PLAYER)
3427 { 3032 {
3428 op->contr->tmp_invis = 0; 3033 op->contr->tmp_invis = 0;
3429 op->contr->invis_race = 0; 3034 op->contr->invis_race = 0;
3430 } 3035 }
3036
3431 update_object (op, UP_OBJ_FACE); 3037 update_object (op, UP_OBJ_CHANGE);
3432} 3038}
3433 3039
3434int 3040int
3435is_true_undead (object *op) 3041is_true_undead (object *op)
3436{ 3042{
3437 object *tmp = NULL;
3438
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3043 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3440 return 1; 3044 return 1;
3441 3045
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; 3046 return 0;
3448} 3047}
3449 3048
3450/* look at the surrounding terrain to determine 3049/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3050 * the hideability of this object. Positive levels
3493/* For Hidden creatures - a chance of becoming 'unhidden' 3092/* For Hidden creatures - a chance of becoming 'unhidden'
3494 * every time they move - as we subtract off 'invisibility' 3093 * every time they move - as we subtract off 'invisibility'
3495 * AND, for players, if they move into a ridiculously unhideable 3094 * AND, for players, if they move into a ridiculously unhideable
3496 * spot (surrounded by clear terrain in broad daylight). -b.t. 3095 * spot (surrounded by clear terrain in broad daylight). -b.t.
3497 */ 3096 */
3498
3499void 3097void
3500do_hidden_move (object *op) 3098do_hidden_move (object *op)
3501{ 3099{
3502 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3100 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3503 object *skop; 3101 object *skop;
3507 3105
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3106 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3509 3107
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 3108 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 3109 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 3110 if (!skop || num >= skop->level)
3514 { 3111 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3112 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 3113 make_visible (op);
3517 return; 3114 return;
3518 } 3115 }
3519 else 3116 else
3520 num += 20; 3117 num += 20;
3521 } 3118
3522 num += op->map->difficulty; 3119 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 3120 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 3121 num -= hide;
3122
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3123 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 3124 {
3527 make_visible (op); 3125 make_visible (op);
3528 if (op->type == PLAYER) 3126 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3127 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 3128 }
3531 else if (op->type == PLAYER && skop) 3129 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3130 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 3131}
3536 3132
3537/* determine if who is standing near a hostile creature. */ 3133/* determine if who is standing near a hostile creature. */
3538 3134
3539int 3135int
3566 if (mflags & P_OUT_OF_MAP) 3162 if (mflags & P_OUT_OF_MAP)
3567 continue; 3163 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3164 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3165 continue;
3570 3166
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3167 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3168 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3169 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3170 return 1;
3575 else if (tmp->type == PLAYER) 3171 else if (tmp->type == PLAYER)
3576 { 3172 {
3606 if (pl->type != PLAYER) 3202 if (pl->type != PLAYER)
3607 { 3203 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3204 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3205 return -1;
3610 } 3206 }
3207
3611 if (!pl || !op) 3208 if (!pl || !op)
3612 return 0; 3209 return 0;
3613 3210
3614 if (op->head)
3615 {
3616 op = op->head; 3211 op = op->head_ ();
3617 } 3212
3618 get_rangevector (pl, op, &rv, 0x1); 3213 get_rangevector (pl, op, &rv, 0x1);
3619 3214
3620 /* starting with the 'head' part, lets loop 3215 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3216 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3217 * part that is in the los array but isnt on
3623 * a blocked los square. 3218 * a blocked los square.
3624 * we use the archetype to figure out offsets. 3219 * we use the archetype to figure out offsets.
3625 */ 3220 */
3626 while (op) 3221 while (op)
3627 { 3222 {
3628 dx = rv.distance_x + op->arch->clone.x; 3223 dx = rv.distance_x + op->arch->x;
3629 dy = rv.distance_y + op->arch->clone.y; 3224 dy = rv.distance_y + op->arch->y;
3630 3225
3631 /* only the viewable area the player sees is updated by LOS 3226 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3227 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3228 * for any meaningful values.
3634 */ 3229 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3230 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3231 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3232 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3233 return 1;
3639 op = op->more; 3234 op = op->more;
3640 } 3235 }
3641 return 0; 3236 return 0;
3642} 3237}
3739 char buf[MAX_BUF]; /* tmp. string buffer */ 3334 char buf[MAX_BUF]; /* tmp. string buffer */
3740 int i = 0, j = 0; 3335 int i = 0, j = 0;
3741 3336
3742 /* get the appropriate treasurelist */ 3337 /* get the appropriate treasurelist */
3743 if (atnr == ATNR_FIRE) 3338 if (atnr == ATNR_FIRE)
3744 trlist = find_treasurelist ("dragon_ability_fire"); 3339 trlist = treasurelist::find ("dragon_ability_fire");
3745 else if (atnr == ATNR_COLD) 3340 else if (atnr == ATNR_COLD)
3746 trlist = find_treasurelist ("dragon_ability_cold"); 3341 trlist = treasurelist::find ("dragon_ability_cold");
3747 else if (atnr == ATNR_ELECTRICITY) 3342 else if (atnr == ATNR_ELECTRICITY)
3748 trlist = find_treasurelist ("dragon_ability_elec"); 3343 trlist = treasurelist::find ("dragon_ability_elec");
3749 else if (atnr == ATNR_POISON) 3344 else if (atnr == ATNR_POISON)
3750 trlist = find_treasurelist ("dragon_ability_poison"); 3345 trlist = treasurelist::find ("dragon_ability_poison");
3751 3346
3752 if (trlist == NULL || who->type != PLAYER) 3347 if (trlist == NULL || who->type != PLAYER)
3753 return; 3348 return;
3754 3349
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3350 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3351
3757 if (tr == NULL || tr->item == NULL) 3352 if (!tr || !tr->item)
3758 { 3353 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3354 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3355 return;
3761 } 3356 }
3762 3357
3763 /* everything seems okay - now bring on the gift: */ 3358 /* everything seems okay - now bring on the gift: */
3764 item = &(tr->item->clone); 3359 item = tr->item;
3765 3360
3766 if (item->type == SPELL) 3361 if (item->type == SPELL)
3767 { 3362 {
3768 if (check_spell_known (who, item->name)) 3363 if (check_spell_known (who, item->name))
3769 return; 3364 return;
3828 { 3423 {
3829 /* forces in the treasurelist can alter the player's stats */ 3424 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3425 object *skin;
3831 3426
3832 /* first get the dragon skin force */ 3427 /* first get the dragon skin force */
3428 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); 3429 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3430 ;
3431
3834 if (skin == NULL) 3432 if (!skin)
3835 return; 3433 return;
3836 3434
3837 /* adding new spellpath attunements */ 3435 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3437 {
3884 * not readied. 3482 * not readied.
3885 */ 3483 */
3886void 3484void
3887player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3888{ 3486{
3889 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3890 3489
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3892 { 3491 pl->combat_ob = 0;
3492
3893 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3894 { 3494 pl->ranged_ob = 0;
3895 pl->ranges[i] = NULL;
3896 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none;
3899 }
3900 }
3901 }
3902} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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