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Comparing deliantra/server/server/player.C (file contents):
Revision 1.43 by root, Sat Dec 16 03:08:26 2006 UTC vs.
Revision 1.145 by root, Mon May 28 21:28:36 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
82 int comp; 44 int comp;
83 int size; 45 int size;
84 46
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return; 49 return;
89 } 50
90 motd[0] = '\0'; 51 motd[0] = '\0';
91 size = 0; 52 size = 0;
53
92 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
93 { 55 {
94 if (*buf == '#') 56 if (*buf == '#')
95 continue; 57 continue;
58
96 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf); 60 size += strlen (buf);
98 } 61 }
62
99 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);
100 close_and_delete (fp, comp); 64 close_and_delete (fp, comp);
101} 65}
102 66
103void 67void
109 int comp; 73 int comp;
110 int size; 74 int size;
111 75
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return; 78 return;
116 } 79
117 rules[0] = '\0'; 80 rules[0] = '\0';
118 size = 0; 81 size = 0;
82
119 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
120 { 84 {
121 if (*buf == '#') 85 if (*buf == '#')
122 continue; 86 continue;
87
123 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
124 { 89 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break; 91 break;
127 } 92 }
93
128 strncat (rules + size, buf, HUGE_BUF - size); 94 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf); 95 size += strlen (buf);
130 } 96 }
97
131 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);
132 close_and_delete (fp, comp); 99 close_and_delete (fp, comp);
133} 100}
134 101
135void 102void
143 int size; 110 int size;
144 111
145 sprintf (buf, "%s/%s", settings.confdir, settings.news); 112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return; 114 return;
115
148 news[0] = '\0'; 116 news[0] = '\0';
149 subject[0] = '\0'; 117 subject[0] = '\0';
150 size = 0; 118 size = 0;
119
151 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
152 { 121 {
153 if (*buf == '#') 122 if (*buf == '#')
154 continue; 123 continue;
124
155 if (*buf == '%') 125 if (*buf == '%')
156 { /* send one news */ 126 { /* send one news */
157 if (size > 0) 127 if (size > 0)
158 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
159 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
160 strip_endline (subject); 131 strip_endline (subject);
161 size = 0; 132 size = 0;
162 news[0] = '\0'; 133 news[0] = '\0';
163 } 134 }
172 size += strlen (buf); 143 size += strlen (buf);
173 } 144 }
174 } 145 }
175 146
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
177 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);
178 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
179}
180
181int
182playername_ok (const char *cp)
183{
184 /* Don't allow - or _ as first character in the name */
185 if (*cp == '-' || *cp == '_')
186 return 0;
187
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
191 return 1;
192}
193
194/* This no longer sets the player map. Also, it now updates
195 * all the pointers so the caller doesn't need to do that.
196 * Caller is responsible for setting the correct map.
197 */
198
199/* Redo this to do both get_player_ob and get_player.
200 * Hopefully this will be less bugfree and simpler.
201 * Returns the player structure. If 'p' is null,
202 * we create a new one. Otherwise, we recycle
203 * the one that is passed.
204 */
205static player *
206get_player (player *p)
207{
208 object *op = arch_to_object (get_player_archetype (0));
209 int i;
210
211 /* Clears basically the entire player structure except
212 * for next and socket.
213 */
214 p->clear ();
215
216 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point.
218 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice;
223 p->Swap_First = -1;
224
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
230
231 op->contr = p; /* this aren't yet in archetype */
232 p->ob = op;
233 op->speed_left = 0.5;
234 op->speed = 1.0;
235 op->direction = 5; /* So player faces south */
236 op->stats.wc = 2;
237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
245 p->state = ST_ROLL_STAT;
246 clear_los (op);
247
248 p->gen_sp_armour = 10;
249 p->last_speed = -1;
250 p->shoottype = range_none;
251 p->bowtype = bow_normal;
252 p->petmode = pet_normal;
253 p->listening = 10;
254 p->usekeys = containers;
255 p->last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */
257 p->do_los = 1;
258 p->explore = 0;
259 p->no_shout = 0; /* default can shout */
260
261 assign (p->title, op->arch->clone.name);
262 op->race = op->arch->clone.race;
263
264 CLEAR_FLAG (op, FLAG_READY_SKILL);
265
266 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start
269 * at zero.
270 */
271 for (i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276
277 for (i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1;
279
280 p->last_stats.exp = -1;
281 p->last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 150}
288 151
289/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
290static void 153static void
291set_first_map (object *op) 154set_first_map (object *op)
292{ 155{
293 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
294 op->x = -1; 157 op->x = -1;
295 op->y = -1; 158 op->y = -1;
296 enter_exit (op, NULL);
297} 159}
298 160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (ob);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325player::player ()
326{
327 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point.
329 */
330 outputs_sync = 4;
331 outputs_count = 4;
332 unapply = unapply_nochoice;
333
334 savebed_map = first_map_path; /* Init. respawn position */
335
336 gen_sp_armour = 10;
337 bowtype = bow_normal;
338 petmode = pet_normal;
339 listening = 10;
340 usekeys = containers;
341 peaceful = 1; /* default peaceful */
342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
346}
347
348void
349player::do_destroy ()
350{
351 disconnect ();
352
353 attachable::do_destroy ();
354
355 if (ob)
356 {
357 ob->destroy_inv (false);
358 ob->destroy ();
359 }
360}
361
362player::~player ()
363{
364 /* Clear item stack */
365 free (stack_items);
366}
367
299/* Tries to add player on the connection passwd in ns. 368/* Tries to add player on the connection passed in ns.
300 * All we can really get in this is some settings like host and display 369 * All we can really get in this is some settings like host and display
301 * mode. 370 * mode.
302 */ 371 */
303 372player *
304int 373player::create ()
305add_player (client *ns)
306{ 374{
307 player *p = new player; 375 player *pl = new player;
308 376
309 p->socket = ns; 377 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 378
312 p->next = first_player; 379 pl->ob->roll_stats ();
313 first_player = p; 380 pl->ob->stats.wc = 2;
381 pl->ob->run_away = 25; /* Then we panick... */
314 382
315 p = get_player (p);
316
317 set_first_map (p->ob); 383 set_first_map (pl->ob);
318 384
319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
320 add_friendly_object (p->ob);
321 send_rules (p->ob);
322 send_news (p->ob);
323 display_motd (p->ob);
324 get_name (p->ob);
325
326 return 0; 385 return pl;
327} 386}
328 387
329/* 388/*
330 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
340 { 399 {
341 if (at == NULL || at->next == NULL) 400 if (at == NULL || at->next == NULL)
342 at = first_archetype; 401 at = first_archetype;
343 else 402 else
344 at = at->next; 403 at = at->next;
404
345 if (at->clone.type == PLAYER) 405 if (at->clone.type == PLAYER)
346 return at; 406 return at;
407
347 if (at == start) 408 if (at == start)
348 { 409 {
349 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 411 exit (-1);
351 } 412 }
352 } 413 }
353} 414}
354 415
355
356object * 416object *
357get_nearest_player (object *mon) 417get_nearest_player (object *mon)
358{ 418{
359 object *op = NULL; 419 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 420 objectlink *ol;
362 unsigned lastdist; 421 unsigned lastdist;
363 rv_vector rv; 422 rv_vector rv;
364 423
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 425 {
367 /* We should not find free objects on this friendly list, but it 426 /* We should not find free objects on this friendly list, but it
368 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
374 object *tmp = ol->ob; 433 object *tmp = ol->ob;
375 434
376 /* Can't do much more other than log the fact, because the object 435 /* Can't do much more other than log the fact, because the object
377 * itself will have been cleared. 436 * itself will have been cleared.
378 */ 437 */
379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
380 ol = ol->next; 440 ol = ol->next;
381 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
382 if (!ol) 442 if (!ol)
383 return op; 443 return op;
384 } 444 }
397 { 457 {
398 op = ol->ob; 458 op = ol->ob;
399 lastdist = rv.distance; 459 lastdist = rv.distance;
400 } 460 }
401 } 461 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 462
403 { 463 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 464 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 465 if (lastdist > rv.distance)
408 { 466 {
409 op = pl->ob; 467 op = pl->ob;
410 lastdist = rv.distance; 468 lastdist = rv.distance;
411 } 469 }
412 } 470
413 }
414#if 0 471#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 472 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 473#endif
417 return op; 474 return op;
418} 475}
436 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 494 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 495 * is probably not a good thing.
439 */ 496 */
440#define MAX_SPACES 50 497#define MAX_SPACES 50
441
442 498
443/* 499/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 501 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 502 * player and if path is blocked then see if blockage is close enough to player that
477 x = mon->x; 533 x = mon->x;
478 y = mon->y; 534 y = mon->y;
479 m = mon->map; 535 m = mon->map;
480 dir = rv.direction; 536 dir = rv.direction;
481 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 537 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
482 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 538 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
539
483 /* If we can't solve it within the search distance, return now. */ 540 /* If we can't solve it within the search distance, return now. */
484 if (diff > max) 541 if (diff > max)
485 return 0; 542 return 0;
543
486 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
487 { 545 {
488 lastx = x; 546 lastx = x;
489 lasty = y; 547 lasty = y;
490 lastmap = m; 548 lastmap = m;
572 max--; 630 max--;
573 lastdir = dir; 631 lastdir = dir;
574 if (!firstdir) 632 if (!firstdir)
575 firstdir = dir; 633 firstdir = dir;
576 } 634 }
635
577 if (diff <= 1) 636 if (diff <= 1)
578 { 637 {
579 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 639 * headed toward player for entire distance.
581 */ 640 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
583 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
584 } 643 }
644
585 if (diff > max) 645 if (diff > max)
586 return 0; 646 return 0;
587 } 647 }
648
588 /* If we reached the max, didn't find a direction in time */ 649 /* If we reached the max, didn't find a direction in time */
589 if (!max) 650 if (!max)
590 return 0; 651 return 0;
591 652
592 return firstdir; 653 return firstdir;
685 /* Need to set up the skill pointers */ 746 /* Need to set up the skill pointers */
686 link_player_skills (pl); 747 link_player_skills (pl);
687} 748}
688 749
689void 750void
690get_name (object *op)
691{
692 op->contr->write_buf[0] = '\0';
693 op->contr->state = ST_GET_NAME;
694 send_query (op->contr->socket, 0, "What is your name?\n:");
695}
696
697void
698get_password (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_PASSWORD;
702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
703}
704
705void
706play_again (object *op)
707{
708 op->contr->state = ST_PLAY_AGAIN;
709 op->chosen_skill = NULL;
710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
711 /* a bit of a hack, but there are various places early in th
712 * player creation process that a user can quit (eg, roll
713 * stats) that isn't removing the player. Taking a quick
714 * look, there are many places that call play_again without
715 * removing the player - it probably makes more sense
716 * to leave it to play_again to remove the object in all
717 * cases.
718 */
719 if (!QUERY_FLAG (op, FLAG_REMOVED))
720 op->remove ();
721 /* Need to set this to null - otherwise, it could point to garbage,
722 * and draw() doesn't check to see if the player is removed, only if
723 * the map is null or not swapped out.
724 */
725 op->map = NULL;
726}
727
728int
729receive_play_again (object *op, char key)
730{
731 if (key == 'q' || key == 'Q')
732 {
733 remove_friendly_object (op);
734 leave (op->contr, 0); /* ericserver will draw the message */
735 return 2;
736 }
737 else if (key == 'a' || key == 'A')
738 {
739 player *pl = op->contr;
740 shstr name = op->name;
741
742 op->contr = 0;
743 op->type = 0;
744 op->destroy (1);
745 pl = get_player (pl);
746 op = pl->ob;
747 add_friendly_object (op);
748 op->contr->password[0] = '~';
749 op->name = op->name_pl = 0;
750 /* Lets put a space in here */
751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
752 get_name (op);
753 op->name = op->name_pl = name;
754 set_first_map (op);
755 }
756 else
757 /* user pressed something else so just ask again... */
758 play_again (op);
759
760 return 0;
761}
762
763void
764confirm_password (object *op)
765{
766
767 op->contr->write_buf[0] = '\0';
768 op->contr->state = ST_CONFIRM_PASSWORD;
769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
770}
771
772void
773get_party_password (object *op, partylist *party) 751get_party_password (object *op, partylist *party)
774{ 752{
775 if (party == NULL) 753 if (party == NULL)
776 { 754 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 755 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 756 return;
779 } 757 }
758
780 op->contr->write_buf[0] = '\0'; 759 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 762 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 763}
785
786 764
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 765/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 766static int
789roll_stat (void) 767roll_stat (void)
790{ 768{
791 int a[4], i, j, k; 769 int a[4], i, j, k;
792 770
793 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
795 773
796 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 775 if (a[i] < k)
798 k = a[i], j = i; 776 k = a[i], j = i;
799 777
800 for (i = 0, k = 0; i < 4; i++) 778 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 779 if (i != j)
803 k += a[i]; 780 k += a[i];
804 } 781
805 return k; 782 return k;
806} 783}
807 784
808void 785void
809roll_stats (object *op) 786object::roll_stats ()
810{ 787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
811 int sum = 0; 792 int sum = 0;
812 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
813 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
814 795
815 do 796 if (sum >= 82 && sum <= 116)
797 break;
816 { 798 }
817 op->stats.Str = roll_stat ();
818 op->stats.Dex = roll_stat ();
819 op->stats.Int = roll_stat ();
820 op->stats.Con = roll_stat ();
821 op->stats.Wis = roll_stat ();
822 op->stats.Pow = roll_stat ();
823 op->stats.Cha = roll_stat ();
824 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
825 }
826 while (sum < 82 || sum > 116);
827 799
828 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
830 statsort[1] = op->stats.Dex;
831 statsort[2] = op->stats.Int;
832 statsort[3] = op->stats.Con;
833 statsort[4] = op->stats.Wis;
834 statsort[5] = op->stats.Pow;
835 statsort[6] = op->stats.Cha;
836 802
837 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
838 do 804 stats.stat (i) = statsort [i];
839 {
840 if (statsort[i] < statsort[i + 1])
841 {
842 j = statsort[i];
843 statsort[i] = statsort[i + 1];
844 statsort[i + 1] = j;
845 i = 0;
846 }
847 else
848 {
849 i++;
850 }
851 }
852 while (i < 6);
853 805
854 op->stats.Str = statsort[0];
855 op->stats.Dex = statsort[1];
856 op->stats.Con = statsort[2];
857 op->stats.Int = statsort[3];
858 op->stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6];
861
862
863 op->contr->orig_stats.Str = op->stats.Str;
864 op->contr->orig_stats.Dex = op->stats.Dex;
865 op->contr->orig_stats.Int = op->stats.Int;
866 op->contr->orig_stats.Con = op->stats.Con;
867 op->contr->orig_stats.Wis = op->stats.Wis;
868 op->contr->orig_stats.Pow = op->stats.Pow;
869 op->contr->orig_stats.Cha = op->stats.Cha;
870
871 op->level = 1;
872 op->stats.exp = 0; 806 stats.exp = 0;
873 op->stats.ac = 0; 807 stats.ac = 0;
874 808
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 809 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 810 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
815 contr->levhp[1] = 9;
816 contr->levsp[1] = 6;
817 contr->levgrace[1] = 3;
818
883 op->contr->orig_stats = op->stats; 819 contr->orig_stats = stats;
820 }
884} 821}
885 822
886void 823void
887Roll_Again (object *op) 824object::swap_stats (int a, int b)
888{ 825{
889 esrv_new_player (op->contr, 0); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
891 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
892}
893 827
894void 828 for (int i = 0; i < NUM_STATS; ++i)
895Swap_Stat (object *op, int Swap_Second) 829 stats.stat (i) = contr->orig_stats.stat (i);
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851}
852
853static void
854start_info (object *op)
896{ 855{
897 signed char tmp;
898 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
899 857
900 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
901 {
902 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
903 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
905 return;
906 }
907
908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
909
910 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
911
912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
913
914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
915 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
917 op->stats.Dex = op->contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha;
923 op->stats.ac = 0;
924
925 op->level = 1;
926 op->stats.exp = 0;
927 op->stats.ac = 0;
928
929 op->contr->levhp[1] = 9;
930 op->contr->levsp[1] = 6;
931 op->contr->levgrace[1] = 3;
932
933 fix_player (op);
934 op->stats.hp = op->stats.maxhp;
935 op->stats.sp = op->stats.maxsp;
936 op->stats.grace = op->stats.maxgrace;
937 op->contr->orig_stats = op->stats;
938 op->contr->Swap_First = -1;
939}
940
941
942/* This code has been greatly reduced, because with set_attr_value
943 * and get_attr_value, the stats can be accessed just numeric
944 * ids. stat_trans is a table that translate the number entered
945 * into the actual stat. It is needed because the order the stats
946 * are displayed in the stat window is not the same as how
947 * the number's access that stat. The table does that translation.
948 */
949int
950key_roll_stat (object *op, char key)
951{
952 int keynum = key - '0';
953 char buf[MAX_BUF];
954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
955
956 if (keynum > 0 && keynum <= 7)
957 {
958 if (op->contr->Swap_First == -1)
959 {
960 op->contr->Swap_First = stat_trans[keynum];
961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
962 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
963 }
964 else
965 Swap_Stat (op, stat_trans[keynum]);
966
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 return 1;
969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
981
982#if 0
983 /* So that enter_exit will put us at startx/starty */
984 op->x = -1;
985
986 enter_exit (op, NULL);
987#endif
988 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */
990 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993 op->contr->state = ST_CHANGE_CLASS;
994 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0;
997 }
998 case 'y':
999 case 'Y':
1000 roll_stats (op);
1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003
1004 case 'q':
1005 case 'Q':
1006 play_again (op);
1007 return 1;
1008
1009 default:
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1011 return 0;
1012 }
1013 return 0;
1014} 862}
1015 863
1016/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1020 * not the class. 868 * not the class.
1021 */ 869 */
1022 870void
1023int 871player::chargen_race_done ()
1024key_change_class (object *op, char key)
1025{ 872{
1026 int tmp_loop;
1027
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D')
1035 {
1036 char buf[MAX_BUF];
1037
1038 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
1039 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1040 875
1041 treasurelist *tl = find_treasurelist ("starting_wealth"); 876 treasurelist *tl = treasurelist::find ("starting_wealth");
1042 if (tl) 877 if (tl)
1043 create_treasure (tl, op, 0, 0, 0); 878 create_treasure (tl, ob, 0, 0, 0);
1044 879
1045 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
1047 882
1048 op->contr->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
1049 884
1050 if (op->msg) 885 if (ob->msg)
1051 op->msg = NULL; 886 ob->msg = 0;
1052 887
1053 /* We create this now because some of the unique maps will need it 888 /* We create this now because some of the unique maps will need it
1054 * to save here. 889 * to save here.
1055 */ 890 */
891 {
892 char buf[MAX_BUF];
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1057 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
1058 896
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 897 start_info (ob);
1063 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
1065 link_player_skills (op); 900 link_player_skills (ob);
1066 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
1067 fix_player (op); 902 ob->update_stats ();
1068 903
1069 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1070 * is one for this race 905 * is one for this race
1071 */ 906 */
1072 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1073 { 908 {
1074 object *tmp; 909 object *tmp;
1075 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1076 911
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1078 tmp = object::create (); 913 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
1081 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded; 917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1084 * default initial map */ 919 * default initial map */
1085 tmp->destroy (); 920 tmp->destroy ();
1086 } 921 }
1087 else 922 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 924}
1091 return 0;
1092 }
1093 925
926void
927player::chargen_race_next ()
928{
1094 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
1096 */ 931 */
1097 932
1098 tmp_loop = 0; 933 do
1099 while (!tmp_loop)
1100 { 934 {
1101 shstr name = op->name; 935 shstr name = ob->name;
1102 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
1103 937
1104 remove_statbonus (op); 938 ob->remove_statbonus ();
1105 op->remove (); 939 ob->remove ();
1106 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
1107 op->arch->clone.copy_to (op); 941 ob->arch->clone.copy_to (ob);
1108 op->instantiate (); 942 ob->instantiate ();
1109 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
1110 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
1111 op->x = x; 945 ob->x = x;
1112 op->y = y; 946 ob->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
1115 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
1116 add_statbonus (op); 950 ob->add_statbonus ();
1117 tmp_loop = allowed_class (op);
1118 } 951 }
952 while (!allowed_class (ob));
1119 953
1120 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
1122 fix_player (op); 956 ob->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
1125 op->stats.grace = 0; 959 ob->stats.grace = 0;
1126
1127 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1131 return 0;
1132}
1133
1134int
1135key_confirm_quit (object *op, char key)
1136{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 {
1141 op->contr->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1;
1144 }
1145
1146 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr);
1148
1149 terminate_all_pets (op);
1150 leave_map (op);
1151 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153
1154 strcpy (op->contr->killer, "quit");
1155 check_score (op);
1156 op->contr->party = NULL;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0';
1159
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161 {
1162 maptile *mp, *next;
1163
1164 /* We need to hunt for any per player unique maps in memory and
1165 * get rid of them. The trailing slash in the path is intentional,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1171 next = mp->next;
1172 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp);
1174 }
1175
1176 delete_character (op->name, 1);
1177 }
1178
1179 play_again (op);
1180 return 1;
1181} 960}
1182 961
1183void 962void
1184flee_player (object *op) 963flee_player (object *op)
1185{ 964{
1215 { 994 {
1216 op->enemy = NULL; 995 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 996 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 997 return;
1219 } 998 }
999
1220 get_rangevector (op, op->enemy, &rv, 0); 1000 get_rangevector (op, op->enemy, &rv, 0);
1221 1001
1222 dir = absdir (4 + rv.direction); 1002 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1003 for (diff = 0; diff < 3; diff++)
1224 { 1004 {
1225 int m = 1 - (RANDOM () & 2); 1005 int m = 1 - (RANDOM () & 2);
1226 1006
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1007 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1008 return;
1230 }
1231 } 1009 }
1010
1232 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1013 op->enemy = NULL;
1235} 1014}
1236 1015
1237
1238/* check_pick sees if there is stuff to be picked up/picks up stuff. 1016/* check_pick sees if there is stuff to be picked up/picks up stuff.
1239 * IT returns 1 if the player should keep on moving, 0 if he should 1017 * It returns 1 if the player should keep on moving, 0 if he should
1240 * stop. 1018 * stop.
1241 */ 1019 */
1242int 1020int
1243check_pick (object *op) 1021check_pick (object *op)
1244{ 1022{
1245 object *tmp, *next; 1023 object *tmp, *next;
1246 int stop = 0; 1024 int stop = 0;
1247 int j, k, wvratio; 1025 int wvratio;
1248 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1249 1027
1250 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1251 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1252 return 1; 1030 return 1;
1253 1031
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1102 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328
1329 sprintf (putstring, "...flags: ");
1330 for (k = 0; k < 4; k++)
1331 {
1332 for (j = 0; j < 32; j++)
1333 {
1334 if ((tmp->flags[k] >> j) & 0x01)
1335 {
1336 sprintf (tmpstr, "%d ", k * 32 + j);
1337 strcat (putstring, tmpstr);
1338 }
1339 }
1340 }
1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1342
1343#if 0
1344 /* print the flags too */
1345 for (k = 0; k < 4; k++)
1346 {
1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1348 for (j = 0; j < 32; j++)
1349 {
1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1351 if (!((j + 1) % 4))
1352 fprintf (stderr, " ");
1353 }
1354 fprintf (stderr, " [%d]\n", k * 32);
1355 }
1356#endif
1357 } 1107 }
1108
1358 /* philosophy: 1109 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1110 * It's easy to grab an item type from a pile, as long as it's
1360 * generic. This takes no game-time. For more detailed pickups 1111 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1112 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1113 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1114 * example.
1364 * The drawback: right now it has no frontend, so you need to 1115 * The drawback: right now it has no frontend, so you need to
1365 * stick the bits you want into a calculator in hex mode and then 1116 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1117 * convert to decimal and then 'pickup <#>
1617 * found object is returned. 1368 * found object is returned.
1618 */ 1369 */
1619object * 1370object *
1620find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1621{ 1372{
1622 object *tmp = NULL; 1373 object *tmp = 0;
1623 1374
1624 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1625 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1626 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1628 return op; 1379 return op;
1380
1629 return tmp; 1381 return tmp;
1630} 1382}
1631 1383
1632/* 1384/*
1633 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1634 * against the target. A full test is not performed, simply a basic test 1386 * against the target. A full test is not performed, simply a basic test
1635 * of resistances. The archer is making a quick guess at what he sees down 1387 * of resistances. The archer is making a quick guess at what he sees down
1636 * the hall. Failing that it does it's best to pick the highest plus arrow. 1388 * the hall. Failing that it does it's best to pick the highest plus arrow.
1637 */ 1389 */
1638
1639object * 1390object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1641{ 1392{
1642 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1709 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1710 * op = the shooter 1461 * op = the shooter
1711 * type = bow->race 1462 * type = bow->race
1712 * dir = fire direction 1463 * dir = fire direction
1713 */ 1464 */
1714
1715object * 1465object *
1716pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1717{ 1467{
1718 object *tmp = NULL; 1468 object *tmp = NULL;
1719 maptile *m; 1469 maptile *m;
1784 */ 1534 */
1785int 1535int
1786fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1787{ 1537{
1788 object *left, *bow; 1538 object *left, *bow;
1789 int bowspeed, mflags; 1539 int mflags;
1790 maptile *m; 1540 maptile *m;
1791 1541
1792 if (!dir) 1542 if (!dir)
1793 { 1543 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1545 return 0;
1796 } 1546 }
1797 if (op->type == PLAYER) 1547
1798 bow = op->contr->ranges[range_bow]; 1548 if (op->contr)
1549 bow = op->current_weapon;
1799 else 1550 else
1800 { 1551 {
1801 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1802 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1803 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1808 if (!bow) 1559 if (!bow)
1809 { 1560 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1562 return 0;
1812 } 1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1813 } 1572 }
1573
1814 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1815 { 1575 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1577 return 0;
1818 } 1578 }
1819
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821
1822 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1825 if (bowspeed < 1)
1826 bowspeed = 1;
1827 1579
1828 if (arrow == NULL) 1580 if (arrow == NULL)
1829 { 1581 {
1830 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1831 { 1583 {
1832 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1834 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1835 else 1587 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1837 return 0; 1590 return 0;
1838 } 1591 }
1839 } 1592 }
1593
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1595 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1596 return 0;
1844 } 1597
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1598 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1599 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1600 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1601 return 0;
1849 } 1602 }
1855 return 0; 1608 return 0;
1856 } 1609 }
1857 1610
1858 left = arrow; /* these are arrows left to the player */ 1611 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1612 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1613 if (!arrow)
1861 { 1614 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1616 return 0;
1864 } 1617 }
1618
1865 arrow->set_owner (op); 1619 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1621 arrow->direction = dir;
1869 arrow->x = sx; 1622
1870 arrow->y = sy; 1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype;
1626
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629
1630#if 0
1631 if (player *pl = op->contr)
1632 {
1633 float speed = pl->weapon_sp;
1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643#endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1646
1647 /* update the speed */
1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1649 + bow->stats.dam / 7.f;
1650
1651 arrow->set_speed (max (arrow->speed, 2.f));
1652 arrow->speed_left = 0;
1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1871 1655
1872 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1873 { 1657 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op);
1876 }
1877
1878 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam;
1881 arrow->stats.grace = arrow->attacktype;
1882 if (arrow->slaying != NULL)
1883 arrow->spellarg = strdup (arrow->slaying);
1884
1885 /* Note that this was different for monsters - they got their level
1886 * added to the damage. I think the strength bonus is more proper.
1887 */
1888
1889 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1890
1891 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1893 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894
1895 if (arrow->speed < 1.0)
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0;
1899
1900 if (op->type == PLAYER)
1901 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1903 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1904 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1905
1906 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1659 wc -= dex_bonus[op->stats.Dex];
1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1907 } 1665 }
1908 else 1666 else
1909 { 1667 {
1910 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1911 arrow->level = op->level; 1668 arrow->level = op->level;
1912 } 1669 arrow->stats.wc -= bow->magic;
1913 1670
1914 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1915 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1916 1676
1917 if (bow->slaying != NULL) 1677 wc -= arrow->level;
1918 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1919 1679
1920 arrow->map = m; 1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1921 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1683
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1926 1686
1927 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1688 move_arrow (arrow);
1929 1689
1930 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1950{ 1710{
1951 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1952 1712
1953 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1954 { 1714 {
1955 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1956 } 1716 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1718 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1720 wcmod = -1;
1721
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1723 }
1963 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1964 { 1725 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1969 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1970 { 1731 {
1971 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1972 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1973 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1974
1975 } 1735 }
1976 else 1736 else
1977 { 1737 {
1978 /* Simple case */ 1738 /* Simple case */
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980 } 1740 }
1741
1981 return ret; 1742 return ret;
1982} 1743}
1983
1984 1744
1985/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1986 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1987 */ 1747 */
1988void 1748void
1989fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
1990{ 1750{
1991 object *item; 1751 object *item = op->contr->ranged_ob;
1992 1752
1993 if (!op->contr->ranges[range_misc]) 1753 if (!item)
1994 { 1754 {
1995 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1996 return; 1756 return;
1997 } 1757 }
1998 1758
1999 item = op->contr->ranges[range_misc];
2000 if (!item->inv) 1759 if (!item->inv)
2001 { 1760 {
2002 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2003 return; 1762 return;
2004 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
2005 if (item->type == WAND) 1768 if (item->type == WAND)
2006 { 1769 {
2007 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
2008 { 1771 {
2009 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2010 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
2011 return; 1775 return;
2012 } 1776 }
2013 } 1777 }
2014 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
2015 { 1779 {
2016 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2017 { 1781 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
2019 if (item->type == ROD) 1784 if (item->type == ROD)
2020 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2021 else 1786 else
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1788
2023 return; 1789 return;
2024 } 1790 }
2025 } 1791 }
2026 1792
2027 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
2035 1801
2036 if (item->arch) 1802 if (item->arch)
2037 { 1803 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2040 item->speed = 0; 1806 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1807 }
1808
2043 if ((tmp = is_player_inv (item))) 1809 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1811 }
2046 } 1812 }
2047 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1814 drain_rod_charge (item);
2050 }
2051 } 1815 }
2052} 1816}
2053 1817
2054/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2055 */ 1819 */
2056void 1820bool
2057fire (object *op, int dir) 1821fire (object *op, int dir)
2058{ 1822{
2059 int spellcost = 0; 1823 int spellcost = 0;
2060 1824
2061 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
2062 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
2063 make_visible (op); 1827 make_visible (op);
2064 1828
2065 switch (op->contr->shoottype) 1829 player *pl = op->contr;
1830
1831 if (pl->golem)
1832 {
1833 control_golem (op->contr->golem, dir);
1834 return false;
2066 { 1835 }
2067 case range_none:
2068 return;
2069 1836
2070 case range_bow: 1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
2071 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
2072 return; 1854 break;
2073 1855
2074 case range_magic: /* Casting spells */ 1856 case SPELL:
2075 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2076 return; 1858 break;
2077 1859
2078 case range_misc: 1860 case BUILDER:
1861 apply_map_builder (op, dir);
1862 break;
1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
2079 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2080 return; 1870 break;
2081
2082 case range_golem: /* Control summoned monsters from scrolls */
2083 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2084 {
2085 op->contr->ranges[range_golem] = 0;
2086 op->contr->shoottype = range_none;
2087 }
2088 else
2089 control_golem (op->contr->ranges[range_golem], dir);
2090 return;
2091
2092 case range_skill:
2093 if (!op->chosen_skill)
2094 {
2095 if (op->type == PLAYER)
2096 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2097 return;
2098 }
2099 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2100 return;
2101 case range_builder:
2102 apply_map_builder (op, dir);
2103 return;
2104 default:
2105 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2106 return;
2107 } 1871 }
2108}
2109 1872
2110 1873 return true;
1874}
2111 1875
2112/* find_key 1876/* find_key
2113 * We try to find a key for the door as passed. If we find a key 1877 * We try to find a key for the door as passed. If we find a key
2114 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
2117 * pl is the player, 1881 * pl is the player,
2118 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
2121 */ 1885 */
2122
2123object * 1886object *
2124find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
2125{ 1888{
2126 object *tmp, *key; 1889 object *tmp, *key;
2127 1890
2128 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1892 if (!container->inv)
2130 return NULL; 1893 return 0;
2131 1894
2132 /* First, lets try to find a key in the top level inventory */ 1895 /* First, lets try to find a key in the top level inventory */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1897 {
2135 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1899 break;
2137 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
2139 */ 1902 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1904 break;
2142 } 1905 }
1906
2143 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
2144 /* If we find and use a key in an inventory, return at that time. 1908 /* If we find and use a key in an inventory, return at that time.
2145 * otherwise, if we search all the inventories and still don't find 1909 * otherwise, if we search all the inventories and still don't find
2146 * a key, return 1910 * a key, return
2147 */ 1911 */
2148 if (!tmp) 1912 if (!tmp)
2149 { 1913 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 { 1915 {
2152 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
2154 { 1918 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
2156 return key; 1920 return key;
2157 } 1921 }
2158 } 1922 }
1923
2159 if (!tmp) 1924 if (!tmp)
2160 return NULL; 1925 return NULL;
2161 } 1926 }
1927
2162 /* We get down here if we have found a key. Now if its in a container, 1928 /* We get down here if we have found a key. Now if its in a container,
2163 * see if we actually want to use it 1929 * see if we actually want to use it
2164 */ 1930 */
2165 if (pl != container) 1931 if (pl != container)
2166 { 1932 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2188 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2189 return NULL; 1955 return NULL;
2190 } 1956 }
2191 } 1957 }
1958
2192 return tmp; 1959 return tmp;
2193} 1960}
2194 1961
2195/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2198 * 0 otherwise 1965 * 0 otherwise
2199 */ 1966 */
2200static int 1967static int
2201player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2202{ 1969{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
2205 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2207 */ 1973 */
2208 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2209 1975
2210 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2211 if (key) 1977 if (key)
2212 { 1978 {
2213 object *container = key->env; 1979 object *container = key->env;
2214 1980
2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
2216 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2217 make_visible (op); 1984 make_visible (op);
1985
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2220 if (door->type == DOOR) 1989 if (door->type == DOOR)
2221 {
2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2223 }
2224 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2225 { 1992 {
2226 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2227 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2228 } 1995 }
1996
2229 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2232 if (container != op) 2000 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2234 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2235 } 2004 }
2236 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2237 { 2006 {
2238 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2240 return 1; 2009 return 1;
2241 } 2010 }
2011
2242 return 0; 2012 return 0;
2243} 2013}
2244 2014
2245/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2250 */ 2020 */
2251 2021bool
2252void
2253move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2254{ 2023{
2255 object *tmp, *mon;
2256 sint16 nx, ny;
2257 int on_battleground; 2024 int on_battleground;
2258 maptile *m;
2259 2025
2260 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2262 2028
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2264 2039
2265 /* If braced, or can't move to the square, and it is not out of the 2040 /* If braced, or can't move to the square, and it is not out of the
2266 * map, attack it. Note order of if statement is important - don't 2041 * map, attack it. Note order of if statement is important - don't
2267 * want to be calling move_ob if braced, because move_ob will move the 2042 * want to be calling move_ob if braced, because move_ob will move the
2268 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2269 * move to some space, it then means that if we are braced, we should 2044 * move to some space, it then means that if we are braced, we should
2270 * do nothing at all. As it is, if we are braced, we go through 2045 * do nothing at all. As it is, if we are braced, we go through
2271 * quite a bit of processing. However, it probably is less than what 2046 * quite a bit of processing. However, it probably is less than what
2272 * move_ob uses. 2047 * move_ob uses.
2273 */ 2048 */
2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2049 maptile *m = op->map->xy_find (nx, ny);
2275 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 {
2278 m = get_map_from_coord (op->map, &nx, &ny);
2279 if (!m)
2280 return; /* Don't think this should happen */
2281 }
2282 else
2283 m = op->map;
2284 2050
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2286 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2288 return;
2289 }
2290
2291 mon = NULL;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2051 /* Go through all the objects, and find ones of interest. Only stop if
2293 * we find a monster - that is something we know we want to attack. 2052 * we find a monster - that is something we know we want to attack.
2294 * if its a door or barrel (can roll) see if there may be monsters 2053 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2054 * on the space
2296 */ 2055 */
2297 while (tmp != NULL) 2056 object *mon;
2298 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2299 if (tmp == op) 2058 {
2300 { 2059 if ((mon->flag [FLAG_ALIVE]
2301 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2302 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2303 }
2304
2305 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2306 {
2307 mon = tmp; 2062 && mon != op)
2308 break; 2063 break;
2309 } 2064 }
2310 2065
2311 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2312 mon = tmp;
2313
2314 tmp = tmp->above;
2315 }
2316
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2067 return false; /* into a wall */
2319 2068
2320 if (mon->head != NULL)
2321 mon = mon->head; 2069 mon = mon->head_ ();
2322 2070
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2324 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2325 return; 2076 return true;
2077 }
2326 2078
2327 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2328 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2329 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2330 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2331 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2332 * and thus will not push them. 2084 * and thus will not push them.
2333 */ 2085 */
2334 2086
2335 /* If the creature is a pet, push it even if the player is not 2087 /* If the creature is a pet, push it even if the player is not
2336 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2337 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2338 */ 2090 */
2339 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2340#if COZY_SERVER
2341 &&
2342 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2343 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2344#else
2345 && mon->owner == op 2094 || mon->owner == op)
2346#endif
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2096 {
2349 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced) 2098 if (op->contr->braced)
2351 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2354 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2109 make_visible (op);
2110
2356 return; 2111 return true;
2357 } 2112 }
2113 else
2114 return false;
2115 }
2358 2116
2359 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2361 * someone, but put it inside this loop so that you won't 2119 * someone, but put it inside this loop so that you won't
2362 * attack them either. 2120 * attack them either.
2363 */ 2121 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2366#ifdef PROHIBIT_PLAYERKILL 2124 && ((op->contr->peaceful
2367 (op->contr->peaceful 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2368 || (mon->type == PLAYER 2126 && !on_battleground))
2369 && mon->contr-> 2127 {
2370 peaceful)) && 2128 if (op->speed_left > 0.f)
2371#else
2372 op->contr->peaceful &&
2373#endif
2374 !on_battleground))
2375 { 2129 {
2130 --op->speed_left;
2131
2376 if (!op->contr->braced) 2132 if (!op->contr->braced)
2377 { 2133 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2380 } 2136 }
2381 else 2137 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2139
2385 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2141 make_visible (op);
2387 }
2388 2142
2143 return true;
2144 }
2145 }
2389 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2390 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2391 */ 2148 */
2392 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2393 { 2152 {
2153 --op->speed_left;
2154
2394 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2395 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2396 make_visible (op); 2157 make_visible (op);
2397 }
2398 2158
2159 return true;
2160 }
2161 }
2399 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2400 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2401 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2402 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2403 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2404 */ 2167 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2407 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 { 2170 {
2409 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2410 /* If the player hasn't hit something this tick, and does
2411 * so, give them speed boost based on weapon speed. Doing
2412 * it here is better than process_players2, which basically
2413 * incurred a 1 tick offset.
2414 */
2415 if (!op->contr->has_hit)
2416 { 2172 {
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2418 2174
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 }
2421
2422 skill_attack (mon, op, 0, NULL, NULL); 2175 skill_attack (mon, op, 0, 0, 0);
2423 2176
2424 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is
2427 * the wiz.
2428 */
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 {
2431 short luck = mon->stats.luck;
2432
2433 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL);
2435 mon->stats.luck = luck;
2436 }
2437 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2438 make_visible (op); 2178 make_visible (op);
2439 }
2440 } /* if player should attack something */
2441}
2442 2179
2443int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2444move_player (object *op, int dir) 2188move_player (object *op, int dir)
2445{ 2189{
2446 int pick; 2190 int pick;
2447 2191
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2193 return 0;
2450 2194
2451 /* Sanity check: make sure dir is valid */ 2195 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2196 if ((dir < 0) || (dir >= 9))
2453 { 2197 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2199 return 0;
2456 } 2200 }
2457 2201
2458 /* peterm: added following line */ 2202 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2205
2462 op->facing = dir; 2206 op->facing = dir;
2463 2207
2464 if (op->hide) 2208 if (op->hide)
2465 do_hidden_move (op); 2209 do_hidden_move (op);
2466 2210
2211 bool retval;
2212
2467 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2468 /*nop */ ; 2214 retval = RESULT_INT (0);
2469 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2470 fire (op, dir); 2216 retval = fire (op, dir);
2471 else 2217 else
2472 { 2218 {
2473 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2474 pick = check_pick (op); 2220 pick = check_pick (op);
2475 } 2221 }
2476 2222
2477 /* Add special check for newcs players and fire on - this way, the 2223 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2224 * server can handle repeat firing.
2479 */ 2225 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2226 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2227 op->direction = dir;
2483 }
2484 else 2228 else
2485 {
2486 op->direction = 0; 2229 op->direction = 0;
2487 } 2230
2488 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2233 * for players.
2491 */ 2234 */
2492 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2493 return 0; 2236
2237 return retval;
2494} 2238}
2495 2239
2496/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2497 * new client/server stuff. 2241 * new client/server stuff.
2498 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2499 * the new speed values for commands. 2243 * the new speed values for commands.
2500 * 2244 *
2501 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2502 */ 2248 */
2503int 2249bool
2504handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2505{ 2251{
2506 if (op->contr->hidden)
2507 {
2508 op->invisible = 1000;
2509 /* the socket code flashes the player visible/invisible
2510 * depending on the value of invisible, so we need to
2511 * alternate it here for it to work correctly.
2512 */
2513 if (pticks & 2)
2514 op->invisible--;
2515 }
2516 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2517 {
2518 op->invisible--;
2519 if (!op->invisible)
2520 {
2521 make_visible (op);
2522 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2523 }
2524 }
2525
2526 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2527 { 2253 {
2528 flee_player (op); 2254 if (op->speed_left > 0.f)
2529 /* If player is still scared, that is his action for this tick */
2530 if (QUERY_FLAG (op, FLAG_SCARED))
2531 { 2255 {
2532 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2533 return 0; 2259 return true;
2534 } 2260 }
2261 else
2262 return false;
2535 } 2263 }
2536
2537 /* I've been seeing crashes where the golem has been destroyed, but
2538 * the player object still points to the defunct golem. The code that
2539 * destroys the golem looks correct, and it doesn't always happen, so
2540 * put this in a a workaround to clean up the golem pointer.
2541 */
2542 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2543 op->contr->ranges[range_golem] = 0;
2544 2264
2545 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2267 * called, so we recheck it here.
2548 */ 2268 */
2549 op->contr->socket->handle_command (); 2269 if (op->contr->ns->handle_command ())
2550 if (op->speed_left < 0)
2551 return 0; 2270 return true;
2552 2271
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 {
2555 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--;
2557
2558 /* Instead of all the stuff below, let move_player take care
2559 * of it. Also, some of the skill stuff is only put in
2560 * there, as well as the confusion stuff.
2561 */
2562 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2563 if (op->speed_left > 0)
2564 return 1;
2565 else
2566 return 0;
2567 }
2568 2274
2569 return 0; 2275 return false;
2570} 2276}
2571 2277
2572int 2278int
2573save_life (object *op) 2279save_life (object *op)
2574{ 2280{
2591 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2592 2298
2593 if (op->stats.food < 0) 2299 if (op->stats.food < 0)
2594 op->stats.food = 999; 2300 op->stats.food = 999;
2595 2301
2596 fix_player (op); 2302 op->update_stats ();
2597 return 1; 2303 return 1;
2598 } 2304 }
2599 2305
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2609 * from. 2315 * from.
2610 */ 2316 */
2611void 2317void
2612remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2613{ 2319{
2614 object *next;
2615
2616 while (op) 2320 while (op)
2617 { 2321 {
2618 next = op->below; /* Make sure we have a good value, in case 2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2323
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2325 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2328
2329 op->insert_at (env);
2629 } 2330 }
2630 else if (op->inv) 2331 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2632 2333
2633 op = next; 2334 op = next;
2634 } 2335 }
2635} 2336}
2636
2637 2337
2638/* 2338/*
2639 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2376 strcat (buf2, buf);
2677 2377
2678 return buf2; 2378 return buf2;
2679} 2379}
2680
2681
2682 2380
2683void 2381void
2684do_some_living (object *op) 2382do_some_living (object *op)
2685{ 2383{
2686 int last_food = op->stats.food; 2384 int last_food = op->stats.food;
2692 int rate_grace = 2000; 2390 int rate_grace = 2000;
2693 const int max_hp = 1; 2391 const int max_hp = 1;
2694 const int max_sp = 1; 2392 const int max_sp = 1;
2695 const int max_grace = 1; 2393 const int max_grace = 1;
2696 2394
2697 if (op->contr->outputs_sync) 2395 if (op->contr->hidden)
2698 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2700 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2701 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2396 {
2397 op->invisible = 1000;
2398 /* the socket code flashes the player visible/invisible
2399 * depending on the value of invisible, so we need to
2400 * alternate it here for it to work correctly.
2401 */
2402 if (pticks & 2)
2403 op->invisible--;
2404 }
2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2406 {
2407 if (!op->invisible--)
2408 {
2409 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2411 }
2412 }
2703 2413
2704 if (op->contr->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2705 { 2415 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2418 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2420 else
2712 { 2421 {
2713 gen_hp = op->stats.maxhp; 2422 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2424 }
2425
2716 if (op->contr->gen_sp >= 0) 2426 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2428 else
2719 { 2429 {
2720 gen_sp = op->stats.maxsp; 2430 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2432 }
2433
2723 if (op->contr->gen_grace >= 0) 2434 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2436 else
2726 { 2437 {
2727 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2729 } 2440 }
2730 2441
2731 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2733 { 2444 {
2734 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2735 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2736 { 2447 {
2737 op->stats.sp++; 2448 op->stats.sp++;
2743 op->stats.food += op->contr->digestion; 2454 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2456 op->stats.food = last_food;
2746 } 2457 }
2747 } 2458 }
2459
2748 if (max_sp > 1) 2460 if (max_sp > 1)
2749 { 2461 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2462 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2463 if (over_sp > 0)
2752 { 2464 {
2753 if (op->stats.sp < op->stats.maxsp) 2465 if (op->stats.sp < op->stats.maxsp)
2754 { 2466 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2470 op->stats.sp--;
2471
2758 if (op->stats.sp > op->stats.maxsp) 2472 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2473 op->stats.sp = op->stats.maxsp;
2760 } 2474 }
2761 op->last_sp = 0; 2475 op->last_sp = 0;
2762 } 2476 }
2763 else 2477 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2479 }
2768 else 2480 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2482 }
2773 2483
2774 /* Regenerate Grace */ 2484 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2486 if (--op->last_grace < 0)
2777 { 2487 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2488 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2780 if (max_grace > 1) 2491 if (max_grace > 1)
2781 { 2492 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2494 if (over_grace > 0)
2784 { 2495 {
2812 op->stats.food += op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2525 op->stats.food = last_food;
2815 } 2526 }
2816 } 2527 }
2528
2817 if (max_hp > 1) 2529 if (max_hp > 1)
2818 { 2530 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2532 if (over_hp > 0)
2821 { 2533 {
2834 } 2546 }
2835 2547
2836 /* Digestion */ 2548 /* Digestion */
2837 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2838 { 2550 {
2839#ifdef COZY_SERVER
2840 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2841 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2842#else
2843 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2844#endif
2845 2552
2846 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2555 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2850 /* dms do not consume food */ 2558 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2560 op->stats.food--;
2853 } 2561 }
2854 }
2855 2562
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2564 {
2858 object *tmp, *flesh = NULL; 2565 object *tmp, *flesh = 0;
2859 2566
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 { 2568 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2865 { 2570 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2574 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2576 break;
2870 } 2577 }
2871 else if (tmp->type == FLESH) 2578 else if (tmp->type == FLESH)
2872 flesh = tmp; 2579 flesh = tmp;
2873 } /* End if paid for object */ 2580 } /* End if paid for object */
2874 } /* end of for loop */ 2581 } /* end of for loop */
2582
2875 /* If player is still starving, it means they don't have any food, so 2583 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2584 * eat flesh instead.
2877 */ 2585 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2587 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2589 manual_apply (op, flesh, 0);
2882 } 2590 }
2883 } /* end if player is starving */ 2591 }
2884 2592
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2887 2595
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2597 kill_player (op);
2598 }
2890} 2599}
2891
2892
2893 2600
2894/* If the player should die (lack of hp, food, etc), we call this. 2601/* If the player should die (lack of hp, food, etc), we call this.
2895 * op is the player in jeopardy. If the player can not be saved (not 2602 * op is the player in jeopardy. If the player can not be saved (not
2896 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2604 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2636
2930 /* restore player */ 2637 /* restore player */
2931 at = archetype::find ("poisoning"); 2638 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2640 {
2935 tmp->destroy (); 2641 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2643 }
2938 2644
2939 at = archetype::find ("confusion"); 2645 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2647 {
2943 tmp->destroy (); 2648 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2650 }
2946 2651
2948 op->stats.hp = op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2654 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2655 op->stats.food = 999;
2951 2656
2952 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2659 {
2956 sprintf (buf, "%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2661 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2663 " the %s, when he was defeated at\n level %d by %s.\n",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2665 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2964 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2669 }
2967 2670
2968 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2673 op->contr->braced = 0;
2975 2678
2976 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2977 2680
2978 if (op->stats.food < 0) 2681 if (op->stats.food < 0)
2979 { 2682 {
2980 if (op->contr->explore)
2981 {
2982 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2984 op->stats.food = 999;
2985 return;
2986 }
2987 sprintf (buf, "%s starved to death.", &op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2684 strcpy (op->contr->killer, "starvation");
2989 } 2685 }
2990 else 2686 else
2991 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.hp = op->stats.maxhp;
2997 return;
2998 }
2999 sprintf (buf, "%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
3000 } 2688
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2690
3003 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
3004 x = op->x; 2692 x = op->x;
3005 y = op->y; 2693 y = op->y;
3006 map = op->map; 2694 map = op->map;
3007 2695
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2697 * life if they are dead - it takes some exp and a random stat.
3013 * See the config.h file for a little more in depth detail about this. 2698 * See the config.h file for a little more in depth detail about this.
3014 */ 2699 */
3015 2700
3016 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2703 * of death.
3019 */ 2704 */
3020#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2706 if (settings.balanced_stat_loss)
3022 { 2707 {
3023 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2709 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2710 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2713 little bit harder. */
3029 /* GD */ 2714 /* GD */
3030 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2716 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2717 else
3036 { 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719 }
2720 else
3037 num_stats_lose = 1; 2721 num_stats_lose = 1;
3038 } 2722
3039 lost_a_stat = 0; 2723 lost_a_stat = 0;
3040 2724
3041 for (z = 0; z < num_stats_lose; z++) 2725 for (z = 0; z < num_stats_lose; z++)
3042 { 2726 {
3043 i = RANDOM () % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
3044 2728
3045 if (settings.stat_loss_on_death) 2729 if (settings.stat_loss_on_death)
2730 {
2731 /* Pick a random stat and take a point off it. Tell the player
2732 * what he lost.
2733 */
2734 change_attr_value (&(op->stats), i, -1);
2735 check_stat_bounds (&(op->stats));
2736 change_attr_value (&(op->contr->orig_stats), i, -1);
2737 check_stat_bounds (&(op->contr->orig_stats));
2738 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2739 lost_a_stat = 1;
2740 }
2741 else
2742 {
2743 /* deplete a stat */
2744 archetype *deparch = archetype::find ("depletion");
2745 object *dep;
2746
2747 dep = present_arch_in_ob (deparch, op);
2748 if (!dep)
3046 { 2749 {
3047 /* Pick a random stat and take a point off it. Tell the player 2750 dep = arch_to_object (deparch);
3048 * what he lost. 2751 insert_ob_in_ob (dep, op);
3049 */
3050 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1;
3056 } 2752 }
3057 else 2753 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss)
3058 { 2755 {
3059 /* deplete a stat */ 2756 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2757 /* Get the stat that we're about to deplete. */
3061 object *dep; 2758 this_stat = get_attr_value (&(dep->stats), i);
3062 2759 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2760 {
3066 dep = arch_to_object (deparch); 2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2762 int keep_chance = this_stat * this_stat;
3068 } 2763
3069 lose_this_stat = 1; 2764 /* Yes, I am paranoid. Sue me. */
3070 if (settings.balanced_stat_loss)
3071 {
3072 /* GD */
3073 /* Get the stat that we're about to deplete. */
3074 this_stat = get_attr_value (&(dep->stats), i);
3075 if (this_stat < 0) 2765 if (keep_chance < 1)
2766 keep_chance = 1;
2767
2768 /* There is a maximum depletion total per level. */
2769 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2770 {
3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 int keep_chance = this_stat * this_stat;
3079
3080 /* Yes, I am paranoid. Sue me. */
3081 if (keep_chance < 1)
3082 keep_chance = 1;
3083
3084 /* There is a maximum depletion total per level. */
3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0; 2771 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2772 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2773 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 lose_this_stat = 0;
3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096 this_stat, keep_chance, loss_chance,
3097 lose_this_stat?"LOSE":"KEEP"); */
3098 }
3099 } 2774 }
3100 }
3101
3102 if (lose_this_stat)
3103 {
3104 this_stat = get_attr_value (&(dep->stats), i);
3105 /* We could try to do something clever like find another
3106 * stat to reduce if this fails. But chances are, if
3107 * stats have been depleted to -50, all are pretty low
3108 * and should be roughly the same, so it shouldn't make a
3109 * difference.
3110 */ 2775 else
3111 if (this_stat >= -50)
3112 { 2776 {
3113 change_attr_value (&(dep->stats), i, -1); 2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 SET_FLAG (dep, FLAG_APPLIED);
3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3116 fix_player (op);
3117 lost_a_stat = 1; 2778 lose_this_stat = 0;
2779 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2780 this_stat, keep_chance, loss_chance,
2781 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2782 }
3119 } 2783 }
3120 } 2784 }
2785
2786 if (lose_this_stat)
2787 {
2788 this_stat = get_attr_value (&(dep->stats), i);
2789 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a
2793 * difference.
2794 */
2795 if (this_stat >= -50)
2796 {
2797 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 op->update_stats ();
2801 lost_a_stat = 1;
2802 }
3121 } 2803 }
2804 }
2805 }
3122 /* If no stat lost, tell the player. */ 2806 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2807 if (!lost_a_stat)
3124 { 2808 {
3125 /* determine_god() seems to not work sometimes... why is this? 2809 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2810 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2811 const char *god = determine_god (op);
3128 2812
3129 if (god && (strcmp (god, "none"))) 2813 if (god && (strcmp (god, "none")))
3130 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2814 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2815 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2816 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2817 }
3134#else 2818#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2820#endif
3137 2821
3138 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2823 * exp loss on the stone.
3140 */ 2824 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2826 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2827 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2828 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2829 tmp->name_pl = buf;
3146 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); 2830 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);
3147 tmp->msg = buf; 2831 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2832 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2834
3151 /**************************************/ 2835 /**************************************/
3152 /* */ 2836 /* */
3153 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
3156 /* */ 2840 /* */
3157 /**************************************/ 2841 /**************************************/
3158 2842
3159 /* remove any poisoning and confusion the character may be suffering. */ 2843 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2844 /* restore player */
3161 at = archetype::find ("poisoning"); 2845 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2846 tmp = present_arch_in_ob (at, op);
3163 2847
3164 if (tmp) 2848 if (tmp)
3165 { 2849 {
3166 tmp->destroy (); 2850 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2852 }
3169 2853
3170 at = archetype::find ("confusion"); 2854 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2855 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2856 if (tmp)
3173 { 2857 {
3174 tmp->destroy (); 2858 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2860 }
3177 2861
3178 cure_disease (op, 0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
3179 2863
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2865 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2866 if (op->stats.food < 100)
3183 op->stats.food = 900; 2867 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2871
3188 /* 2872 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2873 * Check to see if the player has any unpaid items. If so, remove them
3190 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
3191 * in the map. 2875 */
3192 */
3193
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
3196 2877
3197 /****************************************/ 2878 /****************************************/
3198 /* */ 2879 /* */
3199 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
3201 /* */ 2882 /* */
3202 /****************************************/ 2883 /****************************************/
3203 2884
3204 enter_player_savebed (op); 2885 enter_player_savebed (op);
3205 2886
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2887 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2888
3212 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2892 * on the space that might harm the player.
3216 */ 2893 */
3217 will_kill_again = 0; 2894 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2895 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
3221 2898
3222 if (will_kill_again) 2899 if (will_kill_again)
3223 { 2900 {
3224 object *force; 2901 object *force;
3225 int at; 2902 int at;
3226 2903
3227 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2906 force->speed = 0.1f;
3230 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
3231 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2911 force->resist[at] = 100;
3235 2912
3236 insert_ob_in_ob (force, op); 2913 insert_ob_in_ob (force, op);
3237 fix_player (op); 2914 op->update_stats ();
3238 2915
3239 } 2916 }
3240 2917
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 {
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249
3250 op->contr->party = NULL;
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
3291 }
3292 else
3293 delete_character (op->name, 1);
3294 }
3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309} 2919}
3310
3311 2920
3312void 2921void
3313loot_object (object *op) 2922loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
3316 2925
3317 if (op->container) 2926 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2927
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
3323 { 2929 {
3324 next = tmp->below; 2930 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2931
2932 if (tmp->invisible)
3326 continue; 2933 continue;
2934
3327 tmp->remove (); 2935 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
3329 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2940
3332 }
3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3334 { 2942 {
3335 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
3336 { 2944 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3338 tmp2->destroy (); 2946 tmp2->destroy ();
3349/* 2957/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3351 * what needs to be fixed. Refresh windows and fix speed if anything 2959 * what needs to be fixed. Refresh windows and fix speed if anything
3352 * was changed. 2960 * was changed.
3353 */ 2961 */
3354
3355void 2962void
3356fix_weight (void) 2963fix_weight (void)
3357{ 2964{
3358 player *pl; 2965 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 2966 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 2968
3364 if (old == sum) 2969 if (old == sum)
3365 continue; 2970 continue;
3366 fix_player (pl->ob); 2971 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 2973 }
3369} 2974}
3370 2975
3371void 2976void
3372fix_luck (void) 2977fix_luck (void)
3373{ 2978{
3374 player *pl; 2979 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 2981 pl->ob->change_luck (0);
3379} 2982}
3380
3381 2983
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3385 */ 2987 */
3386
3387void 2988void
3388cast_dust (object *op, object *throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3389{ 2990{
3390 object *skop, *spob; 2991 object *skop, *spob;
3391 2992
3425 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3426 { 3027 {
3427 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3428 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3429 } 3030 }
3031
3430 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3431} 3033}
3432 3034
3433int 3035int
3434is_true_undead (object *op) 3036is_true_undead (object *op)
3435{ 3037{
3436 object *tmp = NULL;
3437
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3039 return 1;
3440 3040
3441 if (op->type == PLAYER)
3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3446 return 0; 3041 return 0;
3447} 3042}
3448 3043
3449/* look at the surrounding terrain to determine 3044/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3045 * the hideability of this object. Positive levels
3492/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3493 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3494 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3495 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3496 */ 3091 */
3497
3498void 3092void
3499do_hidden_move (object *op) 3093do_hidden_move (object *op)
3500{ 3094{
3501 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3502 object *skop; 3096 object *skop;
3506 3100
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3102
3509 /* its *extremely* hard to run and sneak/hide at the same time! */ 3103 /* its *extremely* hard to run and sneak/hide at the same time! */
3510 if (op->type == PLAYER && op->contr->run_on) 3104 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3105 if (!skop || num >= skop->level)
3513 { 3106 {
3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515 make_visible (op); 3108 make_visible (op);
3516 return; 3109 return;
3517 } 3110 }
3518 else 3111 else
3519 num += 20; 3112 num += 20;
3520 } 3113
3521 num += op->map->difficulty; 3114 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3116 num -= hide;
3117
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3119 {
3526 make_visible (op); 3120 make_visible (op);
3527 if (op->type == PLAYER) 3121 if (op->type == PLAYER)
3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 } 3123 }
3530 else if (op->type == PLAYER && skop) 3124 else if (op->type == PLAYER && skop)
3531 {
3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 }
3534} 3126}
3535 3127
3536/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3537 3129
3538int 3130int
3565 if (mflags & P_OUT_OF_MAP) 3157 if (mflags & P_OUT_OF_MAP)
3566 continue; 3158 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3159 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3160 continue;
3569 3161
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3162 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3163 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3164 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3165 return 1;
3574 else if (tmp->type == PLAYER) 3166 else if (tmp->type == PLAYER)
3575 { 3167 {
3605 if (pl->type != PLAYER) 3197 if (pl->type != PLAYER)
3606 { 3198 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3200 return -1;
3609 } 3201 }
3202
3610 if (!pl || !op) 3203 if (!pl || !op)
3611 return 0; 3204 return 0;
3612 3205
3613 if (op->head)
3614 {
3615 op = op->head; 3206 op = op->head_ ();
3616 } 3207
3617 get_rangevector (pl, op, &rv, 0x1); 3208 get_rangevector (pl, op, &rv, 0x1);
3618 3209
3619 /* starting with the 'head' part, lets loop 3210 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3211 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3629 3220
3630 /* only the viewable area the player sees is updated by LOS 3221 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3222 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3223 * for any meaningful values.
3633 */ 3224 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3228 return 1;
3638 op = op->more; 3229 op = op->more;
3639 } 3230 }
3640 return 0; 3231 return 0;
3641} 3232}
3738 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3739 int i = 0, j = 0; 3330 int i = 0, j = 0;
3740 3331
3741 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3742 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3743 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3744 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3745 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3746 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3747 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3748 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3749 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3750 3341
3751 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3752 return; 3343 return;
3753 3344
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3346
3756 if (tr == NULL || tr->item == NULL) 3347 if (!tr || !tr->item)
3757 { 3348 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3350 return;
3760 } 3351 }
3761 3352
3827 { 3418 {
3828 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3420 object *skin;
3830 3421
3831 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3832 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3425 ;
3426
3833 if (skin == NULL) 3427 if (!skin)
3834 return; 3428 return;
3835 3429
3836 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3432 {
3883 * not readied. 3477 * not readied.
3884 */ 3478 */
3885void 3479void
3886player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3887{ 3481{
3888 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3889 3484
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3891 { 3486 pl->combat_ob = 0;
3487
3892 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3893 { 3489 pl->ranged_ob = 0;
3894 pl->ranges[i] = NULL;
3895 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none;
3898 }
3899 }
3900 }
3901} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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