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

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 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 = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329}
330
331player::player ()
332{
333 /* There are some elements we want initialised to non zero value -
334 * we deal with that below this point.
335 */
336 outputs_sync = 4;
337 outputs_count = 4;
338 unapply = unapply_nochoice;
339
340 savebed_map = first_map_path; /* Init. respawn position */
341
342 gen_sp_armour = 10;
343 bowtype = bow_normal;
344 petmode = pet_normal;
345 listening = 10;
346 usekeys = containers;
347 peaceful = 1; /* default peaceful */
348 do_los = 1;
349
350 weapon_sp = 1.0f;
351 weapon_sp_left = 0.5f;
352}
353
354void
355player::do_destroy ()
356{
357 disconnect ();
358
359 attachable::do_destroy ();
360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
366}
367
368player::~player ()
369{
370 /* Clear item stack */
371 free (stack_items);
372}
373
299/* Tries to add player on the connection passwd in ns. 374/* 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 375 * All we can really get in this is some settings like host and display
301 * mode. 376 * mode.
302 */ 377 */
303 378player *
304int 379player::create ()
305add_player (client *ns)
306{ 380{
307 player *p = new player; 381 player *pl = new player;
308 382
309 p->socket = ns; 383 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 384
312 p->next = first_player; 385 pl->ob->roll_stats ();
313 first_player = p; 386 pl->ob->stats.wc = 2;
387 pl->ob->run_away = 25; /* Then we panick... */
314 388
315 p = get_player (p);
316
317 set_first_map (p->ob); 389 set_first_map (pl->ob);
318 390
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; 391 return pl;
327} 392}
328 393
329/* 394/*
330 * get_player_archetype() return next player archetype from archetype 395 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 396 * list. Not very efficient routine, but used only creating new players.
340 { 405 {
341 if (at == NULL || at->next == NULL) 406 if (at == NULL || at->next == NULL)
342 at = first_archetype; 407 at = first_archetype;
343 else 408 else
344 at = at->next; 409 at = at->next;
410
345 if (at->clone.type == PLAYER) 411 if (at->clone.type == PLAYER)
346 return at; 412 return at;
413
347 if (at == start) 414 if (at == start)
348 { 415 {
349 LOG (llevError, "No Player archetypes\n"); 416 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 417 exit (-1);
351 } 418 }
352 } 419 }
353} 420}
354 421
355
356object * 422object *
357get_nearest_player (object *mon) 423get_nearest_player (object *mon)
358{ 424{
359 object *op = NULL; 425 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 426 objectlink *ol;
362 unsigned lastdist; 427 unsigned lastdist;
363 rv_vector rv; 428 rv_vector rv;
364 429
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 431 {
367 /* We should not find free objects on this friendly list, but it 432 /* We should not find free objects on this friendly list, but it
368 * does periodically happen. Given that, lets deal with it. 433 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly 434 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop. 435 * list is also free, so encapsulate this in a while loop.
374 object *tmp = ol->ob; 439 object *tmp = ol->ob;
375 440
376 /* Can't do much more other than log the fact, because the object 441 /* Can't do much more other than log the fact, because the object
377 * itself will have been cleared. 442 * itself will have been cleared.
378 */ 443 */
379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 444 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445 tmp->debug_desc ());
380 ol = ol->next; 446 ol = ol->next;
381 remove_friendly_object (tmp); 447 remove_friendly_object (tmp);
382 if (!ol) 448 if (!ol)
383 return op; 449 return op;
384 } 450 }
397 { 463 {
398 op = ol->ob; 464 op = ol->ob;
399 lastdist = rv.distance; 465 lastdist = rv.distance;
400 } 466 }
401 } 467 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 468
403 { 469 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 470 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 471 if (lastdist > rv.distance)
408 { 472 {
409 op = pl->ob; 473 op = pl->ob;
410 lastdist = rv.distance; 474 lastdist = rv.distance;
411 } 475 }
412 } 476
413 }
414#if 0 477#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 478 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 479#endif
417 return op; 480 return op;
418} 481}
436 * circling behaviour. Unfortunately, this function is also used to determined 499 * 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 500 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 501 * is probably not a good thing.
439 */ 502 */
440#define MAX_SPACES 50 503#define MAX_SPACES 50
441
442 504
443/* 505/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 506 * 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 507 * 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 508 * player and if path is blocked then see if blockage is close enough to player that
477 x = mon->x; 539 x = mon->x;
478 y = mon->y; 540 y = mon->y;
479 m = mon->map; 541 m = mon->map;
480 dir = rv.direction; 542 dir = rv.direction;
481 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 543 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
482 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 544 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
545
483 /* If we can't solve it within the search distance, return now. */ 546 /* If we can't solve it within the search distance, return now. */
484 if (diff > max) 547 if (diff > max)
485 return 0; 548 return 0;
549
486 while (diff > 1 && max > 0) 550 while (diff > 1 && max > 0)
487 { 551 {
488 lastx = x; 552 lastx = x;
489 lasty = y; 553 lasty = y;
490 lastmap = m; 554 lastmap = m;
572 max--; 636 max--;
573 lastdir = dir; 637 lastdir = dir;
574 if (!firstdir) 638 if (!firstdir)
575 firstdir = dir; 639 firstdir = dir;
576 } 640 }
641
577 if (diff <= 1) 642 if (diff <= 1)
578 { 643 {
579 /* Recalculate diff (distance) because we may not have actually 644 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 645 * headed toward player for entire distance.
581 */ 646 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 647 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); 648 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
584 } 649 }
650
585 if (diff > max) 651 if (diff > max)
586 return 0; 652 return 0;
587 } 653 }
654
588 /* If we reached the max, didn't find a direction in time */ 655 /* If we reached the max, didn't find a direction in time */
589 if (!max) 656 if (!max)
590 return 0; 657 return 0;
591 658
592 return firstdir; 659 return firstdir;
685 /* Need to set up the skill pointers */ 752 /* Need to set up the skill pointers */
686 link_player_skills (pl); 753 link_player_skills (pl);
687} 754}
688 755
689void 756void
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) 757get_party_password (object *op, partylist *party)
774{ 758{
775 if (party == NULL) 759 if (party == NULL)
776 { 760 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 761 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 762 return;
779 } 763 }
764
780 op->contr->write_buf[0] = '\0'; 765 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 766 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 767 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 768 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 769}
785
786 770
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 771/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 772static int
789roll_stat (void) 773roll_stat (void)
790{ 774{
791 int a[4], i, j, k; 775 int a[4], i, j, k;
792 776
793 for (i = 0; i < 4; i++) 777 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 778 a[i] = (int) rndm (6) + 1;
795 779
796 for (i = 0, j = 0, k = 7; i < 4; i++) 780 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 781 if (a[i] < k)
798 k = a[i], j = i; 782 k = a[i], j = i;
799 783
800 for (i = 0, k = 0; i < 4; i++) 784 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 785 if (i != j)
803 k += a[i]; 786 k += a[i];
804 } 787
805 return k; 788 return k;
806} 789}
807 790
808void 791void
809roll_stats (object *op) 792object::roll_stats ()
810{ 793{
794 int statsort [NUM_STATS];
795
796 for (;;)
797 {
811 int sum = 0; 798 int sum = 0;
812 int i = 0, j = 0; 799 for (int i = NUM_STATS; i--; )
813 int statsort[7]; 800 sum += statsort [i] = roll_stat ();
814 801
815 do 802 if (sum >= 82 && sum <= 116)
803 break;
816 { 804 }
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);
827 805
828 /* Sort the stats so that rerolling is easier... */ 806 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 807 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;
836 808
837 /* a quick and dirty bubblesort? */ 809 for (int i = 0; i < NUM_STATS; ++i)
838 do 810 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);
853 811
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; 812 stats.exp = 0;
873 op->stats.ac = 0; 813 stats.ac = 0;
874 814
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; 815 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 816 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
821 contr->levhp[1] = 9;
822 contr->levsp[1] = 6;
823 contr->levgrace[1] = 3;
824
883 op->contr->orig_stats = op->stats; 825 contr->orig_stats = stats;
826 }
884} 827}
885 828
886void 829void
887Roll_Again (object *op) 830object::swap_stats (int a, int b)
888{ 831{
889 esrv_new_player (op->contr, 0); 832 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}
893 833
894void 834 for (int i = 0; i < NUM_STATS; ++i)
895Swap_Stat (object *op, int Swap_Second) 835 stats.stat (i) = contr->orig_stats.stat (i);
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
896{ 861{
897 signed char tmp;
898 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
899 863
900 if (op->contr->Swap_First == -1) 864 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); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 866 //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); 867 //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} 868}
1015 869
1016/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1020 * not the class. 874 * not the class.
1021 */ 875 */
1022 876void
1023int 877player::chargen_race_done ()
1024key_change_class (object *op, char key)
1025{ 878{
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 */ 879 /* this must before then initial items are given */
1039 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1040 881
1041 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
1042 if (tl) 883 if (tl)
1043 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, ob, 0, 0, 0);
1044 885
1045 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
1047 888
1048 op->contr->state = ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
1049 890
1050 if (op->msg) 891 if (ob->msg)
1051 op->msg = NULL; 892 ob->msg = 0;
1052 893
1053 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1054 * to save here. 895 * to save here.
1055 */ 896 */
897 {
898 char buf[MAX_BUF];
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1057 make_path_to_file (buf); 900 make_path_to_file (buf);
901 }
1058 902
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 903 start_info (ob);
1063 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (ob, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 905 give_initial_items (ob, ob->randomitems);
1065 link_player_skills (op); 906 link_player_skills (ob);
1066 esrv_send_inventory (op, op); 907 esrv_send_inventory (ob, ob);
1067 fix_player (op); 908 ob->update_stats ();
1068 909
1069 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
1070 * is one for this race 911 * is one for this race
1071 */ 912 */
1072 if (*first_map_ext_path) 913 if (*first_map_ext_path)
1073 { 914 {
1074 object *tmp; 915 object *tmp;
1075 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
1076 917
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1078 tmp = object::create (); 919 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = ob->x;
1081 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = ob->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded; 923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
1084 * default initial map */ 925 * default initial map */
1085 tmp->destroy (); 926 tmp->destroy ();
1086 } 927 }
1087 else 928 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 930}
1091 return 0;
1092 }
1093 931
932void
933player::chargen_race_next ()
934{
1094 /* Following actually changes the race - this is the default command 935 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 936 * if we don't match with one of the options above.
1096 */ 937 */
1097 938
1098 tmp_loop = 0; 939 do
1099 while (!tmp_loop)
1100 { 940 {
1101 shstr name = op->name; 941 shstr name = ob->name;
1102 int x = op->x, y = op->y; 942 int x = ob->x, y = ob->y;
1103 943
1104 remove_statbonus (op); 944 ob->remove_statbonus ();
1105 op->remove (); 945 ob->remove ();
1106 op->arch = get_player_archetype (op->arch); 946 ob->arch = get_player_archetype (ob->arch);
1107 op->arch->clone.copy_to (op); 947 ob->arch->clone.copy_to (ob);
1108 op->instantiate (); 948 ob->instantiate ();
1109 op->stats = op->contr->orig_stats; 949 ob->stats = ob->contr->orig_stats;
1110 op->name = op->name_pl = name; 950 ob->name = ob->name_pl = name;
1111 op->x = x; 951 ob->x = x;
1112 op->y = y; 952 ob->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (ob, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (ob, ob->map, ob, 0);
1115 assign (op->contr->title, op->arch->clone.name); 955 assign (ob->contr->title, ob->arch->clone.name);
1116 add_statbonus (op); 956 ob->add_statbonus ();
1117 tmp_loop = allowed_class (op);
1118 } 957 }
958 while (!allowed_class (ob));
1119 959
1120 update_object (op, UP_OBJ_FACE); 960 update_object (ob, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, ob, ob);
1122 fix_player (op); 962 ob->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 963 ob->stats.hp = ob->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 964 ob->stats.sp = ob->stats.maxsp;
1125 op->stats.grace = 0; 965 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} 966}
1182 967
1183void 968void
1184flee_player (object *op) 969flee_player (object *op)
1185{ 970{
1215 { 1000 {
1216 op->enemy = NULL; 1001 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1003 return;
1219 } 1004 }
1005
1220 get_rangevector (op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1221 1007
1222 dir = absdir (4 + rv.direction); 1008 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1009 for (diff = 0; diff < 3; diff++)
1224 { 1010 {
1225 int m = 1 - (RANDOM () & 2); 1011 int m = 1 - (RANDOM () & 2);
1226 1012
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1014 return;
1230 }
1231 } 1015 }
1016
1232 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1019 op->enemy = NULL;
1235} 1020}
1236 1021
1237
1238/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* check_pick sees if there is stuff to be picked up/picks up stuff.
1239 * IT returns 1 if the player should keep on moving, 0 if he should 1023 * It returns 1 if the player should keep on moving, 0 if he should
1240 * stop. 1024 * stop.
1241 */ 1025 */
1242int 1026int
1243check_pick (object *op) 1027check_pick (object *op)
1244{ 1028{
1245 object *tmp, *next; 1029 object *tmp, *next;
1246 int stop = 0; 1030 int stop = 0;
1247 int j, k, wvratio; 1031 int wvratio;
1248 char putstring[128], tmpstr[16]; 1032 char putstring[128];
1249 1033
1250 /* if you're flying, you cna't pick up anything */ 1034 /* if you're flying, you cna't pick up anything */
1251 if (op->move_type & MOVE_FLYING) 1035 if (op->move_type & MOVE_FLYING)
1252 return 1; 1036 return 1;
1253 1037
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 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)))); 1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1108 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1109 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)))); 1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1112 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 } 1113 }
1114
1358 /* philosophy: 1115 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1116 * It's easy to grab an item type from a pile, as long as it's
1360 * generic. This takes no game-time. For more detailed pickups 1117 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1118 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1119 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1120 * example.
1364 * The drawback: right now it has no frontend, so you need to 1121 * The drawback: right now it has no frontend, so you need to
1365 * stick the bits you want into a calculator in hex mode and then 1122 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1123 * convert to decimal and then 'pickup <#>
1617 * found object is returned. 1374 * found object is returned.
1618 */ 1375 */
1619object * 1376object *
1620find_arrow (object *op, const char *type) 1377find_arrow (object *op, const char *type)
1621{ 1378{
1622 object *tmp = NULL; 1379 object *tmp = 0;
1623 1380
1624 for (op = op->inv; op; op = op->below) 1381 for (op = op->inv; op; op = op->below)
1625 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1626 tmp = find_arrow (op, type); 1383 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1384 else if (op->type == ARROW && op->race == type)
1628 return op; 1385 return op;
1386
1629 return tmp; 1387 return tmp;
1630} 1388}
1631 1389
1632/* 1390/*
1633 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1634 * against the target. A full test is not performed, simply a basic test 1392 * against the target. A full test is not performed, simply a basic test
1635 * of resistances. The archer is making a quick guess at what he sees down 1393 * of resistances. The archer is making a quick guess at what he sees down
1636 * the hall. Failing that it does it's best to pick the highest plus arrow. 1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1637 */ 1395 */
1638
1639object * 1396object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1397find_better_arrow (object *op, object *target, const char *type, int *better)
1641{ 1398{
1642 object *tmp = NULL, *arrow, *ntmp; 1399 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1400 int attacknum, attacktype, betterby = 0, i;
1709 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1710 * op = the shooter 1467 * op = the shooter
1711 * type = bow->race 1468 * type = bow->race
1712 * dir = fire direction 1469 * dir = fire direction
1713 */ 1470 */
1714
1715object * 1471object *
1716pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1717{ 1473{
1718 object *tmp = NULL; 1474 object *tmp = NULL;
1719 maptile *m; 1475 maptile *m;
1784 */ 1540 */
1785int 1541int
1786fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1787{ 1543{
1788 object *left, *bow; 1544 object *left, *bow;
1789 int bowspeed, mflags; 1545 int mflags;
1790 maptile *m; 1546 maptile *m;
1791 1547
1792 if (!dir) 1548 if (!dir)
1793 { 1549 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1551 return 0;
1796 } 1552 }
1797 if (op->type == PLAYER) 1553
1798 bow = op->contr->ranges[range_bow]; 1554 if (op->contr)
1555 bow = op->current_weapon;
1799 else 1556 else
1800 { 1557 {
1801 for (bow = op->inv; bow; bow = bow->below) 1558 for (bow = op->inv; bow; bow = bow->below)
1802 /* Don't check for applied - monsters don't apply bows - in that way, they 1559 /* Don't check for applied - monsters don't apply bows - in that way, they
1803 * don't need to switch back and forth between bows and weapons. 1560 * don't need to switch back and forth between bows and weapons.
1808 if (!bow) 1565 if (!bow)
1809 { 1566 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1568 return 0;
1812 } 1569 }
1570
1571 // optimisation: move object to top so we will find it quickly again
1572 if (bow->below)
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1813 } 1578 }
1579
1814 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1815 { 1581 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1583 return 0;
1818 } 1584 }
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 1585
1828 if (arrow == NULL) 1586 if (arrow == NULL)
1829 { 1587 {
1830 if ((arrow = find_arrow (op, bow->race)) == NULL) 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1831 { 1589 {
1832 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1834 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1835 else 1593 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1837 return 0; 1596 return 0;
1838 } 1597 }
1839 } 1598 }
1599
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1601 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1602 return 0;
1844 } 1603
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1605 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1606 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1607 return 0;
1849 } 1608 }
1855 return 0; 1614 return 0;
1856 } 1615 }
1857 1616
1858 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1619 if (!arrow)
1861 { 1620 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1622 return 0;
1864 } 1623 }
1624
1865 arrow->set_owner (op); 1625 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1627 arrow->direction = dir;
1869 arrow->x = sx; 1628
1870 arrow->y = sy; 1629 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1630 arrow->stats.hp = arrow->stats.dam;
1631 arrow->stats.grace = arrow->attacktype;
1632
1633 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying);
1635
1636#if 0
1637 if (player *pl = op->contr)
1638 {
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648 }
1649#endif
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652
1653 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1655 + bow->stats.dam / 7.f;
1656
1657 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1871 1661
1872 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1873 { 1663 {
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; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 wc -= dex_bonus[op->stats.Dex];
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1907 } 1671 }
1908 else 1672 else
1909 { 1673 {
1910 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1911 arrow->level = op->level; 1674 arrow->level = op->level;
1912 } 1675 arrow->stats.wc -= bow->magic;
1913 1676
1914 if (arrow->attacktype == AT_PHYSICAL) 1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1915 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1916 1682
1917 if (bow->slaying != NULL) 1683 wc -= arrow->level;
1918 arrow->slaying = bow->slaying; 1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1919 1685
1920 arrow->map = m; 1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1921 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1689
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1926 1692
1927 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1694 move_arrow (arrow);
1929 1695
1930 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1950{ 1716{
1951 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1952 1718
1953 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1954 { 1720 {
1955 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1956 } 1722 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1724 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1726 wcmod = -1;
1727
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1729 }
1963 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1964 { 1731 {
1965 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);
1969 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1970 { 1737 {
1971 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1972 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1973 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1974
1975 } 1741 }
1976 else 1742 else
1977 { 1743 {
1978 /* Simple case */ 1744 /* Simple case */
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980 } 1746 }
1747
1981 return ret; 1748 return ret;
1982} 1749}
1983
1984 1750
1985/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
1986 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
1987 */ 1753 */
1988void 1754void
1989fire_misc_object (object *op, int dir) 1755fire_misc_object (object *op, int dir)
1990{ 1756{
1991 object *item; 1757 object *item = op->contr->ranged_ob;
1992 1758
1993 if (!op->contr->ranges[range_misc]) 1759 if (!item)
1994 { 1760 {
1995 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1996 return; 1762 return;
1997 } 1763 }
1998 1764
1999 item = op->contr->ranges[range_misc];
2000 if (!item->inv) 1765 if (!item->inv)
2001 { 1766 {
2002 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2003 return; 1768 return;
2004 } 1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
2005 if (item->type == WAND) 1774 if (item->type == WAND)
2006 { 1775 {
2007 if (item->stats.food <= 0) 1776 if (item->stats.food <= 0)
2008 { 1777 {
2009 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 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)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780
2011 return; 1781 return;
2012 } 1782 }
2013 } 1783 }
2014 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
2015 { 1785 {
2016 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2017 { 1787 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
2019 if (item->type == ROD) 1790 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)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2021 else 1792 else
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794
2023 return; 1795 return;
2024 } 1796 }
2025 } 1797 }
2026 1798
2027 if (cast_spell (op, item, dir, item->inv, NULL)) 1799 if (cast_spell (op, item, dir, item->inv, NULL))
2035 1807
2036 if (item->arch) 1808 if (item->arch)
2037 { 1809 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1810 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1811 item->face = item->arch->clone.face;
2040 item->speed = 0; 1812 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1813 }
1814
2043 if ((tmp = is_player_inv (item))) 1815 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1816 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1817 }
2046 } 1818 }
2047 else if (item->type == ROD || item->type == HORN) 1819 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1820 drain_rod_charge (item);
2050 }
2051 } 1821 }
2052} 1822}
2053 1823
2054/* Received a fire command for the player - go and do it. 1824/* Received a fire command for the player - go and do it.
2055 */ 1825 */
2056void 1826bool
2057fire (object *op, int dir) 1827fire (object *op, int dir)
2058{ 1828{
2059 int spellcost = 0; 1829 int spellcost = 0;
2060 1830
2061 /* check for loss of invisiblity/hide */ 1831 /* check for loss of invisiblity/hide */
2062 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
2063 make_visible (op); 1833 make_visible (op);
2064 1834
2065 switch (op->contr->shoottype) 1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1838 {
1839 control_golem (op->contr->golem, dir);
1840 return false;
2066 { 1841 }
2067 case range_none:
2068 return;
2069 1842
2070 case range_bow: 1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return false;
1847
1848 if (!op->change_weapon (ob))
1849 return false;
1850
1851 if (op->speed_left > 0.f)
1852 --op->speed_left;
1853 else
1854 return false;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
2071 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
2072 return; 1860 break;
2073 1861
2074 case range_magic: /* Casting spells */ 1862 case SPELL:
2075 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2076 return; 1864 break;
2077 1865
2078 case range_misc: 1866 case BUILDER:
1867 apply_map_builder (op, dir);
1868 break;
1869
1870 case SKILL:
1871 do_skill (op, op, ob, dir, 0);
1872 break;
1873
1874 default:
2079 fire_misc_object (op, dir); 1875 fire_misc_object (op, dir);
2080 return; 1876 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 } 1877 }
2108}
2109 1878
2110 1879 return true;
1880}
2111 1881
2112/* find_key 1882/* find_key
2113 * We try to find a key for the door as passed. If we find a key 1883 * We try to find a key for the door as passed. If we find a key
2114 * and successfully use it, we return the key, otherwise NULL 1884 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic 1885 * This function merges both normal and locked door, since the logic
2117 * pl is the player, 1887 * pl is the player,
2118 * inv is the objects inventory to searched 1888 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against. 1889 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers. 1890 * This function can be called recursively to search containers.
2121 */ 1891 */
2122
2123object * 1892object *
2124find_key (object *pl, object *container, object *door) 1893find_key (object *pl, object *container, object *door)
2125{ 1894{
2126 object *tmp, *key; 1895 object *tmp, *key;
2127 1896
2128 /* Should not happen, but sanity checking is never bad */ 1897 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1898 if (!container->inv)
2130 return NULL; 1899 return 0;
2131 1900
2132 /* First, lets try to find a key in the top level inventory */ 1901 /* First, lets try to find a key in the top level inventory */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1903 {
2135 if (door->type == DOOR && tmp->type == KEY) 1904 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1905 break;
2137 /* For sanity, we should really check door type, but other stuff 1906 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1907 * (like containers) can be locked with special keys
2139 */ 1908 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1910 break;
2142 } 1911 }
1912
2143 /* No key found - lets search inventories now */ 1913 /* No key found - lets search inventories now */
2144 /* If we find and use a key in an inventory, return at that time. 1914 /* If we find and use a key in an inventory, return at that time.
2145 * otherwise, if we search all the inventories and still don't find 1915 * otherwise, if we search all the inventories and still don't find
2146 * a key, return 1916 * a key, return
2147 */ 1917 */
2148 if (!tmp) 1918 if (!tmp)
2149 { 1919 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1920 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 { 1921 {
2152 /* No reason to search empty containers */ 1922 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1923 if (tmp->type == CONTAINER && tmp->inv)
2154 { 1924 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1925 if ((key = find_key (pl, tmp, door)))
2156 return key; 1926 return key;
2157 } 1927 }
2158 } 1928 }
1929
2159 if (!tmp) 1930 if (!tmp)
2160 return NULL; 1931 return NULL;
2161 } 1932 }
1933
2162 /* We get down here if we have found a key. Now if its in a container, 1934 /* We get down here if we have found a key. Now if its in a container,
2163 * see if we actually want to use it 1935 * see if we actually want to use it
2164 */ 1936 */
2165 if (pl != container) 1937 if (pl != container)
2166 { 1938 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1959 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)); 1960 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2189 return NULL; 1961 return NULL;
2190 } 1962 }
2191 } 1963 }
1964
2192 return tmp; 1965 return tmp;
2193} 1966}
2194 1967
2195/* moved door processing out of move_player_attack. 1968/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1969 * returns 1 if player has opened the door with a key
2198 * 0 otherwise 1971 * 0 otherwise
2199 */ 1972 */
2200static int 1973static int
2201player_attack_door (object *op, object *door) 1974player_attack_door (object *op, object *door)
2202{ 1975{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1976 /* If its a door, try to find a key. If we do destroy the door,
2205 * might as well return immediately as there is nothing more to do - 1977 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1978 * otherwise, we fall through to the rest of the code.
2207 */ 1979 */
2208 object *key = find_key (op, op, door); 1980 object *key = find_key (op, op, door);
2209 1981
2210 /* IF we found a key, do some extra work */ 1982 /* If we found a key, do some extra work */
2211 if (key) 1983 if (key)
2212 { 1984 {
2213 object *container = key->env; 1985 object *container = key->env;
2214 1986
2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
2216 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2217 make_visible (op); 1990 make_visible (op);
1991
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 1993 spring_trap (door->inv, op);
1994
2220 if (door->type == DOOR) 1995 if (door->type == DOOR)
2221 {
2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2223 }
2224 else if (door->type == LOCKED_DOOR) 1997 else if (door->type == LOCKED_DOOR)
2225 { 1998 {
2226 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1999 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2227 remove_door2 (door); /* remove door without violence ;-) */ 2000 remove_door2 (door); /* remove door without violence ;-) */
2228 } 2001 }
2002
2229 /* Do this after we print the message */ 2003 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 2004 decrease_ob (key); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 2005 /* Need to update the weight the container the key was in */
2232 if (container != op) 2006 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container); 2007 esrv_update_item (UPD_WEIGHT, op, container);
2008
2234 return 1; /* Nothing more to do below */ 2009 return 1; /* Nothing more to do below */
2235 } 2010 }
2236 else if (door->type == LOCKED_DOOR) 2011 else if (door->type == LOCKED_DOOR)
2237 { 2012 {
2238 /* Might as well return now - no other way to open this */ 2013 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2240 return 1; 2015 return 1;
2241 } 2016 }
2017
2242 return 0; 2018 return 0;
2243} 2019}
2244 2020
2245/* This function is just part of a breakup from move_player. 2021/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 2022 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2023 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2024 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2025 * going to try and move (not fire weapons).
2250 */ 2026 */
2251 2027bool
2252void
2253move_player_attack (object *op, int dir) 2028move_player_attack (object *op, int dir)
2254{ 2029{
2255 object *tmp, *mon;
2256 sint16 nx, ny;
2257 int on_battleground; 2030 int on_battleground;
2258 maptile *m;
2259 2031
2260 nx = freearr_x[dir] + op->x; 2032 sint16 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2033 sint16 ny = freearr_y[dir] + op->y;
2262 2034
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2035 on_battleground = op_on_battleground (op, 0, 0);
2036
2037 if (out_of_map (op->map, nx, ny))
2038 return false;
2039
2040 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2041 {
2042 --op->speed_left;
2043 return true;
2044 }
2264 2045
2265 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2266 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2267 * want to be calling move_ob if braced, because move_ob will move the 2048 * want to be calling move_ob if braced, because move_ob will move the
2268 * player. This is a pretty nasty hack, because if we could 2049 * 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 2050 * 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 2051 * 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 2052 * quite a bit of processing. However, it probably is less than what
2272 * move_ob uses. 2053 * move_ob uses.
2273 */ 2054 */
2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 maptile *m = op->map->xy_find (nx, ny);
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 2056
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 2057 /* 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. 2058 * 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 2059 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2060 * on the space
2296 */ 2061 */
2297 while (tmp != NULL) 2062 object *mon;
2298 { 2063 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2299 if (tmp == op) 2064 {
2300 { 2065 if ((mon->flag [FLAG_ALIVE]
2301 tmp = tmp->above; 2066 || mon->type == LOCKED_DOOR
2302 continue; 2067 || mon->flag [FLAG_CAN_ROLL])
2303 }
2304
2305 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2306 {
2307 mon = tmp; 2068 && mon != op)
2308 break; 2069 break;
2309 } 2070 }
2310 2071
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 */ 2072 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2073 return false; /* into a wall */
2319 2074
2320 if (mon->head != NULL)
2321 mon = mon->head; 2075 mon = mon->head_ ();
2322 2076
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (op->contr->weapon_sp_left > 0.f)
2324 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2080 {
2081 --op->contr->weapon_sp_left;
2325 return; 2082 return true;
2083 }
2326 2084
2327 /* The following deals with possibly attacking peaceful 2085 /* The following deals with possibly attacking peaceful
2328 * or frienddly creatures. Basically, all players are considered 2086 * or friendly creatures. Basically, all players are considered
2329 * unaggressive. If the moving player has peaceful set, then the 2087 * unaggressive. If the moving player has peaceful set, then the
2330 * object should be pushed instead of attacked. It is assumed that 2088 * object should be pushed instead of attacked. It is assumed that
2331 * if you are braced, you will not attack friends accidently, 2089 * if you are braced, you will not attack friends accidently,
2332 * and thus will not push them. 2090 * and thus will not push them.
2333 */ 2091 */
2334 2092
2335 /* If the creature is a pet, push it even if the player is not 2093 /* If the creature is a pet, push it even if the player is not
2336 * peaceful. Our assumption is the creature is a pet if the 2094 * peaceful. Our assumption is the creature is a pet if the
2337 * player owns it and it is either friendly or unagressive. 2095 * player owns it and it is either friendly or unagressive.
2338 */ 2096 */
2339 if ((op->type == PLAYER) 2097 if (op->type == PLAYER
2340#if COZY_SERVER
2341 &&
2342 ((mon->owner && mon->owner->contr 2098 && ((mon->owner && mon->owner->contr
2343 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2099 && same_party (mon->owner->contr->party, op->contr->party))
2344#else
2345 && mon->owner == op 2100 || mon->owner == op)
2346#endif
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2102 {
2349 /* If we're braced, we don't want to switch places with it */ 2103 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced) 2104 if (op->contr->braced)
2351 return; 2105 return false;
2106
2107 if (op->speed_left > 0.f)
2108 {
2109 --op->speed_left;
2110
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353 (void) push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2113
2354 if (op->contr->tmp_invis || op->hide) 2114 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2115 make_visible (op);
2116
2356 return; 2117 return true;
2357 } 2118 }
2119 else
2120 return false;
2121 }
2358 2122
2359 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2361 * someone, but put it inside this loop so that you won't 2125 * someone, but put it inside this loop so that you won't
2362 * attack them either. 2126 * attack them either.
2363 */ 2127 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op)
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2129 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2366#ifdef PROHIBIT_PLAYERKILL 2130 && ((op->contr->peaceful
2367 (op->contr->peaceful 2131 || (mon->type == PLAYER && mon->contr->peaceful))
2368 || (mon->type == PLAYER 2132 && !on_battleground))
2369 && mon->contr-> 2133 {
2370 peaceful)) && 2134 if (op->speed_left > 0.f)
2371#else
2372 op->contr->peaceful &&
2373#endif
2374 !on_battleground))
2375 { 2135 {
2136 --op->speed_left;
2137
2376 if (!op->contr->braced) 2138 if (!op->contr->braced)
2377 { 2139 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2380 } 2142 }
2381 else 2143 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2145
2385 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2147 make_visible (op);
2387 }
2388 2148
2149 return true;
2150 }
2151 }
2389 /* If the object is a boulder or other rollable object, then 2152 /* 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. 2153 * roll it if not braced. You can't roll it if you are braced.
2391 */ 2154 */
2392 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2156 {
2157 if (op->speed_left > 0.f)
2393 { 2158 {
2159 --op->speed_left;
2160
2394 recursive_roll (mon, dir, op); 2161 recursive_roll (mon, dir, op);
2395 if (action_makes_visible (op)) 2162 if (action_makes_visible (op))
2396 make_visible (op); 2163 make_visible (op);
2397 }
2398 2164
2165 return true;
2166 }
2167 }
2399 /* Any generic living creature. Including things like doors. 2168 /* Any generic living creature. Including things like doors.
2400 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2401 * and be living. Then, it must be one of the following: 2170 * 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 2171 * 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. 2172 * that party_number -1 is no party, so attacks can still happen.
2404 */ 2173 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 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))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 { 2176 {
2409 2177 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 { 2178 {
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2179 --op->contr->weapon_sp_left;
2418 2180
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); 2181 skill_attack (mon, op, 0, 0, 0);
2423 2182
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)) 2183 if (action_makes_visible (op))
2438 make_visible (op); 2184 make_visible (op);
2439 }
2440 } /* if player should attack something */
2441}
2442 2185
2443int 2186 return true;
2187 }
2188 }
2189
2190 return false;
2191}
2192
2193bool
2444move_player (object *op, int dir) 2194move_player (object *op, int dir)
2445{ 2195{
2446 int pick; 2196 int pick;
2447 2197
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2199 return 0;
2450 2200
2451 /* Sanity check: make sure dir is valid */ 2201 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2202 if ((dir < 0) || (dir >= 9))
2453 { 2203 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2204 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2205 return 0;
2456 } 2206 }
2457 2207
2458 /* peterm: added following line */ 2208 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2209 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2210 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2211
2462 op->facing = dir; 2212 op->facing = dir;
2463 2213
2464 if (op->hide) 2214 if (op->hide)
2465 do_hidden_move (op); 2215 do_hidden_move (op);
2466 2216
2217 bool retval;
2218
2467 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2468 /*nop */ ; 2220 retval = RESULT_INT (0);
2469 else if (op->contr->fire_on) 2221 else if (op->contr->fire_on)
2470 fire (op, dir); 2222 retval = fire (op, dir);
2471 else 2223 else
2472 { 2224 {
2473 move_player_attack (op, dir); 2225 retval = move_player_attack (op, dir);
2474 pick = check_pick (op); 2226 pick = check_pick (op);
2475 } 2227 }
2476 2228
2477 /* Add special check for newcs players and fire on - this way, the 2229 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2230 * server can handle repeat firing.
2479 */ 2231 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2233 op->direction = dir;
2483 }
2484 else 2234 else
2485 {
2486 op->direction = 0; 2235 op->direction = 0;
2487 } 2236
2488 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2239 * for players.
2491 */ 2240 */
2492 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2493 return 0; 2242
2243 return retval;
2494} 2244}
2495 2245
2496/* This is similar to handle_player, below, but is only used by the 2246/* This is similar to handle_player, below, but is only used by the
2497 * new client/server stuff. 2247 * new client/server stuff.
2498 * This is sort of special, in that the new client/server actually uses 2248 * This is sort of special, in that the new client/server actually uses
2499 * the new speed values for commands. 2249 * the new speed values for commands.
2500 * 2250 *
2501 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do. Should not do
2252 * many actions in a row, as that would be too unfair to other
2253 * players.
2502 */ 2254 */
2503int 2255bool
2504handle_newcs_player (object *op) 2256handle_newcs_player (object *op)
2505{ 2257{
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)) 2258 if (QUERY_FLAG (op, FLAG_SCARED))
2527 { 2259 {
2528 flee_player (op); 2260 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 { 2261 {
2532 op->speed_left--; 2262 --op->speed_left;
2263 flee_player (op);
2264
2533 return 0; 2265 return true;
2534 } 2266 }
2267 else
2268 return false;
2535 } 2269 }
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 2270
2545 /* call this here - we also will call this in do_ericserver, but 2271 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2272 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2273 * called, so we recheck it here.
2548 */ 2274 */
2549 op->contr->socket->handle_command (); 2275 if (op->contr->ns->handle_command ())
2550 if (op->speed_left < 0)
2551 return 0; 2276 return true;
2552 2277
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 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); 2279 return move_player (op, op->direction);
2563 if (op->speed_left > 0)
2564 return 1;
2565 else
2566 return 0;
2567 }
2568 2280
2569 return 0; 2281 return false;
2570} 2282}
2571 2283
2572int 2284int
2573save_life (object *op) 2285save_life (object *op)
2574{ 2286{
2591 op->stats.hp = op->stats.maxhp; 2303 op->stats.hp = op->stats.maxhp;
2592 2304
2593 if (op->stats.food < 0) 2305 if (op->stats.food < 0)
2594 op->stats.food = 999; 2306 op->stats.food = 999;
2595 2307
2596 fix_player (op); 2308 op->update_stats ();
2597 return 1; 2309 return 1;
2598 } 2310 }
2599 2311
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2312 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2313 CLEAR_FLAG (op, FLAG_LIFESAVE);
2609 * from. 2321 * from.
2610 */ 2322 */
2611void 2323void
2612remove_unpaid_objects (object *op, object *env) 2324remove_unpaid_objects (object *op, object *env)
2613{ 2325{
2614 object *next;
2615
2616 while (op) 2326 while (op)
2617 { 2327 {
2618 next = op->below; /* Make sure we have a good value, in case 2328 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2329
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2330 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2331 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2332 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2333 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2334
2335 op->insert_at (env);
2629 } 2336 }
2630 else if (op->inv) 2337 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2338 remove_unpaid_objects (op->inv, env);
2632 2339
2633 op = next; 2340 op = next;
2634 } 2341 }
2635} 2342}
2636
2637 2343
2638/* 2344/*
2639 * Returns pointer a static string containing gravestone text 2345 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2346 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2347 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2381 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2382 strcat (buf2, buf);
2677 2383
2678 return buf2; 2384 return buf2;
2679} 2385}
2680
2681
2682 2386
2683void 2387void
2684do_some_living (object *op) 2388do_some_living (object *op)
2685{ 2389{
2686 int last_food = op->stats.food; 2390 int last_food = op->stats.food;
2692 int rate_grace = 2000; 2396 int rate_grace = 2000;
2693 const int max_hp = 1; 2397 const int max_hp = 1;
2694 const int max_sp = 1; 2398 const int max_sp = 1;
2695 const int max_grace = 1; 2399 const int max_grace = 1;
2696 2400
2697 if (op->contr->outputs_sync) 2401 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 } 2402 {
2403 op->invisible = 1000;
2404 /* the socket code flashes the player visible/invisible
2405 * depending on the value of invisible, so we need to
2406 * alternate it here for it to work correctly.
2407 */
2408 if (pticks & 2)
2409 op->invisible--;
2410 }
2411 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2412 {
2413 if (!op->invisible--)
2414 {
2415 make_visible (op);
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2417 }
2418 }
2703 2419
2704 if (op->contr->state == ST_PLAYING) 2420 if (op->contr->ns->state == ST_PLAYING)
2705 { 2421 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2422 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2423 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2424 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2425 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2426 else
2712 { 2427 {
2713 gen_hp = op->stats.maxhp; 2428 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2429 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2430 }
2431
2716 if (op->contr->gen_sp >= 0) 2432 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2433 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2434 else
2719 { 2435 {
2720 gen_sp = op->stats.maxsp; 2436 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2437 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2438 }
2439
2723 if (op->contr->gen_grace >= 0) 2440 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2441 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2442 else
2726 { 2443 {
2727 gen_grace = op->stats.maxgrace; 2444 gen_grace = op->stats.maxgrace;
2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2445 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2729 } 2446 }
2730 2447
2731 /* Regenerate Spell Points */ 2448 /* Regenerate Spell Points */
2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2449 if (!op->contr->golem && --op->last_sp < 0)
2733 { 2450 {
2734 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2451 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2735 if (op->stats.sp < op->stats.maxsp) 2452 if (op->stats.sp < op->stats.maxsp)
2736 { 2453 {
2737 op->stats.sp++; 2454 op->stats.sp++;
2743 op->stats.food += op->contr->digestion; 2460 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2461 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2462 op->stats.food = last_food;
2746 } 2463 }
2747 } 2464 }
2465
2748 if (max_sp > 1) 2466 if (max_sp > 1)
2749 { 2467 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2468 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2469 if (over_sp > 0)
2752 { 2470 {
2753 if (op->stats.sp < op->stats.maxsp) 2471 if (op->stats.sp < op->stats.maxsp)
2754 { 2472 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2473 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2474
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2475 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2476 op->stats.sp--;
2477
2758 if (op->stats.sp > op->stats.maxsp) 2478 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2479 op->stats.sp = op->stats.maxsp;
2760 } 2480 }
2761 op->last_sp = 0; 2481 op->last_sp = 0;
2762 } 2482 }
2763 else 2483 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2485 }
2768 else 2486 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2488 }
2773 2489
2774 /* Regenerate Grace */ 2490 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2491 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2492 if (--op->last_grace < 0)
2777 { 2493 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2494 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2495 op->stats.grace++; /* no penalty in food for regaining grace */
2496
2780 if (max_grace > 1) 2497 if (max_grace > 1)
2781 { 2498 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2499 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2500 if (over_grace > 0)
2784 { 2501 {
2812 op->stats.food += op->contr->digestion; 2529 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2531 op->stats.food = last_food;
2815 } 2532 }
2816 } 2533 }
2534
2817 if (max_hp > 1) 2535 if (max_hp > 1)
2818 { 2536 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2537 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2538 if (over_hp > 0)
2821 { 2539 {
2834 } 2552 }
2835 2553
2836 /* Digestion */ 2554 /* Digestion */
2837 if (--op->last_eat < 0) 2555 if (--op->last_eat < 0)
2838 { 2556 {
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; 2557 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2844#endif
2845 2558
2846 if (op->contr->gen_hp > 0) 2559 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2560 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2561 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2562 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2563
2850 /* dms do not consume food */ 2564 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2565 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2566 op->stats.food--;
2853 } 2567 }
2854 }
2855 2568
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2569 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2570 {
2858 object *tmp, *flesh = NULL; 2571 object *tmp, *flesh = 0;
2859 2572
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2573 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 { 2574 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2575 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2865 { 2576 {
2577 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2578 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2579 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2580 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2581 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2582 break;
2870 } 2583 }
2871 else if (tmp->type == FLESH) 2584 else if (tmp->type == FLESH)
2872 flesh = tmp; 2585 flesh = tmp;
2873 } /* End if paid for object */ 2586 } /* End if paid for object */
2874 } /* end of for loop */ 2587 } /* end of for loop */
2588
2875 /* If player is still starving, it means they don't have any food, so 2589 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2590 * eat flesh instead.
2877 */ 2591 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2592 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2593 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2594 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2595 manual_apply (op, flesh, 0);
2882 } 2596 }
2883 } /* end if player is starving */ 2597 }
2884 2598
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2599 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2600 op->stats.food++, op->stats.hp--;
2887 2601
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2602 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2603 kill_player (op);
2604 }
2890} 2605}
2891
2892
2893 2606
2894/* If the player should die (lack of hp, food, etc), we call this. 2607/* If the player should die (lack of hp, food, etc), we call this.
2895 * op is the player in jeopardy. If the player can not be saved (not 2608 * op is the player in jeopardy. If the player can not be saved (not
2896 * permadeath, no lifesave), this will take care of removing the player 2609 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2610 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2642
2930 /* restore player */ 2643 /* restore player */
2931 at = archetype::find ("poisoning"); 2644 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2646 {
2935 tmp->destroy (); 2647 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2649 }
2938 2650
2939 at = archetype::find ("confusion"); 2651 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2652 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2653 {
2943 tmp->destroy (); 2654 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2656 }
2946 2657
2948 op->stats.hp = op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2660 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2661 op->stats.food = 999;
2951 2662
2952 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2665 {
2956 sprintf (buf, "%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2667 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " the %s, when he was defeated at\n level %d by %s.\n",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2671 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2964 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2675 }
2967 2676
2968 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2679 op->contr->braced = 0;
2975 2684
2976 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2977 2686
2978 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
2979 { 2688 {
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); 2689 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2989 } 2691 }
2990 else 2692 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); 2693 sprintf (buf, "%s died.", &op->name);
3000 } 2694
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2696
3003 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
3004 x = op->x; 2698 x = op->x;
3005 y = op->y; 2699 y = op->y;
3006 map = op->map; 2700 map = op->map;
3007 2701
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2703 * life if they are dead - it takes some exp and a random stat.
3013 * See the config.h file for a little more in depth detail about this. 2704 * See the config.h file for a little more in depth detail about this.
3014 */ 2705 */
3015 2706
3016 /* Basically two ways to go - remove a stat permanently, or just 2707 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2708 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2709 * of death.
3019 */ 2710 */
3020#ifndef COZY_SERVER 2711#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2712 if (settings.balanced_stat_loss)
3022 { 2713 {
3023 /* If stat loss is permanent, lose one stat only. */ 2714 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2715 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2716 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2717 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2718 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2719 little bit harder. */
3029 /* GD */ 2720 /* GD */
3030 if (settings.stat_loss_on_death) 2721 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2722 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2723 else
3036 { 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725 }
2726 else
3037 num_stats_lose = 1; 2727 num_stats_lose = 1;
3038 } 2728
3039 lost_a_stat = 0; 2729 lost_a_stat = 0;
3040 2730
3041 for (z = 0; z < num_stats_lose; z++) 2731 for (z = 0; z < num_stats_lose; z++)
3042 { 2732 {
3043 i = RANDOM () % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
3044 2734
3045 if (settings.stat_loss_on_death) 2735 if (settings.stat_loss_on_death)
2736 {
2737 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost.
2739 */
2740 change_attr_value (&(op->stats), i, -1);
2741 check_stat_bounds (&(op->stats));
2742 change_attr_value (&(op->contr->orig_stats), i, -1);
2743 check_stat_bounds (&(op->contr->orig_stats));
2744 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2745 lost_a_stat = 1;
2746 }
2747 else
2748 {
2749 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion");
2751 object *dep;
2752
2753 dep = present_arch_in_ob (deparch, op);
2754 if (!dep)
3046 { 2755 {
3047 /* Pick a random stat and take a point off it. Tell the player 2756 dep = arch_to_object (deparch);
3048 * what he lost. 2757 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 } 2758 }
3057 else 2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss)
3058 { 2761 {
3059 /* deplete a stat */ 2762 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2763 /* Get the stat that we're about to deplete. */
3061 object *dep; 2764 this_stat = get_attr_value (&(dep->stats), i);
3062 2765 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2766 {
3066 dep = arch_to_object (deparch); 2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2768 int keep_chance = this_stat * this_stat;
3068 } 2769
3069 lose_this_stat = 1; 2770 /* 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) 2771 if (keep_chance < 1)
2772 keep_chance = 1;
2773
2774 /* There is a maximum depletion total per level. */
2775 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2776 {
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; 2777 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2778 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2779 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 } 2780 }
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 */ 2781 else
3111 if (this_stat >= -50)
3112 { 2782 {
3113 change_attr_value (&(dep->stats), i, -1); 2783 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; 2784 lose_this_stat = 0;
2785 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786 this_stat, keep_chance, loss_chance,
2787 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2788 }
3119 } 2789 }
3120 } 2790 }
2791
2792 if (lose_this_stat)
2793 {
2794 this_stat = get_attr_value (&(dep->stats), i);
2795 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a
2799 * difference.
2800 */
2801 if (this_stat >= -50)
2802 {
2803 change_attr_value (&(dep->stats), i, -1);
2804 SET_FLAG (dep, FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats ();
2807 lost_a_stat = 1;
2808 }
3121 } 2809 }
2810 }
2811 }
3122 /* If no stat lost, tell the player. */ 2812 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2813 if (!lost_a_stat)
3124 { 2814 {
3125 /* determine_god() seems to not work sometimes... why is this? 2815 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2816 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2817 const char *god = determine_god (op);
3128 2818
3129 if (god && (strcmp (god, "none"))) 2819 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); 2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2821 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2823 }
3134#else 2824#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2826#endif
3137 2827
3138 /* Put a gravestone up where the character 'almost' died. List the 2828 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2829 * exp loss on the stone.
3140 */ 2830 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2831 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2832 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2833 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2834 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2835 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); 2836 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3147 tmp->msg = buf; 2837 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2838 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2840
3151 /**************************************/ 2841 /**************************************/
3152 /* */ 2842 /* */
3153 /* Subtract the experience points, */ 2843 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2844 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2845 /* food, and reset HP's... */
3156 /* */ 2846 /* */
3157 /**************************************/ 2847 /**************************************/
3158 2848
3159 /* remove any poisoning and confusion the character may be suffering. */ 2849 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2850 /* restore player */
3161 at = archetype::find ("poisoning"); 2851 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2852 tmp = present_arch_in_ob (at, op);
3163 2853
3164 if (tmp) 2854 if (tmp)
3165 { 2855 {
3166 tmp->destroy (); 2856 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2858 }
3169 2859
3170 at = archetype::find ("confusion"); 2860 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2862 if (tmp)
3173 { 2863 {
3174 tmp->destroy (); 2864 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2866 }
3177 2867
3178 cure_disease (op, 0); /* remove any disease */ 2868 cure_disease (op, 0); /* remove any disease */
3179 2869
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2870 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2871 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2872 if (op->stats.food < 100)
3183 op->stats.food = 900; 2873 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2877
3188 /* 2878 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2879 * Check to see if the player has any unpaid items. If so, remove them
3190 * the player has any unpaid items. If so, remove them and put them back 2880 * and put them back in the map.
3191 * in the map. 2881 */
3192 */
3193
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2882 remove_unpaid_objects (op->inv, op);
3196 2883
3197 /****************************************/ 2884 /****************************************/
3198 /* */ 2885 /* */
3199 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3201 /* */ 2888 /* */
3202 /****************************************/ 2889 /****************************************/
3203 2890
3204 enter_player_savebed (op); 2891 enter_player_savebed (op);
3205 2892
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2893 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2894
3212 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2898 * on the space that might harm the player.
3216 */ 2899 */
3217 will_kill_again = 0; 2900 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2901 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2902 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2903 will_kill_again |= tmp->attacktype;
3221 2904
3222 if (will_kill_again) 2905 if (will_kill_again)
3223 { 2906 {
3224 object *force; 2907 object *force;
3225 int at; 2908 int at;
3226 2909
3227 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2912 force->speed = 0.1f;
3230 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3231 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2917 force->resist[at] = 100;
3235 2918
3236 insert_ob_in_ob (force, op); 2919 insert_ob_in_ob (force, op);
3237 fix_player (op); 2920 op->update_stats ();
3238 2921
3239 } 2922 }
3240 2923
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2924 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} 2925}
3310
3311 2926
3312void 2927void
3313loot_object (object *op) 2928loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3316 2931
3317 if (op->container) 2932 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2933
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3323 { 2935 {
3324 next = tmp->below; 2936 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2937
2938 if (tmp->invisible)
3326 continue; 2939 continue;
2940
3327 tmp->remove (); 2941 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3329 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2946
3332 }
3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3334 { 2948 {
3335 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3336 { 2950 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3338 tmp2->destroy (); 2952 tmp2->destroy ();
3349/* 2963/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3351 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
3352 * was changed. 2966 * was changed.
3353 */ 2967 */
3354
3355void 2968void
3356fix_weight (void) 2969fix_weight (void)
3357{ 2970{
3358 player *pl; 2971 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 2972 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 2974
3364 if (old == sum) 2975 if (old == sum)
3365 continue; 2976 continue;
3366 fix_player (pl->ob); 2977 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 2979 }
3369} 2980}
3370 2981
3371void 2982void
3372fix_luck (void) 2983fix_luck (void)
3373{ 2984{
3374 player *pl; 2985 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 2986 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 2987 pl->ob->change_luck (0);
3379} 2988}
3380
3381 2989
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 2991 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 2992 * just treat this as any other spell casting object.
3385 */ 2993 */
3386
3387void 2994void
3388cast_dust (object *op, object *throw_ob, int dir) 2995cast_dust (object *op, object *throw_ob, int dir)
3389{ 2996{
3390 object *skop, *spob; 2997 object *skop, *spob;
3391 2998
3425 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3426 { 3033 {
3427 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3428 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3429 } 3036 }
3037
3430 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3431} 3039}
3432 3040
3433int 3041int
3434is_true_undead (object *op) 3042is_true_undead (object *op)
3435{ 3043{
3436 object *tmp = NULL;
3437
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3045 return 1;
3440 3046
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; 3047 return 0;
3447} 3048}
3448 3049
3449/* look at the surrounding terrain to determine 3050/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3051 * the hideability of this object. Positive levels
3492/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3493 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3494 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3495 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3496 */ 3097 */
3497
3498void 3098void
3499do_hidden_move (object *op) 3099do_hidden_move (object *op)
3500{ 3100{
3501 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3502 object *skop; 3102 object *skop;
3506 3106
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3108
3509 /* its *extremely* hard to run and sneak/hide at the same time! */ 3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3510 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3513 { 3112 {
3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3113 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515 make_visible (op); 3114 make_visible (op);
3516 return; 3115 return;
3517 } 3116 }
3518 else 3117 else
3519 num += 20; 3118 num += 20;
3520 } 3119
3521 num += op->map->difficulty; 3120 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3122 num -= hide;
3123
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3125 {
3526 make_visible (op); 3126 make_visible (op);
3527 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 } 3129 }
3530 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3531 {
3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 }
3534} 3132}
3535 3133
3536/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3537 3135
3538int 3136int
3565 if (mflags & P_OUT_OF_MAP) 3163 if (mflags & P_OUT_OF_MAP)
3566 continue; 3164 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3165 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3166 continue;
3569 3167
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3168 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3169 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3170 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3171 return 1;
3574 else if (tmp->type == PLAYER) 3172 else if (tmp->type == PLAYER)
3575 { 3173 {
3605 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3606 { 3204 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3206 return -1;
3609 } 3207 }
3208
3610 if (!pl || !op) 3209 if (!pl || !op)
3611 return 0; 3210 return 0;
3612 3211
3613 if (op->head)
3614 {
3615 op = op->head; 3212 op = op->head_ ();
3616 } 3213
3617 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3618 3215
3619 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3217 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3629 3226
3630 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3228 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3229 * for any meaningful values.
3633 */ 3230 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3234 return 1;
3638 op = op->more; 3235 op = op->more;
3639 } 3236 }
3640 return 0; 3237 return 0;
3641} 3238}
3738 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3739 int i = 0, j = 0; 3336 int i = 0, j = 0;
3740 3337
3741 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3742 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3743 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3744 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3745 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3746 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3747 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3748 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3749 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3750 3347
3751 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3752 return; 3349 return;
3753 3350
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3352
3756 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3757 { 3354 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3356 return;
3760 } 3357 }
3761 3358
3827 { 3424 {
3828 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3426 object *skin;
3830 3427
3831 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3429 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); 3430 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3431 ;
3432
3833 if (skin == NULL) 3433 if (!skin)
3834 return; 3434 return;
3835 3435
3836 /* adding new spellpath attunements */ 3436 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3437 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3438 {
3883 * not readied. 3483 * not readied.
3884 */ 3484 */
3885void 3485void
3886player_unready_range_ob (player *pl, object *ob) 3486player_unready_range_ob (player *pl, object *ob)
3887{ 3487{
3888 rangetype i; 3488 if (pl->ob->current_weapon == ob)
3489 pl->ob->current_weapon = 0;
3889 3490
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3491 if (pl->combat_ob == ob)
3891 { 3492 pl->combat_ob = 0;
3493
3892 if (pl->ranges[i] == ob) 3494 if (pl->ranged_ob == ob)
3893 { 3495 pl->ranged_ob = 0;
3894 pl->ranges[i] = NULL;
3895 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none;
3898 }
3899 }
3900 }
3901} 3496}
3497
3498sint8
3499player::visibility_at (maptile *map, int x, int y) const
3500{
3501 if (!ns)
3502 return 0;
3503
3504 int dx, dy;
3505 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3506 return 0;
3507
3508 x += dx - ns->current_x + ns->mapx / 2;
3509 y += dy - ns->current_y + ns->mapy / 2;
3510
3511 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3512 return 0;
3513
3514 return 100 - blocked_los [x][y];
3515}

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