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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 1.150 by root, Sun Jun 10 03:11:17 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 (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369}
370
371player::~player ()
372{
373 /* Clear item stack */
374 free (stack_items);
375}
376
299/* Tries to add player on the connection passwd in ns. 377/* 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 378 * All we can really get in this is some settings like host and display
301 * mode. 379 * mode.
302 */ 380 */
303 381player *
304int 382player::create ()
305add_player (client *ns)
306{ 383{
307 player *p = new player; 384 player *pl = new player;
308 385
309 p->socket = ns; 386 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 387
312 p->next = first_player; 388 pl->ob->roll_stats ();
313 first_player = p; 389 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */
314 391
315 p = get_player (p);
316
317 set_first_map (p->ob); 392 set_first_map (pl->ob);
318 393
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; 394 return pl;
327} 395}
328 396
329/* 397/*
330 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
332 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
333 */ 401 */
334archetype * 402archetype *
335get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
336{ 404{
337 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
338 406
339 for (;;) 407 for (;;)
340 { 408 {
341 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
342 at = first_archetype; 410 i = archetypes.begin ();
343 else 411 else if (*i == at)
344 at = at->next; 412 cleanup ("not a single player archetype found");
413
345 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
346 return at; 415 return *i;
347 if (at == start)
348 {
349 LOG (llevError, "No Player archetypes\n");
350 exit (-1);
351 }
352 } 416 }
353} 417}
354
355 418
356object * 419object *
357get_nearest_player (object *mon) 420get_nearest_player (object *mon)
358{ 421{
359 object *op = NULL; 422 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 423 objectlink *ol;
362 unsigned lastdist; 424 unsigned lastdist;
363 rv_vector rv; 425 rv_vector rv;
364 426
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 428 {
367 /* We should not find free objects on this friendly list, but it 429 /* We should not find free objects on this friendly list, but it
368 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
374 object *tmp = ol->ob; 436 object *tmp = ol->ob;
375 437
376 /* Can't do much more other than log the fact, because the object 438 /* Can't do much more other than log the fact, because the object
377 * itself will have been cleared. 439 * itself will have been cleared.
378 */ 440 */
379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
380 ol = ol->next; 443 ol = ol->next;
381 remove_friendly_object (tmp); 444 remove_friendly_object (tmp);
382 if (!ol) 445 if (!ol)
383 return op; 446 return op;
384 } 447 }
397 { 460 {
398 op = ol->ob; 461 op = ol->ob;
399 lastdist = rv.distance; 462 lastdist = rv.distance;
400 } 463 }
401 } 464 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 465
403 { 466 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 467 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 468 if (lastdist > rv.distance)
408 { 469 {
409 op = pl->ob; 470 op = pl->ob;
410 lastdist = rv.distance; 471 lastdist = rv.distance;
411 } 472 }
412 } 473
413 }
414#if 0 474#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 475 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 476#endif
417 return op; 477 return op;
418} 478}
436 * circling behaviour. Unfortunately, this function is also used to determined 496 * 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 497 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 498 * is probably not a good thing.
439 */ 499 */
440#define MAX_SPACES 50 500#define MAX_SPACES 50
441
442 501
443/* 502/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * 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 504 * 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 505 * player and if path is blocked then see if blockage is close enough to player that
477 x = mon->x; 536 x = mon->x;
478 y = mon->y; 537 y = mon->y;
479 m = mon->map; 538 m = mon->map;
480 dir = rv.direction; 539 dir = rv.direction;
481 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 540 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); 541 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
542
483 /* If we can't solve it within the search distance, return now. */ 543 /* If we can't solve it within the search distance, return now. */
484 if (diff > max) 544 if (diff > max)
485 return 0; 545 return 0;
546
486 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
487 { 548 {
488 lastx = x; 549 lastx = x;
489 lasty = y; 550 lasty = y;
490 lastmap = m; 551 lastmap = m;
572 max--; 633 max--;
573 lastdir = dir; 634 lastdir = dir;
574 if (!firstdir) 635 if (!firstdir)
575 firstdir = dir; 636 firstdir = dir;
576 } 637 }
638
577 if (diff <= 1) 639 if (diff <= 1)
578 { 640 {
579 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 642 * headed toward player for entire distance.
581 */ 643 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 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); 645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
584 } 646 }
647
585 if (diff > max) 648 if (diff > max)
586 return 0; 649 return 0;
587 } 650 }
651
588 /* If we reached the max, didn't find a direction in time */ 652 /* If we reached the max, didn't find a direction in time */
589 if (!max) 653 if (!max)
590 return 0; 654 return 0;
591 655
592 return firstdir; 656 return firstdir;
685 /* Need to set up the skill pointers */ 749 /* Need to set up the skill pointers */
686 link_player_skills (pl); 750 link_player_skills (pl);
687} 751}
688 752
689void 753void
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) 754get_party_password (object *op, partylist *party)
774{ 755{
775 if (party == NULL) 756 if (party == NULL)
776 { 757 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 758 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 759 return;
779 } 760 }
761
780 op->contr->write_buf[0] = '\0'; 762 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 765 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 766}
785
786 767
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 768/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 769static int
789roll_stat (void) 770roll_stat (void)
790{ 771{
791 int a[4], i, j, k; 772 int a[4], i, j, k;
792 773
793 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
795 776
796 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 778 if (a[i] < k)
798 k = a[i], j = i; 779 k = a[i], j = i;
799 780
800 for (i = 0, k = 0; i < 4; i++) 781 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 782 if (i != j)
803 k += a[i]; 783 k += a[i];
804 } 784
805 return k; 785 return k;
806} 786}
807 787
808void 788void
809roll_stats (object *op) 789object::roll_stats ()
810{ 790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
811 int sum = 0; 795 int sum = 0;
812 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
813 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
814 798
815 do 799 if (sum >= 82 && sum <= 116)
800 break;
816 { 801 }
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);
827 802
828 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 804 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;
836 805
837 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
838 do 807 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);
853 808
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; 809 stats.exp = 0;
873 op->stats.ac = 0; 810 stats.ac = 0;
874 811
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; 812 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 813 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 814 stats.grace = stats.maxgrace;
815
816 if (contr)
817 {
818 contr->levhp[1] = 9;
819 contr->levsp[1] = 6;
820 contr->levgrace[1] = 3;
821
883 op->contr->orig_stats = op->stats; 822 contr->orig_stats = stats;
823 }
884} 824}
885 825
886void 826void
887Roll_Again (object *op) 827object::swap_stats (int a, int b)
888{ 828{
889 esrv_new_player (op->contr, 0); 829 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}
893 830
894void 831 for (int i = 0; i < NUM_STATS; ++i)
895Swap_Stat (object *op, int Swap_Second) 832 stats.stat (i) = contr->orig_stats.stat (i);
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
896{ 858{
897 signed char tmp;
898 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
899 860
900 if (op->contr->Swap_First == -1) 861 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); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 863 //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); 864 //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} 865}
1015 866
1016/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1020 * not the class. 871 * not the class.
1021 */ 872 */
1022 873void
1023int 874player::chargen_race_done ()
1024key_change_class (object *op, char key)
1025{ 875{
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 */ 876 /* this must before then initial items are given */
1039 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1040 878
1041 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
1042 if (tl) 880 if (tl)
1043 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
1044 882
1045 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1047 885
1048 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1049 887
1050 if (op->msg) 888 if (ob->msg)
1051 op->msg = NULL; 889 ob->msg = 0;
1052 890
1053 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1054 * to save here. 892 * to save here.
1055 */ 893 */
894 {
895 char buf[MAX_BUF];
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1057 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1058 899
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 900 start_info (ob);
1063 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1065 link_player_skills (op); 903 link_player_skills (ob);
1066 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1067 fix_player (op); 905 ob->update_stats ();
1068 906
1069 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1070 * is one for this race 908 * is one for this race
1071 */ 909 */
1072 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1073 { 911 {
1074 object *tmp; 912 object *tmp;
1075 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1076 914
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1078 tmp = object::create (); 916 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1081 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1084 * default initial map */ 922 * default initial map */
1085 tmp->destroy (); 923 tmp->destroy ();
1086 } 924 }
1087 else 925 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 927}
1091 return 0;
1092 }
1093 928
929void
930player::chargen_race_next ()
931{
1094 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1096 */ 934 */
1097 935
1098 tmp_loop = 0; 936 do
1099 while (!tmp_loop)
1100 { 937 {
1101 shstr name = op->name; 938 shstr name = ob->name;
1102 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1103 940
1104 remove_statbonus (op); 941 ob->remove_statbonus ();
1105 op->remove (); 942 ob->remove ();
1106 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1107 op->arch->clone.copy_to (op); 944 ob->arch->copy_to (ob);
1108 op->instantiate (); 945 ob->instantiate ();
1109 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1110 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1111 op->x = x; 948 ob->x = x;
1112 op->y = y; 949 ob->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1115 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
1116 add_statbonus (op); 953 ob->add_statbonus ();
1117 tmp_loop = allowed_class (op);
1118 } 954 }
955 while (!allowed_class (ob));
1119 956
1120 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1122 fix_player (op); 959 ob->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1125 op->stats.grace = 0; 962 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} 963}
1182 964
1183void 965void
1184flee_player (object *op) 966flee_player (object *op)
1185{ 967{
1215 { 997 {
1216 op->enemy = NULL; 998 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1000 return;
1219 } 1001 }
1002
1220 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1221 1004
1222 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1224 { 1007 {
1225 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1226 1009
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1011 return;
1230 }
1231 } 1012 }
1013
1232 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1016 op->enemy = NULL;
1235} 1017}
1236 1018
1237
1238/* check_pick sees if there is stuff to be picked up/picks up stuff. 1019/* 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 1020 * It returns 1 if the player should keep on moving, 0 if he should
1240 * stop. 1021 * stop.
1241 */ 1022 */
1242int 1023int
1243check_pick (object *op) 1024check_pick (object *op)
1244{ 1025{
1245 object *tmp, *next; 1026 object *tmp, *next;
1246 int stop = 0; 1027 int stop = 0;
1247 int j, k, wvratio; 1028 int wvratio;
1248 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1249 1030
1250 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1251 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1252 return 1; 1033 return 1;
1253 1034
1321 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 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)))); 1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1105 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 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)))); 1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 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 } 1110 }
1111
1358 /* philosophy: 1112 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1113 * 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 1114 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1115 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1116 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1117 * example.
1364 * The drawback: right now it has no frontend, so you need to 1118 * 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 1119 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1120 * convert to decimal and then 'pickup <#>
1551 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1552 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1553 { 1307 {
1554 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1555 { 1309 {
1556 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1557 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1558 { 1312 {
1559 pick_up (op, tmp); 1313 pick_up (op, tmp);
1560 continue; 1314 continue;
1561 } 1315 }
1562 } 1316 }
1563 1317
1564 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1565 { 1319 {
1566 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1567 { 1321 {
1568 pick_up (op, tmp); 1322 pick_up (op, tmp);
1569 continue; 1323 continue;
1570 } 1324 }
1571 } 1325 }
1596 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1597 { 1351 {
1598 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1599 } 1353 }
1600 else 1354 else
1601 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1602 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1603 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1604#endif 1358#endif
1605 continue; 1359 continue;
1606 } 1360 }
1617 * found object is returned. 1371 * found object is returned.
1618 */ 1372 */
1619object * 1373object *
1620find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1621{ 1375{
1622 object *tmp = NULL; 1376 object *tmp = 0;
1623 1377
1624 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1625 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1626 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1628 return op; 1382 return op;
1383
1629 return tmp; 1384 return tmp;
1630} 1385}
1631 1386
1632/* 1387/*
1633 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1388 * 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 1389 * 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 1390 * 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. 1391 * the hall. Failing that it does it's best to pick the highest plus arrow.
1637 */ 1392 */
1638
1639object * 1393object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1641{ 1395{
1642 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1676 else 1430 else
1677 { 1431 {
1678 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1679 { 1433 {
1680 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1681 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1682 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1683 { 1437 {
1684 tmp = arrow; 1438 tmp = arrow;
1685 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1686 } 1440 }
1687 } 1441 }
1688 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1689 { 1443 {
1690 tmp = arrow; 1444 tmp = arrow;
1709 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1710 * op = the shooter 1464 * op = the shooter
1711 * type = bow->race 1465 * type = bow->race
1712 * dir = fire direction 1466 * dir = fire direction
1713 */ 1467 */
1714
1715object * 1468object *
1716pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1717{ 1470{
1718 object *tmp = NULL; 1471 object *tmp = NULL;
1719 maptile *m; 1472 maptile *m;
1784 */ 1537 */
1785int 1538int
1786fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1539fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1787{ 1540{
1788 object *left, *bow; 1541 object *left, *bow;
1789 int bowspeed, mflags; 1542 int mflags;
1790 maptile *m; 1543 maptile *m;
1791 1544
1792 if (!dir) 1545 if (!dir)
1793 { 1546 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1547 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1548 return 0;
1796 } 1549 }
1797 if (op->type == PLAYER) 1550
1798 bow = op->contr->ranges[range_bow]; 1551 if (op->contr)
1552 bow = op->current_weapon;
1799 else 1553 else
1800 { 1554 {
1801 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1802 /* Don't check for applied - monsters don't apply bows - in that way, they 1556 /* 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. 1557 * don't need to switch back and forth between bows and weapons.
1808 if (!bow) 1562 if (!bow)
1809 { 1563 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1565 return 0;
1812 } 1566 }
1567
1568 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below)
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1813 } 1575 }
1576
1814 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1815 { 1578 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1580 return 0;
1818 } 1581 }
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 1582
1828 if (arrow == NULL) 1583 if (arrow == NULL)
1829 { 1584 {
1830 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1831 { 1586 {
1832 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1588 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 */ 1589 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1835 else 1590 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1837 return 0; 1593 return 0;
1838 } 1594 }
1839 } 1595 }
1596
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1598 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1599 return 0;
1844 } 1600
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1601 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1602 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1603 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1604 return 0;
1849 } 1605 }
1855 return 0; 1611 return 0;
1856 } 1612 }
1857 1613
1858 left = arrow; /* these are arrows left to the player */ 1614 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1615 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1616 if (!arrow)
1861 { 1617 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1618 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1619 return 0;
1864 } 1620 }
1621
1865 arrow->set_owner (op); 1622 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1624 arrow->direction = dir;
1869 arrow->x = sx; 1625
1870 arrow->y = sy; 1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype;
1629
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632
1633#if 0
1634 if (player *pl = op->contr)
1635 {
1636 float speed = pl->weapon_sp;
1637
1638 /* penalize ROF for bestarrow */
1639 if (pl->bowtype == bow_bestarrow)
1640 speed *= .9f;
1641 else
1642 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1643
1644 op->speed_left += speed - op->speed;
1645 }
1646#endif
1647
1648 SET_ANIMATION (arrow, arrow->direction);
1649
1650 /* update the speed */
1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1652 + bow->stats.dam / 7.f;
1653
1654 arrow->set_speed (max (arrow->speed, 2.f));
1655 arrow->speed_left = 0;
1656
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1871 1658
1872 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1873 { 1660 {
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; 1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1662 wc -= dex_bonus[op->stats.Dex];
1663
1664 if (!arrow->slaying)
1665 arrow->slaying = op->slaying;
1666
1667 arrow->attacktype |= op->attacktype;
1907 } 1668 }
1908 else 1669 else
1909 { 1670 {
1910 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1911 arrow->level = op->level; 1671 arrow->level = op->level;
1912 } 1672 arrow->stats.wc -= bow->magic;
1913 1673
1914 if (arrow->attacktype == AT_PHYSICAL) 1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1915 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1916 1679
1917 if (bow->slaying != NULL) 1680 wc -= arrow->level;
1918 arrow->slaying = bow->slaying; 1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1919 1682
1920 arrow->map = m; 1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1921 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1686
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1688 m->insert (arrow, sx, sy, op);
1926 1689
1927 if (!arrow->destroyed ()) 1690 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1691 move_arrow (arrow);
1929 1692
1930 if (op->type == PLAYER) 1693 if (op->type == PLAYER)
1950{ 1713{
1951 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
1952 1715
1953 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
1954 { 1717 {
1955 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1956 } 1719 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1721 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1723 wcmod = -1;
1724
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1726 }
1963 else if (op->contr->bowtype == bow_threewide) 1727 else if (op->contr->bowtype == bow_threewide)
1964 { 1728 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1969 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
1970 { 1734 {
1971 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1735 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); 1736 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); 1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1974
1975 } 1738 }
1976 else 1739 else
1977 { 1740 {
1978 /* Simple case */ 1741 /* Simple case */
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980 } 1743 }
1744
1981 return ret; 1745 return ret;
1982} 1746}
1983
1984 1747
1985/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1986 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1987 */ 1750 */
1988void 1751void
1989fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
1990{ 1753{
1991 object *item; 1754 object *item = op->contr->ranged_ob;
1992 1755
1993 if (!op->contr->ranges[range_misc]) 1756 if (!item)
1994 { 1757 {
1995 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1996 return; 1759 return;
1997 } 1760 }
1998 1761
1999 item = op->contr->ranges[range_misc];
2000 if (!item->inv) 1762 if (!item->inv)
2001 { 1763 {
2002 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2003 return; 1765 return;
2004 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
2005 if (item->type == WAND) 1771 if (item->type == WAND)
2006 { 1772 {
2007 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
2008 { 1774 {
2009 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 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)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777
2011 return; 1778 return;
2012 } 1779 }
2013 } 1780 }
2014 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
2015 { 1782 {
2016 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2017 { 1784 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
2019 if (item->type == ROD) 1787 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)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2021 else 1789 else
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791
2023 return; 1792 return;
2024 } 1793 }
2025 } 1794 }
2026 1795
2027 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
2034 object *tmp; 1803 object *tmp;
2035 1804
2036 if (item->arch) 1805 if (item->arch)
2037 { 1806 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
2040 item->speed = 0; 1809 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1810 }
1811
2043 if ((tmp = is_player_inv (item))) 1812 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1814 }
2046 } 1815 }
2047 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1817 drain_rod_charge (item);
2050 }
2051 } 1818 }
2052} 1819}
2053 1820
2054/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2055 */ 1822 */
2056void 1823bool
2057fire (object *op, int dir) 1824fire (object *op, int dir)
2058{ 1825{
2059 int spellcost = 0; 1826 int spellcost = 0;
2060 1827
2061 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
2062 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
2063 make_visible (op); 1830 make_visible (op);
2064 1831
2065 switch (op->contr->shoottype) 1832 player *pl = op->contr;
1833
1834 if (pl->golem)
1835 {
1836 control_golem (op->contr->golem, dir);
1837 return false;
2066 { 1838 }
2067 case range_none:
2068 return;
2069 1839
2070 case range_bow: 1840 object *ob = pl->ranged_ob;
1841
1842 if (!ob)
1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false;
1847
1848 if (op->speed_left > 0.f)
1849 --op->speed_left;
1850 else
1851 return false;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
2071 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
2072 return; 1857 break;
2073 1858
2074 case range_magic: /* Casting spells */ 1859 case SPELL:
2075 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2076 return; 1861 break;
2077 1862
2078 case range_misc: 1863 case BUILDER:
1864 apply_map_builder (op, dir);
1865 break;
1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1870
1871 default:
2079 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
2080 return; 1873 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 } 1874 }
2108}
2109 1875
2110 1876 return true;
1877}
2111 1878
2112/* find_key 1879/* find_key
2113 * We try to find a key for the door as passed. If we find a key 1880 * 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 1881 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
2117 * pl is the player, 1884 * pl is the player,
2118 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
2121 */ 1888 */
2122
2123object * 1889object *
2124find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
2125{ 1891{
2126 object *tmp, *key; 1892 object *tmp, *key;
2127 1893
2128 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1895 if (!container->inv)
2130 return NULL; 1896 return 0;
2131 1897
2132 /* First, lets try to find a key in the top level inventory */ 1898 /* First, lets try to find a key in the top level inventory */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1900 {
2135 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1902 break;
2137 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
2139 */ 1905 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1907 break;
2142 } 1908 }
1909
2143 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
2144 /* If we find and use a key in an inventory, return at that time. 1911 /* 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 1912 * otherwise, if we search all the inventories and still don't find
2146 * a key, return 1913 * a key, return
2147 */ 1914 */
2148 if (!tmp) 1915 if (!tmp)
2149 { 1916 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 { 1918 {
2152 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
2154 { 1921 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
2156 return key; 1923 return key;
2157 } 1924 }
2158 } 1925 }
1926
2159 if (!tmp) 1927 if (!tmp)
2160 return NULL; 1928 return NULL;
2161 } 1929 }
1930
2162 /* We get down here if we have found a key. Now if its in a container, 1931 /* 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 1932 * see if we actually want to use it
2164 */ 1933 */
2165 if (pl != container) 1934 if (pl != container)
2166 { 1935 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 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)); 1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2189 return NULL; 1958 return NULL;
2190 } 1959 }
2191 } 1960 }
1961
2192 return tmp; 1962 return tmp;
2193} 1963}
2194 1964
2195/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
2198 * 0 otherwise 1968 * 0 otherwise
2199 */ 1969 */
2200static int 1970static int
2201player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2202{ 1972{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* 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 - 1974 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2207 */ 1976 */
2208 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2209 1978
2210 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
2211 if (key) 1980 if (key)
2212 { 1981 {
2213 object *container = key->env; 1982 object *container = key->env;
2214 1983
2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
2216 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2217 make_visible (op); 1987 make_visible (op);
1988
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2220 if (door->type == DOOR) 1992 if (door->type == DOOR)
2221 {
2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2223 }
2224 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2225 { 1995 {
2226 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1996 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 ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2228 } 1998 }
1999
2229 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2232 if (container != op) 2003 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2234 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2235 } 2007 }
2236 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2237 { 2009 {
2238 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2240 return 1; 2012 return 1;
2241 } 2013 }
2014
2242 return 0; 2015 return 0;
2243} 2016}
2244 2017
2245/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2250 */ 2023 */
2251 2024bool
2252void
2253move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2254{ 2026{
2255 object *tmp, *mon;
2256 sint16 nx, ny;
2257 int on_battleground; 2027 int on_battleground;
2258 maptile *m;
2259 2028
2260 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2262 2031
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny))
2035 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2264 2042
2265 /* If braced, or can't move to the square, and it is not out of the 2043 /* 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 2044 * 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 2045 * 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 2046 * 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 2047 * 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 2048 * 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 2049 * quite a bit of processing. However, it probably is less than what
2272 * move_ob uses. 2050 * move_ob uses.
2273 */ 2051 */
2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2052 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 2053
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 2054 /* 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. 2055 * 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 2056 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2057 * on the space
2296 */ 2058 */
2297 while (tmp != NULL) 2059 object *mon;
2298 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2299 if (tmp == op) 2061 {
2300 { 2062 if ((mon->flag [FLAG_ALIVE]
2301 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2302 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2303 }
2304
2305 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2306 {
2307 mon = tmp; 2065 && mon != op)
2308 break; 2066 break;
2309 } 2067 }
2310 2068
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 */ 2069 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2070 return false; /* into a wall */
2319 2071
2320 if (mon->head != NULL)
2321 mon = mon->head; 2072 mon = mon->head_ ();
2322 2073
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f)
2324 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2325 return; 2079 return true;
2080 }
2326 2081
2327 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2328 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2329 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2330 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2331 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2332 * and thus will not push them. 2087 * and thus will not push them.
2333 */ 2088 */
2334 2089
2335 /* If the creature is a pet, push it even if the player is not 2090 /* 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 2091 * peaceful. Our assumption is the creature is a pet if the
2337 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2338 */ 2093 */
2339 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2340#if COZY_SERVER
2341 &&
2342 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2343 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2344#else
2345 && mon->owner == op 2097 || mon->owner == op)
2346#endif
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2099 {
2349 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced) 2101 if (op->contr->braced)
2351 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2354 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2112 make_visible (op);
2113
2356 return; 2114 return true;
2357 } 2115 }
2116 else
2117 return false;
2118 }
2358 2119
2359 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2361 * someone, but put it inside this loop so that you won't 2122 * someone, but put it inside this loop so that you won't
2362 * attack them either. 2123 * attack them either.
2363 */ 2124 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2366#ifdef PROHIBIT_PLAYERKILL 2127 && ((op->contr->peaceful
2367 (op->contr->peaceful 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2368 || (mon->type == PLAYER 2129 && !on_battleground))
2369 && mon->contr-> 2130 {
2370 peaceful)) && 2131 if (op->speed_left > 0.f)
2371#else
2372 op->contr->peaceful &&
2373#endif
2374 !on_battleground))
2375 { 2132 {
2133 --op->speed_left;
2134
2376 if (!op->contr->braced) 2135 if (!op->contr->braced)
2377 { 2136 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2380 } 2139 }
2381 else 2140 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2142
2385 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2144 make_visible (op);
2387 }
2388 2145
2146 return true;
2147 }
2148 }
2389 /* If the object is a boulder or other rollable object, then 2149 /* 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. 2150 * roll it if not braced. You can't roll it if you are braced.
2391 */ 2151 */
2392 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 if (op->speed_left > 0.f)
2393 { 2155 {
2156 --op->speed_left;
2157
2394 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2395 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2396 make_visible (op); 2160 make_visible (op);
2397 }
2398 2161
2162 return true;
2163 }
2164 }
2399 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2400 * Way it works is like this: First, it must have some hit points 2166 * 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: 2167 * 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 2168 * 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. 2169 * that party_number -1 is no party, so attacks can still happen.
2404 */ 2170 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 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))) 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 { 2173 {
2409 2174 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 { 2175 {
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2418 2177
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); 2178 skill_attack (mon, op, 0, 0, 0);
2423 2179
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)) 2180 if (action_makes_visible (op))
2438 make_visible (op); 2181 make_visible (op);
2439 }
2440 } /* if player should attack something */
2441}
2442 2182
2443int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2444move_player (object *op, int dir) 2191move_player (object *op, int dir)
2445{ 2192{
2446 int pick; 2193 int pick;
2447 2194
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2196 return 0;
2450 2197
2451 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2453 { 2200 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2202 return 0;
2456 } 2203 }
2457 2204
2458 /* peterm: added following line */ 2205 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2208
2462 op->facing = dir; 2209 op->facing = dir;
2463 2210
2464 if (op->hide) 2211 if (op->hide)
2465 do_hidden_move (op); 2212 do_hidden_move (op);
2466 2213
2214 bool retval;
2215
2467 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2468 /*nop */ ; 2217 retval = RESULT_INT (0);
2469 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2470 fire (op, dir); 2219 retval = fire (op, dir);
2471 else 2220 else
2472 { 2221 {
2473 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2474 pick = check_pick (op); 2223 pick = check_pick (op);
2475 } 2224 }
2476 2225
2477 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2227 * server can handle repeat firing.
2479 */ 2228 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2230 op->direction = dir;
2483 }
2484 else 2231 else
2485 {
2486 op->direction = 0; 2232 op->direction = 0;
2487 } 2233
2488 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2236 * for players.
2491 */ 2237 */
2492 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2493 return 0; 2239
2240 return retval;
2494} 2241}
2495 2242
2496/* This is similar to handle_player, below, but is only used by the 2243/* This is similar to handle_player, below, but is only used by the
2497 * new client/server stuff. 2244 * new client/server stuff.
2498 * This is sort of special, in that the new client/server actually uses 2245 * This is sort of special, in that the new client/server actually uses
2499 * the new speed values for commands. 2246 * the new speed values for commands.
2500 * 2247 *
2501 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do. Should not do
2249 * many actions in a row, as that would be too unfair to other
2250 * players.
2502 */ 2251 */
2503int 2252bool
2504handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2505{ 2254{
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)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2527 { 2256 {
2528 flee_player (op); 2257 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 { 2258 {
2532 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2533 return 0; 2262 return true;
2534 } 2263 }
2264 else
2265 return false;
2535 } 2266 }
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 2267
2545 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2270 * called, so we recheck it here.
2548 */ 2271 */
2549 op->contr->socket->handle_command (); 2272 if (op->contr->ns->handle_command ())
2550 if (op->speed_left < 0)
2551 return 0; 2273 return true;
2552 2274
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 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); 2276 return move_player (op, op->direction);
2563 if (op->speed_left > 0)
2564 return 1;
2565 else
2566 return 0;
2567 }
2568 2277
2569 return 0; 2278 return false;
2570} 2279}
2571 2280
2572int 2281int
2573save_life (object *op) 2282save_life (object *op)
2574{ 2283{
2591 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2592 2301
2593 if (op->stats.food < 0) 2302 if (op->stats.food < 0)
2594 op->stats.food = 999; 2303 op->stats.food = 999;
2595 2304
2596 fix_player (op); 2305 op->update_stats ();
2597 return 1; 2306 return 1;
2598 } 2307 }
2599 2308
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2609 * from. 2318 * from.
2610 */ 2319 */
2611void 2320void
2612remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2613{ 2322{
2614 object *next;
2615
2616 while (op) 2323 while (op)
2617 { 2324 {
2618 next = op->below; /* Make sure we have a good value, in case 2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2326
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2328 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2331
2332 op->insert_at (env);
2629 } 2333 }
2630 else if (op->inv) 2334 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2335 remove_unpaid_objects (op->inv, env);
2632 2336
2633 op = next; 2337 op = next;
2634 } 2338 }
2635} 2339}
2636
2637 2340
2638/* 2341/*
2639 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2379 strcat (buf2, buf);
2677 2380
2678 return buf2; 2381 return buf2;
2679} 2382}
2680
2681
2682 2383
2683void 2384void
2684do_some_living (object *op) 2385do_some_living (object *op)
2685{ 2386{
2686 int last_food = op->stats.food; 2387 int last_food = op->stats.food;
2692 int rate_grace = 2000; 2393 int rate_grace = 2000;
2693 const int max_hp = 1; 2394 const int max_hp = 1;
2694 const int max_sp = 1; 2395 const int max_sp = 1;
2695 const int max_grace = 1; 2396 const int max_grace = 1;
2696 2397
2697 if (op->contr->outputs_sync) 2398 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 } 2399 {
2400 op->invisible = 1000;
2401 /* the socket code flashes the player visible/invisible
2402 * depending on the value of invisible, so we need to
2403 * alternate it here for it to work correctly.
2404 */
2405 if (pticks & 2)
2406 op->invisible--;
2407 }
2408 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2409 {
2410 if (!op->invisible--)
2411 {
2412 make_visible (op);
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2414 }
2415 }
2703 2416
2704 if (op->contr->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2705 { 2418 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2421 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2423 else
2712 { 2424 {
2713 gen_hp = op->stats.maxhp; 2425 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2427 }
2428
2716 if (op->contr->gen_sp >= 0) 2429 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2431 else
2719 { 2432 {
2720 gen_sp = op->stats.maxsp; 2433 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2435 }
2436
2723 if (op->contr->gen_grace >= 0) 2437 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2439 else
2726 { 2440 {
2727 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2729 } 2443 }
2730 2444
2731 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2733 { 2447 {
2734 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2448 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) 2449 if (op->stats.sp < op->stats.maxsp)
2736 { 2450 {
2737 op->stats.sp++; 2451 op->stats.sp++;
2743 op->stats.food += op->contr->digestion; 2457 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2459 op->stats.food = last_food;
2746 } 2460 }
2747 } 2461 }
2462
2748 if (max_sp > 1) 2463 if (max_sp > 1)
2749 { 2464 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2465 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2466 if (over_sp > 0)
2752 { 2467 {
2753 if (op->stats.sp < op->stats.maxsp) 2468 if (op->stats.sp < op->stats.maxsp)
2754 { 2469 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2473 op->stats.sp--;
2474
2758 if (op->stats.sp > op->stats.maxsp) 2475 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2476 op->stats.sp = op->stats.maxsp;
2760 } 2477 }
2761 op->last_sp = 0; 2478 op->last_sp = 0;
2762 } 2479 }
2763 else 2480 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2482 }
2768 else 2483 else
2769 {
2770 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);
2771 }
2772 } 2485 }
2773 2486
2774 /* Regenerate Grace */ 2487 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2489 if (--op->last_grace < 0)
2777 { 2490 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2491 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2780 if (max_grace > 1) 2494 if (max_grace > 1)
2781 { 2495 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2497 if (over_grace > 0)
2784 { 2498 {
2812 op->stats.food += op->contr->digestion; 2526 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2528 op->stats.food = last_food;
2815 } 2529 }
2816 } 2530 }
2531
2817 if (max_hp > 1) 2532 if (max_hp > 1)
2818 { 2533 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2535 if (over_hp > 0)
2821 { 2536 {
2834 } 2549 }
2835 2550
2836 /* Digestion */ 2551 /* Digestion */
2837 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2838 { 2553 {
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; 2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2844#endif
2845 2555
2846 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2558 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2850 /* dms do not consume food */ 2561 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2563 op->stats.food--;
2853 } 2564 }
2854 }
2855 2565
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2567 {
2858 object *tmp, *flesh = NULL; 2568 object *tmp, *flesh = 0;
2859 2569
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 { 2571 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2865 { 2573 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2577 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2579 break;
2870 } 2580 }
2871 else if (tmp->type == FLESH) 2581 else if (tmp->type == FLESH)
2872 flesh = tmp; 2582 flesh = tmp;
2873 } /* End if paid for object */ 2583 } /* End if paid for object */
2874 } /* end of for loop */ 2584 } /* end of for loop */
2585
2875 /* If player is still starving, it means they don't have any food, so 2586 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2587 * eat flesh instead.
2877 */ 2588 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2590 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2592 manual_apply (op, flesh, 0);
2882 } 2593 }
2883 } /* end if player is starving */ 2594 }
2884 2595
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2887 2598
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2600 kill_player (op);
2601 }
2890} 2602}
2891
2892
2893 2603
2894/* If the player should die (lack of hp, food, etc), we call this. 2604/* 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 2605 * 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 2606 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2607 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2637 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..."); 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2639
2930 /* restore player */ 2640 /* restore player */
2931 at = archetype::find ("poisoning"); 2641 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2643 {
2935 tmp->destroy (); 2644 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2646 }
2938 2647
2939 at = archetype::find ("confusion"); 2648 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2649 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2650 {
2943 tmp->destroy (); 2651 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2653 }
2946 2654
2948 op->stats.hp = op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2657 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2658 op->stats.food = 999;
2951 2659
2952 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2662 {
2956 sprintf (buf, "%s's finger", &op->name); 2663 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2664 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2666 " 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); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2668 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
2964 tmp->x = op->x, tmp->y = op->y; 2671 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2672 }
2967 2673
2968 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2676 op->contr->braced = 0;
2975 2681
2976 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2977 2683
2978 if (op->stats.food < 0) 2684 if (op->stats.food < 0)
2979 { 2685 {
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); 2686 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2687 strcpy (op->contr->killer, "starvation");
2989 } 2688 }
2990 else 2689 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); 2690 sprintf (buf, "%s died.", &op->name);
3000 } 2691
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2693
3003 /* save the map location for corpse, gravestone */ 2694 /* save the map location for corpse, gravestone */
3004 x = op->x; 2695 x = op->x;
3005 y = op->y; 2696 y = op->y;
3006 map = op->map; 2697 map = op->map;
3007 2698
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2700 * 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. 2701 * See the config.h file for a little more in depth detail about this.
3014 */ 2702 */
3015 2703
3016 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2706 * of death.
3019 */ 2707 */
3020#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2709 if (settings.balanced_stat_loss)
3022 { 2710 {
3023 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2712 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2713 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2716 little bit harder. */
3029 /* GD */ 2717 /* GD */
3030 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2719 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2720 else
3036 { 2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722 }
2723 else
3037 num_stats_lose = 1; 2724 num_stats_lose = 1;
3038 } 2725
3039 lost_a_stat = 0; 2726 lost_a_stat = 0;
3040 2727
3041 for (z = 0; z < num_stats_lose; z++) 2728 for (z = 0; z < num_stats_lose; z++)
3042 { 2729 {
3043 i = RANDOM () % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
3044 2731
3045 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
2733 {
2734 /* Pick a random stat and take a point off it. Tell the player
2735 * what he lost.
2736 */
2737 change_attr_value (&(op->stats), i, -1);
2738 check_stat_bounds (&(op->stats));
2739 change_attr_value (&(op->contr->orig_stats), i, -1);
2740 check_stat_bounds (&(op->contr->orig_stats));
2741 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2742 lost_a_stat = 1;
2743 }
2744 else
2745 {
2746 /* deplete a stat */
2747 archetype *deparch = archetype::find ("depletion");
2748 object *dep;
2749
2750 dep = present_arch_in_ob (deparch, op);
2751 if (!dep)
3046 { 2752 {
3047 /* Pick a random stat and take a point off it. Tell the player 2753 dep = arch_to_object (deparch);
3048 * what he lost. 2754 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 } 2755 }
3057 else 2756 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss)
3058 { 2758 {
3059 /* deplete a stat */ 2759 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2760 /* Get the stat that we're about to deplete. */
3061 object *dep; 2761 this_stat = get_attr_value (&(dep->stats), i);
3062 2762 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2763 {
3066 dep = arch_to_object (deparch); 2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2765 int keep_chance = this_stat * this_stat;
3068 } 2766
3069 lose_this_stat = 1; 2767 /* 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) 2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2773 {
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; 2774 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2775 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2776 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 } 2777 }
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 */ 2778 else
3111 if (this_stat >= -50)
3112 { 2779 {
3113 change_attr_value (&(dep->stats), i, -1); 2780 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; 2781 lose_this_stat = 0;
2782 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2783 this_stat, keep_chance, loss_chance,
2784 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2785 }
3119 } 2786 }
3120 } 2787 }
2788
2789 if (lose_this_stat)
2790 {
2791 this_stat = get_attr_value (&(dep->stats), i);
2792 /* We could try to do something clever like find another
2793 * stat to reduce if this fails. But chances are, if
2794 * stats have been depleted to -50, all are pretty low
2795 * and should be roughly the same, so it shouldn't make a
2796 * difference.
2797 */
2798 if (this_stat >= -50)
2799 {
2800 change_attr_value (&(dep->stats), i, -1);
2801 SET_FLAG (dep, FLAG_APPLIED);
2802 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2803 op->update_stats ();
2804 lost_a_stat = 1;
2805 }
3121 } 2806 }
2807 }
2808 }
3122 /* If no stat lost, tell the player. */ 2809 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2810 if (!lost_a_stat)
3124 { 2811 {
3125 /* determine_god() seems to not work sometimes... why is this? 2812 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2813 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2814 const char *god = determine_god (op);
3128 2815
3129 if (god && (strcmp (god, "none"))) 2816 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); 2817 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2818 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2820 }
3134#else 2821#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2823#endif
3137 2824
3138 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2826 * exp loss on the stone.
3140 */ 2827 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2829 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2830 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2831 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2832 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); 2833 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; 2834 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2835 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2837
3151 /**************************************/ 2838 /**************************************/
3152 /* */ 2839 /* */
3153 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
3156 /* */ 2843 /* */
3157 /**************************************/ 2844 /**************************************/
3158 2845
3159 /* remove any poisoning and confusion the character may be suffering. */ 2846 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2847 /* restore player */
3161 at = archetype::find ("poisoning"); 2848 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2849 tmp = present_arch_in_ob (at, op);
3163 2850
3164 if (tmp) 2851 if (tmp)
3165 { 2852 {
3166 tmp->destroy (); 2853 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2855 }
3169 2856
3170 at = archetype::find ("confusion"); 2857 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2858 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2859 if (tmp)
3173 { 2860 {
3174 tmp->destroy (); 2861 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2863 }
3177 2864
3178 cure_disease (op, 0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
3179 2866
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2868 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2869 if (op->stats.food < 100)
3183 op->stats.food = 900; 2870 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2874
3188 /* 2875 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2876 * 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 2877 * and put them back in the map.
3191 * in the map. 2878 */
3192 */
3193
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
3196 2880
3197 /****************************************/ 2881 /****************************************/
3198 /* */ 2882 /* */
3199 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
3201 /* */ 2885 /* */
3202 /****************************************/ 2886 /****************************************/
3203 2887
3204 enter_player_savebed (op); 2888 enter_player_savebed (op);
3205 2889
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2890 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2891
3212 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2895 * on the space that might harm the player.
3216 */ 2896 */
3217 will_kill_again = 0; 2897 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2898 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
3221 2901
3222 if (will_kill_again) 2902 if (will_kill_again)
3223 { 2903 {
3224 object *force; 2904 object *force;
3225 int at; 2905 int at;
3226 2906
3227 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2909 force->speed = 0.1f;
3230 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
3231 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2914 force->resist[at] = 100;
3235 2915
3236 insert_ob_in_ob (force, op); 2916 insert_ob_in_ob (force, op);
3237 fix_player (op); 2917 op->update_stats ();
3238 2918
3239 } 2919 }
3240 2920
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2921 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} 2922}
3310
3311 2923
3312void 2924void
3313loot_object (object *op) 2925loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
3316 2928
3317 if (op->container) 2929 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2930
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
3323 { 2932 {
3324 next = tmp->below; 2933 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2934
2935 if (tmp->invisible)
3326 continue; 2936 continue;
2937
3327 tmp->remove (); 2938 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3329 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2943
3332 }
3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3334 { 2945 {
3335 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3336 { 2947 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3338 tmp2->destroy (); 2949 tmp2->destroy ();
3349/* 2960/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3351 * what needs to be fixed. Refresh windows and fix speed if anything 2962 * what needs to be fixed. Refresh windows and fix speed if anything
3352 * was changed. 2963 * was changed.
3353 */ 2964 */
3354
3355void 2965void
3356fix_weight (void) 2966fix_weight (void)
3357{ 2967{
3358 player *pl; 2968 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 2969 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 2971
3364 if (old == sum) 2972 if (old == sum)
3365 continue; 2973 continue;
3366 fix_player (pl->ob); 2974 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 2976 }
3369} 2977}
3370 2978
3371void 2979void
3372fix_luck (void) 2980fix_luck (void)
3373{ 2981{
3374 player *pl; 2982 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 2983 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 2984 pl->ob->change_luck (0);
3379} 2985}
3380
3381 2986
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3385 */ 2990 */
3386
3387void 2991void
3388cast_dust (object *op, object *throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3389{ 2993{
3390 object *skop, *spob; 2994 object *skop, *spob;
3391 2995
3425 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3426 { 3030 {
3427 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3428 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3429 } 3033 }
3034
3430 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3431} 3036}
3432 3037
3433int 3038int
3434is_true_undead (object *op) 3039is_true_undead (object *op)
3435{ 3040{
3436 object *tmp = NULL;
3437
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3439 return 1; 3042 return 1;
3440 3043
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; 3044 return 0;
3447} 3045}
3448 3046
3449/* look at the surrounding terrain to determine 3047/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3048 * the hideability of this object. Positive levels
3492/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3493 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3494 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3495 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3496 */ 3094 */
3497
3498void 3095void
3499do_hidden_move (object *op) 3096do_hidden_move (object *op)
3500{ 3097{
3501 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3502 object *skop; 3099 object *skop;
3506 3103
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3105
3509 /* its *extremely* hard to run and sneak/hide at the same time! */ 3106 /* its *extremely* hard to run and sneak/hide at the same time! */
3510 if (op->type == PLAYER && op->contr->run_on) 3107 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3108 if (!skop || num >= skop->level)
3513 { 3109 {
3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515 make_visible (op); 3111 make_visible (op);
3516 return; 3112 return;
3517 } 3113 }
3518 else 3114 else
3519 num += 20; 3115 num += 20;
3520 } 3116
3521 num += op->map->difficulty; 3117 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3119 num -= hide;
3120
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3122 {
3526 make_visible (op); 3123 make_visible (op);
3527 if (op->type == PLAYER) 3124 if (op->type == PLAYER)
3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 } 3126 }
3530 else if (op->type == PLAYER && skop) 3127 else if (op->type == PLAYER && skop)
3531 {
3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 }
3534} 3129}
3535 3130
3536/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3537 3132
3538int 3133int
3565 if (mflags & P_OUT_OF_MAP) 3160 if (mflags & P_OUT_OF_MAP)
3566 continue; 3161 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3162 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3163 continue;
3569 3164
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3165 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3166 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3167 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3168 return 1;
3574 else if (tmp->type == PLAYER) 3169 else if (tmp->type == PLAYER)
3575 { 3170 {
3605 if (pl->type != PLAYER) 3200 if (pl->type != PLAYER)
3606 { 3201 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3203 return -1;
3609 } 3204 }
3205
3610 if (!pl || !op) 3206 if (!pl || !op)
3611 return 0; 3207 return 0;
3612 3208
3613 if (op->head)
3614 {
3615 op = op->head; 3209 op = op->head_ ();
3616 } 3210
3617 get_rangevector (pl, op, &rv, 0x1); 3211 get_rangevector (pl, op, &rv, 0x1);
3618 3212
3619 /* starting with the 'head' part, lets loop 3213 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3214 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3215 * part that is in the los array but isnt on
3622 * a blocked los square. 3216 * a blocked los square.
3623 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3624 */ 3218 */
3625 while (op) 3219 while (op)
3626 { 3220 {
3627 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3628 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3629 3223
3630 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3225 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3226 * for any meaningful values.
3633 */ 3227 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3231 return 1;
3638 op = op->more; 3232 op = op->more;
3639 } 3233 }
3640 return 0; 3234 return 0;
3641} 3235}
3738 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3739 int i = 0, j = 0; 3333 int i = 0, j = 0;
3740 3334
3741 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3742 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3743 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3744 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3745 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3746 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3747 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3748 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3749 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3750 3344
3751 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3752 return; 3346 return;
3753 3347
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3349
3756 if (tr == NULL || tr->item == NULL) 3350 if (!tr || !tr->item)
3757 { 3351 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3353 return;
3760 } 3354 }
3761 3355
3762 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3763 item = &(tr->item->clone); 3357 item = tr->item;
3764 3358
3765 if (item->type == SPELL) 3359 if (item->type == SPELL)
3766 { 3360 {
3767 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3768 return; 3362 return;
3827 { 3421 {
3828 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3423 object *skin;
3830 3424
3831 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3426 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); 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3428 ;
3429
3833 if (skin == NULL) 3430 if (!skin)
3834 return; 3431 return;
3835 3432
3836 /* adding new spellpath attunements */ 3433 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3435 {
3883 * not readied. 3480 * not readied.
3884 */ 3481 */
3885void 3482void
3886player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3887{ 3484{
3888 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3889 3487
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3891 { 3489 pl->combat_ob = 0;
3490
3892 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3893 { 3492 pl->ranged_ob = 0;
3894 pl->ranges[i] = NULL;
3895 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none;
3898 }
3899 }
3900 }
3901} 3493}
3494
3495sint8
3496player::visibility_at (maptile *map, int x, int y) const
3497{
3498 if (!ns)
3499 return 0;
3500
3501 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0;
3504
3505 x += dx - ns->current_x + ns->mapx / 2;
3506 y += dy - ns->current_y + ns->mapy / 2;
3507
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512}

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