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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 1.159 by root, Wed Aug 15 04:59:46 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#ifdef COZY_SERVER 32#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 33#include <functional>
35#endif
36 34
37player * 35playervec 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 36
76void 37void
77display_motd (const object *op) 38display_motd (const object *op)
78{ 39{
79 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
82 int comp; 43 int comp;
83 int size; 44 int size;
84 45
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return; 48 return;
89 } 49
90 motd[0] = '\0'; 50 motd[0] = '\0';
91 size = 0; 51 size = 0;
52
92 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
93 { 54 {
94 if (*buf == '#') 55 if (*buf == '#')
95 continue; 56 continue;
57
96 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf); 59 size += strlen (buf);
98 } 60 }
61
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
100 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
101} 64}
102 65
103void 66void
109 int comp; 72 int comp;
110 int size; 73 int size;
111 74
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return; 77 return;
116 } 78
117 rules[0] = '\0'; 79 rules[0] = '\0';
118 size = 0; 80 size = 0;
81
119 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
120 { 83 {
121 if (*buf == '#') 84 if (*buf == '#')
122 continue; 85 continue;
86
123 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
124 { 88 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break; 90 break;
127 } 91 }
92
128 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf); 94 size += strlen (buf);
130 } 95 }
96
131 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
132 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
133} 99}
134 100
135void 101void
143 int size; 109 int size;
144 110
145 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return; 113 return;
114
148 news[0] = '\0'; 115 news[0] = '\0';
149 subject[0] = '\0'; 116 subject[0] = '\0';
150 size = 0; 117 size = 0;
118
151 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
152 { 120 {
153 if (*buf == '#') 121 if (*buf == '#')
154 continue; 122 continue;
123
155 if (*buf == '%') 124 if (*buf == '%')
156 { /* send one news */ 125 { /* send one news */
157 if (size > 0) 126 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 */ 127 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 */
128
159 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
160 strip_endline (subject); 130 strip_endline (subject);
161 size = 0; 131 size = 0;
162 news[0] = '\0'; 132 news[0] = '\0';
163 } 133 }
172 size += strlen (buf); 142 size += strlen (buf);
173 } 143 }
174 } 144 }
175 145
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 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); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
178 close_and_delete (fp, comp); 148 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} 149}
288 150
289/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
290static void 152static void
291set_first_map (object *op) 153set_first_map (object *op)
292{ 154{
293 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
294 op->x = -1; 156 op->x = -1;
295 op->y = -1; 157 op->y = -1;
296 enter_exit (op, NULL);
297} 158}
298 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE)
233 if (tmp->arch->archname == shstr_dragon_ability_force)
234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
295 if (ns)
296 {
297 if (active)
298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
299
300 INVOKE_PLAYER (DISCONNECT, this);
301
302 ns->reset_stats ();
303 ns->pl = 0;
304 ns = 0;
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
335 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point.
337 */
338 outputs_sync = 4;
339 outputs_count = 4;
340 unapply = unapply_nochoice;
341
342 savebed_map = first_map_path; /* Init. respawn position */
343
344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy ();
367 }
368
369 ob = observe = 0;
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
299/* Tries to add player on the connection passwd in ns. 378/* 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 379 * All we can really get in this is some settings like host and display
301 * mode. 380 * mode.
302 */ 381 */
303 382player *
304int 383player::create ()
305add_player (client *ns)
306{ 384{
307 player *p = new player; 385 player *pl = new player;
308 386
309 p->socket = ns; 387 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 388
312 p->next = first_player; 389 pl->ob->roll_stats ();
313 first_player = p; 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
314 392
315 p = get_player (p);
316
317 set_first_map (p->ob); 393 set_first_map (pl->ob);
318 394
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; 395 return pl;
327} 396}
328 397
329/* 398/*
330 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
332 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
333 */ 402 */
334archetype * 403archetype *
335get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
336{ 405{
337 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
338 407
339 for (;;) 408 for (;;)
340 { 409 {
341 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
342 at = first_archetype; 411 i = archetypes.begin ();
343 else 412 else if (*i == at)
344 at = at->next; 413 cleanup ("not a single player archetype found");
414
345 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
346 return at; 416 return *i;
347 if (at == start)
348 {
349 LOG (llevError, "No Player archetypes\n");
350 exit (-1);
351 }
352 } 417 }
353} 418}
354
355 419
356object * 420object *
357get_nearest_player (object *mon) 421get_nearest_player (object *mon)
358{ 422{
359 object *op = NULL; 423 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 424 objectlink *ol;
362 unsigned lastdist; 425 unsigned lastdist;
363 rv_vector rv; 426 rv_vector rv;
364 427
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 429 {
367 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
368 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
374 object *tmp = ol->ob; 437 object *tmp = ol->ob;
375 438
376 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
377 * itself will have been cleared. 440 * itself will have been cleared.
378 */ 441 */
379 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
380 ol = ol->next; 444 ol = ol->next;
381 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
382 if (!ol) 446 if (!ol)
383 return op; 447 return op;
384 } 448 }
397 { 461 {
398 op = ol->ob; 462 op = ol->ob;
399 lastdist = rv.distance; 463 lastdist = rv.distance;
400 } 464 }
401 } 465 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 466
403 { 467 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
408 { 470 {
409 op = pl->ob; 471 op = pl->ob;
410 lastdist = rv.distance; 472 lastdist = rv.distance;
411 } 473 }
412 } 474
413 }
414#if 0 475#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 476 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 477#endif
417 return op; 478 return op;
418} 479}
436 * circling behaviour. Unfortunately, this function is also used to determined 497 * 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 498 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 499 * is probably not a good thing.
439 */ 500 */
440#define MAX_SPACES 50 501#define MAX_SPACES 50
441
442 502
443/* 503/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * 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 505 * 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 506 * player and if path is blocked then see if blockage is close enough to player that
477 x = mon->x; 537 x = mon->x;
478 y = mon->y; 538 y = mon->y;
479 m = mon->map; 539 m = mon->map;
480 dir = rv.direction; 540 dir = rv.direction;
481 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 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); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
483 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
484 if (diff > max) 545 if (diff > max)
485 return 0; 546 return 0;
547
486 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
487 { 549 {
488 lastx = x; 550 lastx = x;
489 lasty = y; 551 lasty = y;
490 lastmap = m; 552 lastmap = m;
572 max--; 634 max--;
573 lastdir = dir; 635 lastdir = dir;
574 if (!firstdir) 636 if (!firstdir)
575 firstdir = dir; 637 firstdir = dir;
576 } 638 }
639
577 if (diff <= 1) 640 if (diff <= 1)
578 { 641 {
579 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 643 * headed toward player for entire distance.
581 */ 644 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 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); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
584 } 647 }
648
585 if (diff > max) 649 if (diff > max)
586 return 0; 650 return 0;
587 } 651 }
652
588 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
589 if (!max) 654 if (!max)
590 return 0; 655 return 0;
591 656
592 return firstdir; 657 return firstdir;
685 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
686 link_player_skills (pl); 751 link_player_skills (pl);
687} 752}
688 753
689void 754void
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) 755get_party_password (object *op, partylist *party)
774{ 756{
775 if (party == NULL) 757 if (party == NULL)
776 { 758 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 760 return;
779 } 761 }
762
780 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 767}
785
786 768
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 770static int
789roll_stat (void) 771roll_stat (void)
790{ 772{
791 int a[4], i, j, k; 773 int a[4], i, j, k;
792 774
793 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
795 777
796 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 779 if (a[i] < k)
798 k = a[i], j = i; 780 k = a[i], j = i;
799 781
800 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 783 if (i != j)
803 k += a[i]; 784 k += a[i];
804 } 785
805 return k; 786 return k;
806} 787}
807 788
808void 789void
809roll_stats (object *op) 790object::roll_stats ()
810{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
811 int sum = 0; 796 int sum = 0;
812 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
813 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
814 799
815 do 800 if (sum >= 82 && sum <= 116)
801 break;
816 { 802 }
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);
827 803
828 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 805 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;
836 806
837 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
838 do 808 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);
853 809
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; 810 stats.exp = 0;
873 op->stats.ac = 0; 811 stats.ac = 0;
874 812
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; 813 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
819 contr->levhp[1] = 9;
820 contr->levsp[1] = 6;
821 contr->levgrace[1] = 3;
822
883 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
884} 825}
885 826
886void 827void
887Roll_Again (object *op) 828object::swap_stats (int a, int b)
888{ 829{
889 esrv_new_player (op->contr, 0); 830 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}
893 831
894void 832 for (int i = 0; i < NUM_STATS; ++i)
895Swap_Stat (object *op, int Swap_Second) 833 stats.stat (i) = contr->orig_stats.stat (i);
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
843 stats.hp = stats.maxhp;
844 stats.sp = stats.maxsp;
845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
853 contr->orig_stats = stats;
854 }
855}
856
857static void
858start_info (object *op)
896{ 859{
897 signed char tmp;
898 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
899 861
900 if (op->contr->Swap_First == -1) 862 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); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 864 //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); 865 //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} 866}
1015 867
1016/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1020 * not the class. 872 * not the class.
1021 */ 873 */
1022 874void
1023int 875player::chargen_race_done ()
1024key_change_class (object *op, char key)
1025{ 876{
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 */ 877 /* this must before then initial items are given */
1039 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1040 879
1041 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
1042 if (tl) 881 if (tl)
1043 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
1044 883
1045 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1047 886
1048 op->contr->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1049 888
1050 if (op->msg) 889 if (ob->msg)
1051 op->msg = NULL; 890 ob->msg = 0;
1052 891
1053 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
1054 * to save here. 893 * to save here.
1055 */ 894 */
895 {
896 char buf[MAX_BUF];
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1057 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1058 900
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 901 start_info (ob);
1063 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1065 link_player_skills (op); 904 link_player_skills (ob);
1066 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1067 fix_player (op); 906 ob->update_stats ();
1068 907
1069 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1070 * is one for this race 909 * is one for this race
1071 */ 910 */
1072 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1073 { 912 {
1074 object *tmp; 913 object *tmp;
1075 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1076 915
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1078 tmp = object::create (); 917 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1081 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1084 * default initial map */ 923 * default initial map */
1085 tmp->destroy (); 924 tmp->destroy ();
1086 } 925 }
1087 else 926 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 928}
1091 return 0;
1092 }
1093 929
930void
931player::chargen_race_next ()
932{
1094 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1096 */ 935 */
1097 936
1098 tmp_loop = 0; 937 do
1099 while (!tmp_loop)
1100 { 938 {
1101 shstr name = op->name; 939 shstr name = ob->name;
1102 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1103 941
1104 remove_statbonus (op); 942 ob->remove_statbonus ();
1105 op->remove (); 943 ob->remove ();
1106 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1107 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
1108 op->instantiate (); 946 ob->instantiate ();
1109 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1110 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1111 op->x = x; 949 ob->x = x;
1112 op->y = y; 950 ob->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1115 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
1116 add_statbonus (op); 954 ob->add_statbonus ();
1117 tmp_loop = allowed_class (op);
1118 } 955 }
956 while (!allowed_class (ob));
1119 957
1120 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1122 fix_player (op); 960 ob->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1125 op->stats.grace = 0; 963 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} 964}
1182 965
1183void 966void
1184flee_player (object *op) 967flee_player (object *op)
1185{ 968{
1215 { 998 {
1216 op->enemy = NULL; 999 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1001 return;
1219 } 1002 }
1003
1220 get_rangevector (op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1221 1005
1222 dir = absdir (4 + rv.direction); 1006 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1007 for (diff = 0; diff < 3; diff++)
1224 { 1008 {
1225 int m = 1 - (RANDOM () & 2); 1009 int m = 1 - (RANDOM () & 2);
1226 1010
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1012 return;
1230 }
1231 } 1013 }
1014
1232 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1017 op->enemy = NULL;
1235} 1018}
1236 1019
1237
1238/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* 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 1021 * It returns 1 if the player should keep on moving, 0 if he should
1240 * stop. 1022 * stop.
1241 */ 1023 */
1242int 1024int
1243check_pick (object *op) 1025check_pick (object *op)
1244{ 1026{
1245 object *tmp, *next; 1027 object *tmp, *next;
1246 int stop = 0; 1028 int stop = 0;
1247 int j, k, wvratio; 1029 int wvratio;
1248 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1249 1031
1250 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1251 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1252 return 1; 1034 return 1;
1253 1035
1321 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1106 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 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 } 1111 }
1112
1358 /* philosophy: 1113 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1114 * 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 1115 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1118 * example.
1364 * The drawback: right now it has no frontend, so you need to 1119 * 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 1120 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1433 pick_up (op, tmp); 1188 pick_up (op, tmp);
1434 continue; 1189 continue;
1435 } 1190 }
1436 1191
1437 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1438 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1439 { 1194 {
1440 pick_up (op, tmp); 1195 pick_up (op, tmp);
1441 continue; 1196 continue;
1442 } 1197 }
1443 1198
1551 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1552 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1553 { 1308 {
1554 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1555 { 1310 {
1556 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1557 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1558 { 1313 {
1559 pick_up (op, tmp); 1314 pick_up (op, tmp);
1560 continue; 1315 continue;
1561 } 1316 }
1562 } 1317 }
1563 1318
1564 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1565 { 1320 {
1566 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1567 { 1322 {
1568 pick_up (op, tmp); 1323 pick_up (op, tmp);
1569 continue; 1324 continue;
1570 } 1325 }
1571 } 1326 }
1596 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1597 { 1352 {
1598 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1599 } 1354 }
1600 else 1355 else
1601 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1602 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1603 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1604#endif 1359#endif
1605 continue; 1360 continue;
1606 } 1361 }
1617 * found object is returned. 1372 * found object is returned.
1618 */ 1373 */
1619object * 1374object *
1620find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1621{ 1376{
1622 object *tmp = NULL; 1377 object *tmp = 0;
1623 1378
1624 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1625 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1626 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1628 return op; 1383 return op;
1384
1629 return tmp; 1385 return tmp;
1630} 1386}
1631 1387
1632/* 1388/*
1633 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * 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 1390 * 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 1391 * 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. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1637 */ 1393 */
1638
1639object * 1394object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1641{ 1396{
1642 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1676 else 1431 else
1677 { 1432 {
1678 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1679 { 1434 {
1680 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1681 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1682 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1683 { 1438 {
1684 tmp = arrow; 1439 tmp = arrow;
1685 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1686 } 1441 }
1687 } 1442 }
1688 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1689 { 1444 {
1690 tmp = arrow; 1445 tmp = arrow;
1709 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1710 * op = the shooter 1465 * op = the shooter
1711 * type = bow->race 1466 * type = bow->race
1712 * dir = fire direction 1467 * dir = fire direction
1713 */ 1468 */
1714
1715object * 1469object *
1716pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1717{ 1471{
1718 object *tmp = NULL; 1472 object *tmp = NULL;
1719 maptile *m; 1473 maptile *m;
1784 */ 1538 */
1785int 1539int
1786fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1787{ 1541{
1788 object *left, *bow; 1542 object *left, *bow;
1789 int bowspeed, mflags; 1543 int mflags;
1790 maptile *m; 1544 maptile *m;
1791 1545
1792 if (!dir) 1546 if (!dir)
1793 { 1547 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1549 return 0;
1796 } 1550 }
1797 if (op->type == PLAYER) 1551
1798 bow = op->contr->ranges[range_bow]; 1552 if (op->contr)
1553 bow = op->current_weapon;
1799 else 1554 else
1800 { 1555 {
1801 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1802 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* 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. 1558 * don't need to switch back and forth between bows and weapons.
1808 if (!bow) 1563 if (!bow)
1809 { 1564 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1566 return 0;
1812 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1813 } 1576 }
1577
1814 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1815 { 1579 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1581 return 0;
1818 } 1582 }
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 1583
1828 if (arrow == NULL) 1584 if (arrow == NULL)
1829 { 1585 {
1830 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1831 { 1587 {
1832 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1589 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 */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1835 else 1591 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1837 return 0; 1594 return 0;
1838 } 1595 }
1839 } 1596 }
1597
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1599 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1600 return 0;
1844 } 1601
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1603 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1604 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1605 return 0;
1849 } 1606 }
1855 return 0; 1612 return 0;
1856 } 1613 }
1857 1614
1858 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1617 if (!arrow)
1861 { 1618 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1620 return 0;
1864 } 1621 }
1622
1865 arrow->set_owner (op); 1623 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1625 arrow->direction = dir;
1869 arrow->x = sx; 1626
1870 arrow->y = sy; 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1871 1659
1872 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1873 { 1661 {
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; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1907 } 1669 }
1908 else 1670 else
1909 { 1671 {
1910 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1911 arrow->level = op->level; 1672 arrow->level = op->level;
1912 } 1673 arrow->stats.wc -= bow->magic;
1913 1674
1914 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1915 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1916 1680
1917 if (bow->slaying != NULL) 1681 wc -= arrow->level;
1918 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1919 1683
1920 arrow->map = m; 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1921 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1687
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1925 insert_ob_in_map (arrow, m, op, 0); 1689 m->insert (arrow, sx, sy, op);
1926 1690
1927 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1692 move_arrow (arrow);
1929 1693
1930 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1950{ 1714{
1951 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1952 1716
1953 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1954 { 1718 {
1955 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1956 } 1720 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1722 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1724 wcmod = -1;
1725
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1727 }
1963 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
1964 { 1729 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1969 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1970 { 1735 {
1971 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 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); 1737 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); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1974
1975 } 1739 }
1976 else 1740 else
1977 { 1741 {
1978 /* Simple case */ 1742 /* Simple case */
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980 } 1744 }
1745
1981 return ret; 1746 return ret;
1982} 1747}
1983
1984 1748
1985/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1986 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1987 */ 1751 */
1988void 1752void
1989fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1990{ 1754{
1991 object *item; 1755 object *item = op->contr->ranged_ob;
1992 1756
1993 if (!op->contr->ranges[range_misc]) 1757 if (!item)
1994 { 1758 {
1995 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1996 return; 1760 return;
1997 } 1761 }
1998 1762
1999 item = op->contr->ranges[range_misc];
2000 if (!item->inv) 1763 if (!item->inv)
2001 { 1764 {
2002 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2003 return; 1766 return;
2004 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2005 if (item->type == WAND) 1772 if (item->type == WAND)
2006 { 1773 {
2007 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2008 { 1775 {
2009 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
2010 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
2011 return; 1779 return;
2012 } 1780 }
2013 } 1781 }
2014 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2015 { 1783 {
2016 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2017 { 1785 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
2019 if (item->type == ROD) 1788 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)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2021 else 1790 else
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792
2023 return; 1793 return;
2024 } 1794 }
2025 } 1795 }
2026 1796
2027 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2034 object *tmp; 1804 object *tmp;
2035 1805
2036 if (item->arch) 1806 if (item->arch)
2037 { 1807 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2040 item->speed = 0; 1810 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1811 }
1812
2043 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1815 }
2046 } 1816 }
2047 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1818 drain_rod_charge (item);
2050 }
2051 } 1819 }
2052} 1820}
2053 1821
2054/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2055 */ 1823 */
2056void 1824bool
2057fire (object *op, int dir) 1825fire (object *op, int dir)
2058{ 1826{
2059 int spellcost = 0; 1827 int spellcost = 0;
2060 1828
2061 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2062 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2063 make_visible (op); 1831 make_visible (op);
2064 1832
2065 switch (op->contr->shoottype) 1833 player *pl = op->contr;
1834
1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
2066 { 1839 }
2067 case range_none:
2068 return;
2069 1840
2070 case range_bow: 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
2071 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2072 return; 1858 break;
2073 1859
2074 case range_magic: /* Casting spells */ 1860 case SPELL:
2075 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2076 return; 1862 break;
2077 1863
2078 case range_misc: 1864 case BUILDER:
1865 apply_map_builder (op, dir);
1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
2079 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2080 return; 1874 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 } 1875 }
2108}
2109 1876
2110 1877 return true;
1878}
2111 1879
2112/* find_key 1880/* find_key
2113 * We try to find a key for the door as passed. If we find a key 1881 * 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 1882 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2117 * pl is the player, 1885 * pl is the player,
2118 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2121 */ 1889 */
2122
2123object * 1890object *
2124find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2125{ 1892{
2126 object *tmp, *key; 1893 object *tmp, *key;
2127 1894
2128 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1896 if (!container->inv)
2130 return NULL; 1897 return 0;
2131 1898
2132 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1901 {
2135 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1903 break;
2137 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2139 */ 1906 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1908 break;
2142 } 1909 }
1910
2143 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2144 /* If we find and use a key in an inventory, return at that time. 1912 /* 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 1913 * otherwise, if we search all the inventories and still don't find
2146 * a key, return 1914 * a key, return
2147 */ 1915 */
2148 if (!tmp) 1916 if (!tmp)
2149 { 1917 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 { 1919 {
2152 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2154 { 1922 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2156 return key; 1924 return key;
2157 } 1925 }
2158 } 1926 }
1927
2159 if (!tmp) 1928 if (!tmp)
2160 return NULL; 1929 return NULL;
2161 } 1930 }
1931
2162 /* We get down here if we have found a key. Now if its in a container, 1932 /* 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 1933 * see if we actually want to use it
2164 */ 1934 */
2165 if (pl != container) 1935 if (pl != container)
2166 { 1936 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 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)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2189 return NULL; 1959 return NULL;
2190 } 1960 }
2191 } 1961 }
1962
2192 return tmp; 1963 return tmp;
2193} 1964}
2194 1965
2195/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2198 * 0 otherwise 1969 * 0 otherwise
2199 */ 1970 */
2200static int 1971static int
2201player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2202{ 1973{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* 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 - 1975 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2207 */ 1977 */
2208 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2209 1979
2210 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2211 if (key) 1981 if (key)
2212 { 1982 {
2213 object *container = key->env; 1983 object *container = key->env;
2214 1984
2215 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2216 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2217 make_visible (op); 1986 make_visible (op);
1987
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
2220 if (door->type == DOOR) 1991 if (door->type == DOOR)
2221 {
2222 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2223 }
2224 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2225 { 1994 {
2226 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1995 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 ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
2228 } 1997 }
1998
2229 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2232 if (container != op) 2002 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2234 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2235 } 2006 }
2236 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2237 { 2008 {
2238 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2240 return 1; 2011 return 1;
2241 } 2012 }
2013
2242 return 0; 2014 return 0;
2243} 2015}
2244 2016
2245/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2250 */ 2022 */
2251 2023bool
2252void
2253move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2254{ 2025{
2255 object *tmp, *mon;
2256 sint16 nx, ny;
2257 int on_battleground; 2026 int on_battleground;
2258 maptile *m;
2259 2027
2260 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2262 2030
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2031 on_battleground = op_on_battleground (op, 0, 0);
2032
2033 if (out_of_map (op->map, nx, ny))
2034 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2264 2041
2265 /* If braced, or can't move to the square, and it is not out of the 2042 /* 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 2043 * 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 2044 * 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 2045 * 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 2046 * 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 2047 * 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 2048 * quite a bit of processing. However, it probably is less than what
2272 * move_ob uses. 2049 * move_ob uses.
2273 */ 2050 */
2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2051 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 2052
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 2053 /* 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. 2054 * 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 2055 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2056 * on the space
2296 */ 2057 */
2297 while (tmp != NULL) 2058 object *mon;
2298 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2299 if (tmp == op) 2060 {
2300 { 2061 if ((mon->flag [FLAG_ALIVE]
2301 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2302 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2303 }
2304
2305 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2306 {
2307 mon = tmp; 2064 && mon != op)
2308 break; 2065 break;
2309 } 2066 }
2310 2067
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 */ 2068 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2069 return false; /* into a wall */
2319 2070
2320 if (mon->head != NULL)
2321 mon = mon->head; 2071 mon = mon->head_ ();
2322 2072
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2073 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2074 if (op->contr->weapon_sp_left > 0.f)
2324 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2325 return; 2078 return true;
2079 }
2326 2080
2327 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2328 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2329 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2330 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2331 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2332 * and thus will not push them. 2086 * and thus will not push them.
2333 */ 2087 */
2334 2088
2335 /* If the creature is a pet, push it even if the player is not 2089 /* 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 2090 * peaceful. Our assumption is the creature is a pet if the
2337 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2338 */ 2092 */
2339 if ((op->type == PLAYER) 2093 if (op->type == PLAYER
2340#if COZY_SERVER
2341 &&
2342 ((mon->owner && mon->owner->contr 2094 && ((mon->owner && mon->owner->contr
2343 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2344#else
2345 && mon->owner == op 2096 || mon->owner == op)
2346#endif
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2098 {
2349 /* If we're braced, we don't want to switch places with it */ 2099 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced) 2100 if (op->contr->braced)
2351 return; 2101 return false;
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102
2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 op->play_sound (sound_find ("push_player"));
2353 (void) push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2354 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2111 make_visible (op);
2112
2356 return; 2113 return true;
2357 } 2114 }
2115 else
2116 return false;
2117 }
2358 2118
2359 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2361 * someone, but put it inside this loop so that you won't 2121 * someone, but put it inside this loop so that you won't
2362 * attack them either. 2122 * attack them either.
2363 */ 2123 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2125 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2366#ifdef PROHIBIT_PLAYERKILL 2126 && ((op->contr->peaceful
2367 (op->contr->peaceful 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2368 || (mon->type == PLAYER 2128 && !on_battleground))
2369 && mon->contr-> 2129 {
2370 peaceful)) && 2130 if (op->speed_left > 0.f)
2371#else
2372 op->contr->peaceful &&
2373#endif
2374 !on_battleground))
2375 { 2131 {
2132 --op->speed_left;
2133
2376 if (!op->contr->braced) 2134 if (!op->contr->braced)
2377 { 2135 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2379 (void) push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2380 } 2138 }
2381 else 2139 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2141
2385 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2143 make_visible (op);
2387 }
2388 2144
2145 return true;
2146 }
2147 }
2389 /* If the object is a boulder or other rollable object, then 2148 /* 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. 2149 * roll it if not braced. You can't roll it if you are braced.
2391 */ 2150 */
2392 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2151 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2152 {
2153 if (op->speed_left > 0.f)
2393 { 2154 {
2155 --op->speed_left;
2156
2394 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2395 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2396 make_visible (op); 2159 make_visible (op);
2397 }
2398 2160
2161 return true;
2162 }
2163 }
2399 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2400 * Way it works is like this: First, it must have some hit points 2165 * 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: 2166 * 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 2167 * 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. 2168 * that party_number -1 is no party, so attacks can still happen.
2404 */ 2169 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 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))) 2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 { 2172 {
2409 2173 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 { 2174 {
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2175 --op->contr->weapon_sp_left;
2418 2176
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); 2177 skill_attack (mon, op, 0, 0, 0);
2423 2178
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)) 2179 if (action_makes_visible (op))
2438 make_visible (op); 2180 make_visible (op);
2439 }
2440 } /* if player should attack something */
2441}
2442 2181
2443int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2444move_player (object *op, int dir) 2190move_player (object *op, int dir)
2445{ 2191{
2446 int pick; 2192 int pick;
2447 2193
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2195 return 0;
2450 2196
2451 /* Sanity check: make sure dir is valid */ 2197 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2198 if ((dir < 0) || (dir >= 9))
2453 { 2199 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2200 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2201 return 0;
2456 } 2202 }
2457 2203
2458 /* peterm: added following line */ 2204 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2206 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2207
2462 op->facing = dir; 2208 op->facing = dir;
2463 2209
2464 if (op->hide) 2210 if (op->hide)
2465 do_hidden_move (op); 2211 do_hidden_move (op);
2466 2212
2213 bool retval;
2214
2467 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2468 /*nop */ ; 2216 retval = RESULT_INT (0);
2469 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2470 fire (op, dir); 2218 retval = fire (op, dir);
2471 else 2219 else
2472 { 2220 {
2473 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2474 pick = check_pick (op); 2222 pick = check_pick (op);
2475 } 2223 }
2476 2224
2477 /* Add special check for newcs players and fire on - this way, the 2225 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2226 * server can handle repeat firing.
2479 */ 2227 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2228 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2229 op->direction = dir;
2483 }
2484 else 2230 else
2485 {
2486 op->direction = 0; 2231 op->direction = 0;
2487 } 2232
2488 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2235 * for players.
2491 */ 2236 */
2492 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2493 return 0; 2238
2239 return retval;
2494} 2240}
2495 2241
2496/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2497 * new client/server stuff. 2243 * new client/server stuff.
2498 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2499 * the new speed values for commands. 2245 * the new speed values for commands.
2500 * 2246 *
2501 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do. Should not do
2248 * many actions in a row, as that would be too unfair to other
2249 * players.
2502 */ 2250 */
2503int 2251bool
2504handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2505{ 2253{
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)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2527 { 2255 {
2528 flee_player (op); 2256 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 { 2257 {
2532 op->speed_left--; 2258 --op->speed_left;
2259 flee_player (op);
2260
2533 return 0; 2261 return true;
2534 } 2262 }
2263 else
2264 return false;
2535 } 2265 }
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 2266
2545 /* call this here - we also will call this in do_ericserver, but 2267 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2269 * called, so we recheck it here.
2548 */ 2270 */
2549 op->contr->socket->handle_command (); 2271 if (op->contr->ns->handle_command ())
2550 if (op->speed_left < 0)
2551 return 0; 2272 return true;
2552 2273
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 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); 2275 return move_player (op, op->direction);
2563 if (op->speed_left > 0)
2564 return 1;
2565 else
2566 return 0;
2567 }
2568 2276
2569 return 0; 2277 return false;
2570} 2278}
2571 2279
2572int 2280int
2573save_life (object *op) 2281save_life (object *op)
2574{ 2282{
2576 return 0; 2284 return 0;
2577 2285
2578 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2579 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2580 { 2288 {
2581 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2583 2291
2584 if (op->contr) 2292 if (op->contr)
2585 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2586 2294
2591 op->stats.hp = op->stats.maxhp; 2299 op->stats.hp = op->stats.maxhp;
2592 2300
2593 if (op->stats.food < 0) 2301 if (op->stats.food < 0)
2594 op->stats.food = 999; 2302 op->stats.food = 999;
2595 2303
2596 fix_player (op); 2304 op->update_stats ();
2597 return 1; 2305 return 1;
2598 } 2306 }
2599 2307
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2308 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2309 CLEAR_FLAG (op, FLAG_LIFESAVE);
2606/* This goes throws the inventory and removes unpaid objects, and puts them 2314/* This goes throws the inventory and removes unpaid objects, and puts them
2607 * back in the map (location and map determined by values of env). This 2315 * back in the map (location and map determined by values of env). This
2608 * function will descend into containers. op is the object to start the search 2316 * function will descend into containers. op is the object to start the search
2609 * from. 2317 * from.
2610 */ 2318 */
2611void 2319static void
2612remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2613{ 2321{
2614 object *next;
2615
2616 while (op) 2322 while (op)
2617 { 2323 {
2618 next = op->below; /* Make sure we have a good value, in case 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2325
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2327 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2328 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2330
2331 op->insert_at (env);
2629 } 2332 }
2630 else if (op->inv) 2333 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2632 2335
2633 op = next; 2336 op = next;
2634 } 2337 }
2635} 2338}
2636 2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2345}
2637 2346
2638/* 2347/*
2639 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2350 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2385 strcat (buf2, buf);
2677 2386
2678 return buf2; 2387 return buf2;
2679} 2388}
2680
2681
2682 2389
2683void 2390void
2684do_some_living (object *op) 2391do_some_living (object *op)
2685{ 2392{
2686 int last_food = op->stats.food; 2393 int last_food = op->stats.food;
2692 int rate_grace = 2000; 2399 int rate_grace = 2000;
2693 const int max_hp = 1; 2400 const int max_hp = 1;
2694 const int max_sp = 1; 2401 const int max_sp = 1;
2695 const int max_grace = 1; 2402 const int max_grace = 1;
2696 2403
2697 if (op->contr->outputs_sync) 2404 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 } 2405 {
2406 op->invisible = 1000;
2407 /* the socket code flashes the player visible/invisible
2408 * depending on the value of invisible, so we need to
2409 * alternate it here for it to work correctly.
2410 */
2411 if (pticks & 2)
2412 op->invisible--;
2413 }
2414 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2415 {
2416 if (!op->invisible--)
2417 {
2418 make_visible (op);
2419 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2420 }
2421 }
2703 2422
2704 if (op->contr->state == ST_PLAYING) 2423 if (op->contr->ns->state == ST_PLAYING)
2705 { 2424 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2426 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2427 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2428 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2429 else
2712 { 2430 {
2713 gen_hp = op->stats.maxhp; 2431 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2432 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2433 }
2434
2716 if (op->contr->gen_sp >= 0) 2435 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2436 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2437 else
2719 { 2438 {
2720 gen_sp = op->stats.maxsp; 2439 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2440 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2441 }
2442
2723 if (op->contr->gen_grace >= 0) 2443 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2445 else
2726 { 2446 {
2727 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2729 } 2449 }
2730 2450
2731 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2452 if (!op->contr->golem && --op->last_sp < 0)
2733 { 2453 {
2734 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2454 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) 2455 if (op->stats.sp < op->stats.maxsp)
2736 { 2456 {
2737 op->stats.sp++; 2457 op->stats.sp++;
2743 op->stats.food += op->contr->digestion; 2463 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2464 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2465 op->stats.food = last_food;
2746 } 2466 }
2747 } 2467 }
2468
2748 if (max_sp > 1) 2469 if (max_sp > 1)
2749 { 2470 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2471 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2472 if (over_sp > 0)
2752 { 2473 {
2753 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2754 { 2475 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2478 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2479 op->stats.sp--;
2480
2758 if (op->stats.sp > op->stats.maxsp) 2481 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2482 op->stats.sp = op->stats.maxsp;
2760 } 2483 }
2761 op->last_sp = 0; 2484 op->last_sp = 0;
2762 } 2485 }
2763 else 2486 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2488 }
2768 else 2489 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2491 }
2773 2492
2774 /* Regenerate Grace */ 2493 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2495 if (--op->last_grace < 0)
2777 { 2496 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2497 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2498 op->stats.grace++; /* no penalty in food for regaining grace */
2499
2780 if (max_grace > 1) 2500 if (max_grace > 1)
2781 { 2501 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2502 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2503 if (over_grace > 0)
2784 { 2504 {
2812 op->stats.food += op->contr->digestion; 2532 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2534 op->stats.food = last_food;
2815 } 2535 }
2816 } 2536 }
2537
2817 if (max_hp > 1) 2538 if (max_hp > 1)
2818 { 2539 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2541 if (over_hp > 0)
2821 { 2542 {
2834 } 2555 }
2835 2556
2836 /* Digestion */ 2557 /* Digestion */
2837 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2838 { 2559 {
2839#ifdef COZY_SERVER 2560 int bonus = max (0, op->contr->digestion),
2840 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2561 penalty = max (0, -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;
2844#endif
2845 2562
2846 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2848 else 2564
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2850 /* dms do not consume food */ 2565 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2567 op->stats.food--;
2853 } 2568 }
2854 }
2855 2569
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2571 {
2858 object *tmp, *flesh = NULL; 2572 object *tmp, *flesh = 0;
2859 2573
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 { 2575 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2865 { 2577 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2581 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2583 break;
2870 } 2584 }
2871 else if (tmp->type == FLESH) 2585 else if (tmp->type == FLESH)
2872 flesh = tmp; 2586 flesh = tmp;
2873 } /* End if paid for object */ 2587 } /* End if paid for object */
2874 } /* end of for loop */ 2588 } /* end of for loop */
2589
2875 /* If player is still starving, it means they don't have any food, so 2590 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2591 * eat flesh instead.
2877 */ 2592 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2594 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2596 manual_apply (op, flesh, 0);
2882 } 2597 }
2883 } /* end if player is starving */ 2598 }
2884 2599
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2887 2602
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2604 kill_player (op);
2605 }
2890} 2606}
2891
2892
2893 2607
2894/* If the player should die (lack of hp, food, etc), we call this. 2608/* 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 2609 * 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 2610 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2611 * file.
2915 object *tmp; 2629 object *tmp;
2916 2630
2917 if (save_life (op)) 2631 if (save_life (op))
2918 return; 2632 return;
2919 2633
2920
2921 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2922 * in cities ONLY!!! It is very important that this doesn't get abused. 2635 * in cities ONLY!!! It is very important that this doesn't get abused.
2923 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2924 */ 2637 */
2925 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2642
2930 /* restore player */ 2643 /* restore player */
2931 at = archetype::find ("poisoning"); 2644 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2646 {
2935 tmp->destroy (); 2647 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2649 }
2938 2650
2939 at = archetype::find ("confusion"); 2651 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2652 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2653 {
2943 tmp->destroy (); 2654 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2656 }
2946 2657
2948 op->stats.hp = op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2660 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2661 op->stats.food = 999;
2951 2662
2952 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2665 {
2956 sprintf (buf, "%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2667 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " the %s, when he was defeated at\n level %d by %s.\n",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2671 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2964 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2675 }
2967 2676
2968 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2679 op->contr->braced = 0;
2975 2684
2976 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2977 2686
2978 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
2979 { 2688 {
2980 if (op->contr->explore)
2981 {
2982 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2984 op->stats.food = 999;
2985 return;
2986 }
2987 sprintf (buf, "%s starved to death.", &op->name); 2689 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
2989 } 2691 }
2990 else 2692 else
2991 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.hp = op->stats.maxhp;
2997 return;
2998 }
2999 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
3000 } 2694
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
3002 2696
3003 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
3004 x = op->x; 2698 x = op->x;
3005 y = op->y; 2699 y = op->y;
3006 map = op->map; 2700 map = op->map;
3007 2701
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2703 * life if they are dead - it takes some exp and a random stat.
3013 * See the config.h file for a little more in depth detail about this. 2704 * See the config.h file for a little more in depth detail about this.
3014 */ 2705 */
3015 2706
3016 /* Basically two ways to go - remove a stat permanently, or just 2707 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2708 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2709 * of death.
3019 */ 2710 */
3020#ifndef COZY_SERVER 2711#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2712 if (settings.balanced_stat_loss)
3022 { 2713 {
3023 /* If stat loss is permanent, lose one stat only. */ 2714 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2715 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2716 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2717 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2718 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2719 little bit harder. */
3029 /* GD */ 2720 /* GD */
3030 if (settings.stat_loss_on_death) 2721 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2722 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2723 else
3036 { 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725 }
2726 else
3037 num_stats_lose = 1; 2727 num_stats_lose = 1;
3038 } 2728
3039 lost_a_stat = 0; 2729 lost_a_stat = 0;
3040 2730
3041 for (z = 0; z < num_stats_lose; z++) 2731 for (z = 0; z < num_stats_lose; z++)
3042 { 2732 {
3043 i = RANDOM () % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
3044 2734
3045 if (settings.stat_loss_on_death) 2735 if (settings.stat_loss_on_death)
2736 {
2737 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost.
2739 */
2740 change_attr_value (&(op->stats), i, -1);
2741 check_stat_bounds (&(op->stats));
2742 change_attr_value (&(op->contr->orig_stats), i, -1);
2743 check_stat_bounds (&(op->contr->orig_stats));
2744 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2745 lost_a_stat = 1;
2746 }
2747 else
2748 {
2749 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion");
2751 object *dep;
2752
2753 dep = present_arch_in_ob (deparch, op);
2754 if (!dep)
3046 { 2755 {
3047 /* Pick a random stat and take a point off it. Tell the player 2756 dep = arch_to_object (deparch);
3048 * what he lost. 2757 insert_ob_in_ob (dep, op);
3049 */
3050 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1;
3056 } 2758 }
3057 else 2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss)
3058 { 2761 {
3059 /* deplete a stat */ 2762 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2763 /* Get the stat that we're about to deplete. */
3061 object *dep; 2764 this_stat = get_attr_value (&(dep->stats), i);
3062 2765 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2766 {
3066 dep = arch_to_object (deparch); 2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2768 int keep_chance = this_stat * this_stat;
3068 } 2769
3069 lose_this_stat = 1; 2770 /* Yes, I am paranoid. Sue me. */
3070 if (settings.balanced_stat_loss)
3071 {
3072 /* GD */
3073 /* Get the stat that we're about to deplete. */
3074 this_stat = get_attr_value (&(dep->stats), i);
3075 if (this_stat < 0) 2771 if (keep_chance < 1)
2772 keep_chance = 1;
2773
2774 /* There is a maximum depletion total per level. */
2775 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2776 {
3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 int keep_chance = this_stat * this_stat;
3079
3080 /* Yes, I am paranoid. Sue me. */
3081 if (keep_chance < 1)
3082 keep_chance = 1;
3083
3084 /* There is a maximum depletion total per level. */
3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0; 2777 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2778 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2779 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 lose_this_stat = 0;
3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096 this_stat, keep_chance, loss_chance,
3097 lose_this_stat?"LOSE":"KEEP"); */
3098 }
3099 } 2780 }
3100 }
3101
3102 if (lose_this_stat)
3103 {
3104 this_stat = get_attr_value (&(dep->stats), i);
3105 /* We could try to do something clever like find another
3106 * stat to reduce if this fails. But chances are, if
3107 * stats have been depleted to -50, all are pretty low
3108 * and should be roughly the same, so it shouldn't make a
3109 * difference.
3110 */ 2781 else
3111 if (this_stat >= -50)
3112 { 2782 {
3113 change_attr_value (&(dep->stats), i, -1); 2783 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 SET_FLAG (dep, FLAG_APPLIED);
3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3116 fix_player (op);
3117 lost_a_stat = 1; 2784 lose_this_stat = 0;
2785 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786 this_stat, keep_chance, loss_chance,
2787 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2788 }
3119 } 2789 }
3120 } 2790 }
2791
2792 if (lose_this_stat)
2793 {
2794 this_stat = get_attr_value (&(dep->stats), i);
2795 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a
2799 * difference.
2800 */
2801 if (this_stat >= -50)
2802 {
2803 change_attr_value (&(dep->stats), i, -1);
2804 SET_FLAG (dep, FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats ();
2807 lost_a_stat = 1;
2808 }
3121 } 2809 }
2810 }
2811 }
3122 /* If no stat lost, tell the player. */ 2812 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2813 if (!lost_a_stat)
3124 { 2814 {
3125 /* determine_god() seems to not work sometimes... why is this? 2815 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2816 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2817 const char *god = determine_god (op);
3128 2818
3129 if (god && (strcmp (god, "none"))) 2819 if (god && (strcmp (god, "none")))
3130 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2821 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2823 }
3134#else 2824#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2826#endif
3137 2827
3138 /* Put a gravestone up where the character 'almost' died. List the 2828 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2829 * exp loss on the stone.
3140 */ 2830 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2831 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2832 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2833 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2834 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2835 tmp->name_pl = buf;
3146 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2836 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3147 tmp->msg = buf; 2837 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2838 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2840
3151 /**************************************/ 2841 /**************************************/
3152 /* */ 2842 /* */
3153 /* Subtract the experience points, */ 2843 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2844 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2845 /* food, and reset HP's... */
3156 /* */ 2846 /* */
3157 /**************************************/ 2847 /**************************************/
3158 2848
3159 /* remove any poisoning and confusion the character may be suffering. */ 2849 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2850 /* restore player */
3161 at = archetype::find ("poisoning"); 2851 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2852 tmp = present_arch_in_ob (at, op);
3163 2853
3164 if (tmp) 2854 if (tmp)
3165 { 2855 {
3166 tmp->destroy (); 2856 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2858 }
3169 2859
3170 at = archetype::find ("confusion"); 2860 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2862 if (tmp)
3173 { 2863 {
3174 tmp->destroy (); 2864 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2866 }
3177 2867
3178 cure_disease (op, 0); /* remove any disease */ 2868 cure_disease (op, 0); /* remove any disease */
3179 2869
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2870 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2871 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2872 if (op->stats.food < 100)
3183 op->stats.food = 900; 2873 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2877
3188 /* 2878 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2879 * Check to see if the player has any unpaid items. If so, remove them
3190 * the player has any unpaid items. If so, remove them and put them back 2880 * and put them back in the map.
3191 * in the map. 2881 */
3192 */ 2882 op->drop_unpaid_items ();
3193 2883
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op);
3196
3197 /****************************************/ 2884 /****************************************/
3198 /* */ 2885 /* */
3199 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3201 /* */ 2888 /* */
3202 /****************************************/ 2889 /****************************************/
3203 2890
3204 enter_player_savebed (op); 2891 enter_player_savebed (op);
3205 2892
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2893 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2894
3212 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2898 * on the space that might harm the player.
3216 */ 2899 */
3217 will_kill_again = 0; 2900 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2901 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2902 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2903 will_kill_again |= tmp->attacktype;
3221 2904
3222 if (will_kill_again) 2905 if (will_kill_again)
3223 { 2906 {
3224 object *force; 2907 object *force;
3225 int at; 2908 int at;
3226 2909
3227 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2912 force->speed = 0.1f;
3230 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3231 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2917 force->resist[at] = 100;
3235 2918
3236 insert_ob_in_ob (force, op); 2919 insert_ob_in_ob (force, op);
3237 fix_player (op); 2920 op->update_stats ();
3238 2921
3239 } 2922 }
3240 2923
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 {
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249
3250 op->contr->party = NULL;
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
3291 }
3292 else
3293 delete_character (op->name, 1);
3294 }
3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309} 2925}
3310
3311 2926
3312void 2927void
3313loot_object (object *op) 2928loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3316 2931
3317 if (op->container) 2932 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2933
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3323 { 2935 {
3324 next = tmp->below; 2936 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2937
2938 if (tmp->invisible)
3326 continue; 2939 continue;
2940
3327 tmp->remove (); 2941 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3329 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2946
3332 }
3333 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3334 { 2948 {
3335 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3336 { 2950 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3338 tmp2->destroy (); 2952 tmp2->destroy ();
3349/* 2963/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3351 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
3352 * was changed. 2966 * was changed.
3353 */ 2967 */
3354
3355void 2968void
3356fix_weight (void) 2969fix_weight (void)
3357{ 2970{
3358 player *pl; 2971 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 2972 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 2974
3364 if (old == sum) 2975 if (old == sum)
3365 continue; 2976 continue;
3366 fix_player (pl->ob); 2977 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 2979 }
3369} 2980}
3370 2981
3371void 2982void
3372fix_luck (void) 2983fix_luck (void)
3373{ 2984{
3374 player *pl; 2985 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 2986 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 2987 pl->ob->change_luck (0);
3379} 2988}
3380
3381 2989
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 2991 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 2992 * just treat this as any other spell casting object.
3385 */ 2993 */
3386
3387void 2994void
3388cast_dust (object *op, object *throw_ob, int dir) 2995cast_dust (object *op, object *throw_ob, int dir)
3389{ 2996{
3390 object *skop, *spob; 2997 object *skop, *spob;
3391 2998
3425 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3426 { 3033 {
3427 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3428 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3429 } 3036 }
3037
3430 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3431} 3039}
3432 3040
3433int 3041int
3434is_true_undead (object *op) 3042is_true_undead (object *op)
3435{ 3043{
3436 object *tmp = NULL;
3437
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3439 return 1; 3045 return 1;
3440 3046
3441 if (op->type == PLAYER)
3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3446 return 0; 3047 return 0;
3447} 3048}
3448 3049
3449/* look at the surrounding terrain to determine 3050/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3051 * the hideability of this object. Positive levels
3492/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3493 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3494 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3495 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3496 */ 3097 */
3497
3498void 3098void
3499do_hidden_move (object *op) 3099do_hidden_move (object *op)
3500{ 3100{
3501 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3502 object *skop; 3102 object *skop;
3506 3106
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3108
3509 /* its *extremely* hard to run and sneak/hide at the same time! */ 3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3510 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3513 { 3112 {
3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3113 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515 make_visible (op); 3114 make_visible (op);
3516 return; 3115 return;
3517 } 3116 }
3518 else 3117 else
3519 num += 20; 3118 num += 20;
3520 } 3119
3521 num += op->map->difficulty; 3120 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3122 num -= hide;
3123
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3125 {
3526 make_visible (op); 3126 make_visible (op);
3527 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 } 3129 }
3530 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3531 {
3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 }
3534} 3132}
3535 3133
3536/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3537 3135
3538int 3136int
3565 if (mflags & P_OUT_OF_MAP) 3163 if (mflags & P_OUT_OF_MAP)
3566 continue; 3164 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3165 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3166 continue;
3569 3167
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3168 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3169 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3170 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3171 return 1;
3574 else if (tmp->type == PLAYER) 3172 else if (tmp->type == PLAYER)
3575 { 3173 {
3605 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3606 { 3204 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3206 return -1;
3609 } 3207 }
3208
3610 if (!pl || !op) 3209 if (!pl || !op)
3611 return 0; 3210 return 0;
3612 3211
3613 if (op->head)
3614 {
3615 op = op->head; 3212 op = op->head_ ();
3616 } 3213
3617 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3618 3215
3619 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3217 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3622 * a blocked los square. 3219 * a blocked los square.
3623 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3624 */ 3221 */
3625 while (op) 3222 while (op)
3626 { 3223 {
3627 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3628 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3629 3226
3630 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3228 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3229 * for any meaningful values.
3633 */ 3230 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3234 return 1;
3638 op = op->more; 3235 op = op->more;
3639 } 3236 }
3640 return 0; 3237 return 0;
3641} 3238}
3738 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3739 int i = 0, j = 0; 3336 int i = 0, j = 0;
3740 3337
3741 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3742 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3743 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3744 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3745 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3746 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3747 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3748 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3749 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3750 3347
3751 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3752 return; 3349 return;
3753 3350
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3352
3756 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3757 { 3354 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3356 return;
3760 } 3357 }
3761 3358
3762 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3763 item = &(tr->item->clone); 3360 item = tr->item;
3764 3361
3765 if (item->type == SPELL) 3362 if (item->type == SPELL)
3766 { 3363 {
3767 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3768 return; 3365 return;
3827 { 3424 {
3828 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3426 object *skin;
3830 3427
3831 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3832 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3430 ;
3431
3833 if (skin == NULL) 3432 if (!skin)
3834 return; 3433 return;
3835 3434
3836 /* adding new spellpath attunements */ 3435 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3437 {
3883 * not readied. 3482 * not readied.
3884 */ 3483 */
3885void 3484void
3886player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3887{ 3486{
3888 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3889 3489
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3891 { 3491 pl->combat_ob = 0;
3492
3892 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3893 { 3494 pl->ranged_ob = 0;
3894 pl->ranges[i] = NULL;
3895 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none;
3898 }
3899 }
3900 }
3901} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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