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Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.149 by root, Mon Jun 4 13:04:00 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 return; 49 return;
88 50
89 motd[0] = '\0'; 51 motd[0] = '\0';
90 size = 0; 52 size = 0;
91 53
92 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
93 { 55 {
94 if (*buf == '#') 56 if (*buf == '#')
95 continue; 57 continue;
96 58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 78 return;
117 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
120 82
121 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
122 { 84 {
123 if (*buf == '#') 85 if (*buf == '#')
124 continue; 86 continue;
125 87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
153 115
154 news[0] = '\0'; 116 news[0] = '\0';
155 subject[0] = '\0'; 117 subject[0] = '\0';
156 size = 0; 118 size = 0;
157 119
158 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
159 { 121 {
160 if (*buf == '#') 122 if (*buf == '#')
161 continue; 123 continue;
162 124
163 if (*buf == '%') 125 if (*buf == '%')
164 { /* send one news */ 126 { /* send one news */
165 if (size > 0) 127 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
167 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
168 strip_endline (subject); 131 strip_endline (subject);
169 size = 0; 132 size = 0;
170 news[0] = '\0'; 133 news[0] = '\0';
171 } 134 }
180 size += strlen (buf); 143 size += strlen (buf);
181 } 144 }
182 } 145 }
183 146
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 150}
296 151
297/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
298static void 153static void
299set_first_map (object *op) 154set_first_map (object *op)
300{ 155{
301 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
302 op->x = -1; 157 op->x = -1;
303 op->y = -1; 158 op->y = -1;
304 enter_exit (op, 0);
305} 159}
306 160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329 do_los = 1;
330}
331
332player::player ()
333{
334 /* There are some elements we want initialised to non zero value -
335 * we deal with that below this point.
336 */
337 outputs_sync = 4;
338 outputs_count = 4;
339 unapply = unapply_nochoice;
340
341 savebed_map = first_map_path; /* Init. respawn position */
342
343 gen_sp_armour = 10;
344 bowtype = bow_normal;
345 petmode = pet_normal;
346 listening = 10;
347 usekeys = containers;
348 peaceful = 1; /* default peaceful */
349 do_los = 1;
350
351 weapon_sp = 1.0f;
352 weapon_sp_left = 0.5f;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
367}
368
369player::~player ()
370{
371 /* Clear item stack */
372 free (stack_items);
373}
374
307/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
309 * mode. 377 * mode.
310 */ 378 */
311 379player *
312int 380player::create ()
313add_player (client *ns)
314{ 381{
315 player *p = new player; 382 player *pl = new player;
316 383
317 p->socket = ns; 384 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 385
320 p->next = first_player; 386 pl->ob->roll_stats ();
321 first_player = p; 387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
322 389
323 p = get_player (p);
324
325 set_first_map (p->ob); 390 set_first_map (pl->ob);
326 391
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 392 return pl;
335} 393}
336 394
337/* 395/*
338 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
341 */ 399 */
342archetype * 400archetype *
343get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
344{ 402{
345 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
346 404
347 for (;;) 405 for (;;)
348 { 406 {
349 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
350 at = first_archetype; 408 i = archetypes.begin ();
351 else 409 else if (*i == at)
352 at = at->next; 410 cleanup ("not a single player archetype found");
353 411
354 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
355 return at; 413 return *i;
356
357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 414 }
363} 415}
364 416
365object * 417object *
366get_nearest_player (object *mon) 418get_nearest_player (object *mon)
367{ 419{
368 object *op = NULL; 420 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 421 objectlink *ol;
371 unsigned lastdist; 422 unsigned lastdist;
372 rv_vector rv; 423 rv_vector rv;
373 424
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 426 {
376 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 434 object *tmp = ol->ob;
384 435
385 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 437 * itself will have been cleared.
387 */ 438 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
389 ol = ol->next; 441 ol = ol->next;
390 remove_friendly_object (tmp); 442 remove_friendly_object (tmp);
391 if (!ol) 443 if (!ol)
392 return op; 444 return op;
393 } 445 }
406 { 458 {
407 op = ol->ob; 459 op = ol->ob;
408 lastdist = rv.distance; 460 lastdist = rv.distance;
409 } 461 }
410 } 462 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 463
412 { 464 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 465 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 466 if (lastdist > rv.distance)
417 { 467 {
418 op = pl->ob; 468 op = pl->ob;
419 lastdist = rv.distance; 469 lastdist = rv.distance;
420 } 470 }
421 } 471
422 }
423#if 0 472#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 474#endif
426 return op; 475 return op;
427} 476}
445 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 496 * is probably not a good thing.
448 */ 497 */
449#define MAX_SPACES 50 498#define MAX_SPACES 50
450
451 499
452/* 500/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 534 x = mon->x;
487 y = mon->y; 535 y = mon->y;
488 m = mon->map; 536 m = mon->map;
489 dir = rv.direction; 537 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
492 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 542 if (diff > max)
494 return 0; 543 return 0;
544
495 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
496 { 546 {
497 lastx = x; 547 lastx = x;
498 lasty = y; 548 lasty = y;
499 lastmap = m; 549 lastmap = m;
581 max--; 631 max--;
582 lastdir = dir; 632 lastdir = dir;
583 if (!firstdir) 633 if (!firstdir)
584 firstdir = dir; 634 firstdir = dir;
585 } 635 }
636
586 if (diff <= 1) 637 if (diff <= 1)
587 { 638 {
588 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 640 * headed toward player for entire distance.
590 */ 641 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 644 }
645
594 if (diff > max) 646 if (diff > max)
595 return 0; 647 return 0;
596 } 648 }
649
597 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
598 if (!max) 651 if (!max)
599 return 0; 652 return 0;
600 653
601 return firstdir; 654 return firstdir;
694 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
695 link_player_skills (pl); 748 link_player_skills (pl);
696} 749}
697 750
698void 751void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 752get_party_password (object *op, partylist *party)
783{ 753{
784 if (party == NULL) 754 if (party == NULL)
785 { 755 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 757 return;
788 } 758 }
759
789 op->contr->write_buf[0] = '\0'; 760 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 764}
794
795 765
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 767static int
798roll_stat (void) 768roll_stat (void)
799{ 769{
800 int a[4], i, j, k; 770 int a[4], i, j, k;
801 771
802 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 773 a[i] = (int) rndm (6) + 1;
804 774
805 for (i = 0, j = 0, k = 7; i < 4; i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 776 if (a[i] < k)
807 k = a[i], j = i; 777 k = a[i], j = i;
808 778
809 for (i = 0, k = 0; i < 4; i++) 779 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 780 if (i != j)
812 k += a[i]; 781 k += a[i];
813 } 782
814 return k; 783 return k;
815} 784}
816 785
817void 786void
818roll_stats (object *op) 787object::roll_stats ()
819{ 788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
820 int sum = 0; 793 int sum = 0;
821 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
823 796
824 do 797 if (sum >= 82 && sum <= 116)
798 break;
825 { 799 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 800
837 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 803
846 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
847 do 805 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 806
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 807 stats.exp = 0;
882 op->stats.ac = 0; 808 stats.ac = 0;
883 809
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 810 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 811 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
892 op->contr->orig_stats = op->stats; 820 contr->orig_stats = stats;
821 }
893} 822}
894 823
895void 824void
896Roll_Again (object *op) 825object::swap_stats (int a, int b)
897{ 826{
898 esrv_new_player (op->contr, 0); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 828
903void 829 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
905{ 856{
906 signed char tmp;
907 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
908 858
909 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 863}
1024 864
1025/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1029 * not the class. 869 * not the class.
1030 */ 870 */
1031 871void
1032int 872player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 873{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 876
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 878 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
1053 880
1054 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
1056 883
1057 op->contr->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
1058 885
1059 if (op->msg) 886 if (ob->msg)
1060 op->msg = NULL; 887 ob->msg = 0;
1061 888
1062 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
1063 * to save here. 890 * to save here.
1064 */ 891 */
892 {
893 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
1067 897
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 898 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 901 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
1076 fix_player (op); 903 ob->update_stats ();
1077 904
1078 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
1079 * is one for this race 906 * is one for this race
1080 */ 907 */
1081 if (*first_map_ext_path) 908 if (*first_map_ext_path)
1082 { 909 {
1083 object *tmp; 910 object *tmp;
1084 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
1085 912
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1087 tmp = object::create (); 914 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
1093 * default initial map */ 920 * default initial map */
1094 tmp->destroy (); 921 tmp->destroy ();
1095 } 922 }
1096 else 923 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
1098 926
1099 return 0; 927void
1100 } 928player::chargen_race_next ()
1101 929{
1102 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
1104 */ 932 */
1105 933
1106 tmp_loop = 0; 934 do
1107 while (!tmp_loop)
1108 { 935 {
1109 shstr name = op->name; 936 shstr name = ob->name;
1110 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
1111 938
1112 remove_statbonus (op); 939 ob->remove_statbonus ();
1113 op->remove (); 940 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 942 ob->arch->copy_to (ob);
1116 op->instantiate (); 943 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
1119 op->x = x; 946 ob->x = x;
1120 op->y = y; 947 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
1124 add_statbonus (op); 951 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 952 }
953 while (!allowed_class (ob));
1127 954
1128 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 957 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 960 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 961}
1190 962
1191void 963void
1192flee_player (object *op) 964flee_player (object *op)
1193{ 965{
1223 { 995 {
1224 op->enemy = NULL; 996 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 998 return;
1227 } 999 }
1000
1228 get_rangevector (op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1229 1002
1230 dir = absdir (4 + rv.direction); 1003 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1004 for (diff = 0; diff < 3; diff++)
1232 { 1005 {
1233 int m = 1 - (RANDOM () & 2); 1006 int m = 1 - (RANDOM () & 2);
1234 1007
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1009 return;
1238 }
1239 } 1010 }
1011
1240 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1014 op->enemy = NULL;
1243} 1015}
1244 1016
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 1019 * stop.
1249 */ 1020 */
1250int 1021int
1251check_pick (object *op) 1022check_pick (object *op)
1252{ 1023{
1253 object *tmp, *next; 1024 object *tmp, *next;
1254 int stop = 0; 1025 int stop = 0;
1255 int j, k, wvratio; 1026 int wvratio;
1256 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1257 1028
1258 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1260 return 1; 1031 return 1;
1261 1032
1329 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1103 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1108 }
1109
1366 /* philosophy: 1110 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1111 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1112 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1113 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1114 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1115 * example.
1372 * The drawback: right now it has no frontend, so you need to 1116 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1117 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1118 * convert to decimal and then 'pickup <#>
1559 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1561 { 1305 {
1562 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1563 { 1307 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1566 { 1310 {
1567 pick_up (op, tmp); 1311 pick_up (op, tmp);
1568 continue; 1312 continue;
1569 } 1313 }
1570 } 1314 }
1571 1315
1572 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1573 { 1317 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1575 { 1319 {
1576 pick_up (op, tmp); 1320 pick_up (op, tmp);
1577 continue; 1321 continue;
1578 } 1322 }
1579 } 1323 }
1604 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1605 { 1349 {
1606 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1607 } 1351 }
1608 else 1352 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1612#endif 1356#endif
1613 continue; 1357 continue;
1614 } 1358 }
1625 * found object is returned. 1369 * found object is returned.
1626 */ 1370 */
1627object * 1371object *
1628find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1629{ 1373{
1630 object *tmp = NULL; 1374 object *tmp = 0;
1631 1375
1632 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1636 return op; 1380 return op;
1381
1637 return tmp; 1382 return tmp;
1638} 1383}
1639 1384
1640/* 1385/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1390 */
1646
1647object * 1391object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1393{
1650 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1684 else 1428 else
1685 { 1429 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 { 1431 {
1688 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1691 { 1435 {
1692 tmp = arrow; 1436 tmp = arrow;
1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1694 } 1438 }
1695 } 1439 }
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 { 1441 {
1698 tmp = arrow; 1442 tmp = arrow;
1717 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1462 * op = the shooter
1719 * type = bow->race 1463 * type = bow->race
1720 * dir = fire direction 1464 * dir = fire direction
1721 */ 1465 */
1722
1723object * 1466object *
1724pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1725{ 1468{
1726 object *tmp = NULL; 1469 object *tmp = NULL;
1727 maptile *m; 1470 maptile *m;
1792 */ 1535 */
1793int 1536int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1538{
1796 object *left, *bow; 1539 object *left, *bow;
1797 int bowspeed, mflags; 1540 int mflags;
1798 maptile *m; 1541 maptile *m;
1799 1542
1800 if (!dir) 1543 if (!dir)
1801 { 1544 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1546 return 0;
1804 } 1547 }
1805 1548
1806 if (op->type == PLAYER) 1549 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1550 bow = op->current_weapon;
1808 else 1551 else
1809 { 1552 {
1810 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1554 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1555 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1560 if (!bow)
1818 { 1561 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1563 return 0;
1821 } 1564 }
1565
1566 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below)
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1822 } 1573 }
1823 1574
1824 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1825 { 1576 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1578 return 0;
1828 } 1579 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1580
1839 if (arrow == NULL) 1581 if (arrow == NULL)
1840 { 1582 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1584 {
1843 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1587 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1588 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1848 return 0; 1591 return 0;
1849 } 1592 }
1850 } 1593 }
1851 1594
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1617 return 0;
1875 } 1618 }
1876 1619
1877 arrow->set_owner (op); 1620 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1622 arrow->direction = dir;
1881 arrow->x = sx; 1623
1882 arrow->y = sy; 1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype;
1627
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630
1631#if 0
1632 if (player *pl = op->contr)
1633 {
1634 float speed = pl->weapon_sp;
1635
1636 /* penalize ROF for bestarrow */
1637 if (pl->bowtype == bow_bestarrow)
1638 speed *= .9f;
1639 else
1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641
1642 op->speed_left += speed - op->speed;
1643 }
1644#endif
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 /* update the speed */
1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1650 + bow->stats.dam / 7.f;
1651
1652 arrow->set_speed (max (arrow->speed, 2.f));
1653 arrow->speed_left = 0;
1654
1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1656
1884 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1885 { 1658 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op);
1888 }
1889
1890 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype;
1894 if (arrow->slaying != NULL)
1895 arrow->spellarg = strdup (arrow->slaying);
1896
1897 /* Note that this was different for monsters - they got their level
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1903 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906
1907 if (arrow->speed < 1.0)
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0;
1911
1912 if (op->type == PLAYER)
1913 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1919 } 1666 }
1920 else 1667 else
1921 { 1668 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1669 arrow->level = op->level;
1924 } 1670 arrow->stats.wc -= bow->magic;
1925 1671
1926 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1927 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1928 1677
1929 if (bow->slaying) 1678 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1680
1932 arrow->map = m; 1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1684
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1686 m->insert (arrow, sx, sy, op);
1938 1687
1939 if (!arrow->destroyed ()) 1688 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1689 move_arrow (arrow);
1941 1690
1942 if (op->type == PLAYER) 1691 if (op->type == PLAYER)
1962{ 1711{
1963 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1964 1713
1965 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1966 { 1715 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1717 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1719 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1721 wcmod = -1;
1722
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1723 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1724 }
1975 else if (op->contr->bowtype == bow_threewide) 1725 else if (op->contr->bowtype == bow_threewide)
1976 { 1726 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1732 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1736 }
1988 else 1737 else
1989 { 1738 {
1990 /* Simple case */ 1739 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1741 }
1742
1993 return ret; 1743 return ret;
1994} 1744}
1995
1996 1745
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1999 */ 1748 */
2000void 1749void
2001fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
2002{ 1751{
2003 object *item; 1752 object *item = op->contr->ranged_ob;
2004 1753
2005 if (!op->contr->ranges[range_misc]) 1754 if (!item)
2006 { 1755 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1757 return;
2009 } 1758 }
2010 1759
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1760 if (!item->inv)
2013 { 1761 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1763 return;
2016 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
2017 if (item->type == WAND) 1769 if (item->type == WAND)
2018 { 1770 {
2019 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
2020 { 1772 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
2023 return; 1776 return;
2024 } 1777 }
2025 } 1778 }
2026 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
2027 { 1780 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1782 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
2031 if (item->type == ROD) 1785 if (item->type == ROD)
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1787 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1789
2035 return; 1790 return;
2036 } 1791 }
2037 } 1792 }
2038 1793
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
2046 object *tmp; 1801 object *tmp;
2047 1802
2048 if (item->arch) 1803 if (item->arch)
2049 { 1804 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
2052 item->speed = 0; 1807 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1808 }
1809
2055 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1812 }
2058 } 1813 }
2059 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1815 drain_rod_charge (item);
2062 }
2063 } 1816 }
2064} 1817}
2065 1818
2066/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2067 */ 1820 */
2068void 1821bool
2069fire (object *op, int dir) 1822fire (object *op, int dir)
2070{ 1823{
2071 int spellcost = 0; 1824 int spellcost = 0;
2072 1825
2073 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
2075 make_visible (op); 1828 make_visible (op);
2076 1829
2077 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1835 return false;
2078 { 1836 }
2079 case range_none:
2080 return;
2081 1837
2082 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1850
1851 switch (ob->type)
1852 {
1853 case BOW:
2083 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
2084 return; 1855 break;
2085 1856
2086 case range_magic: /* Casting spells */ 1857 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1859 break;
2089 1860
2090 case range_misc: 1861 case BUILDER:
1862 apply_map_builder (op, dir);
1863 break;
1864
1865 case SKILL:
1866 do_skill (op, op, ob, dir, 0);
1867 break;
1868
1869 default:
2091 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
2092 return; 1871 break;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return;
2119 } 1872 }
2120}
2121 1873
2122 1874 return true;
1875}
2123 1876
2124/* find_key 1877/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1878 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1882 * pl is the player,
2130 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
2133 */ 1886 */
2134
2135object * 1887object *
2136find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
2137{ 1889{
2138 object *tmp, *key; 1890 object *tmp, *key;
2139 1891
2140 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1893 if (!container->inv)
2142 return NULL; 1894 return 0;
2143 1895
2144 /* First, lets try to find a key in the top level inventory */ 1896 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1898 {
2147 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1900 break;
2149 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
2151 */ 1903 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1905 break;
2154 } 1906 }
1907
2155 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1909 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1910 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1911 * a key, return
2159 */ 1912 */
2160 if (!tmp) 1913 if (!tmp)
2161 { 1914 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1916 {
2164 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1919 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
2168 return key; 1921 return key;
2169 } 1922 }
2170 } 1923 }
1924
2171 if (!tmp) 1925 if (!tmp)
2172 return NULL; 1926 return NULL;
2173 } 1927 }
1928
2174 /* We get down here if we have found a key. Now if its in a container, 1929 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1930 * see if we actually want to use it
2176 */ 1931 */
2177 if (pl != container) 1932 if (pl != container)
2178 { 1933 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1956 return NULL;
2202 } 1957 }
2203 } 1958 }
1959
2204 return tmp; 1960 return tmp;
2205} 1961}
2206 1962
2207/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1966 * 0 otherwise
2211 */ 1967 */
2212static int 1968static int
2213player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2214{ 1970{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* If its a door, try to find a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 1972 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2219 */ 1974 */
2220 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2221 1976
2222 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
2223 if (key) 1978 if (key)
2224 { 1979 {
2225 object *container = key->env; 1980 object *container = key->env;
2226 1981
2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
2228 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2229 make_visible (op); 1985 make_visible (op);
1986
2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
2232 if (door->type == DOOR) 1990 if (door->type == DOOR)
2233 {
2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2235 }
2236 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2237 { 1993 {
2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2239 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
2240 } 1996 }
1997
2241 /* Do this after we print the message */ 1998 /* Do this after we print the message */
2242 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2243 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2244 if (container != op) 2001 if (container != op)
2245 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2246 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2247 } 2005 }
2248 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
2249 { 2007 {
2250 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2252 return 1; 2010 return 1;
2253 } 2011 }
2012
2254 return 0; 2013 return 0;
2255} 2014}
2256 2015
2257/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2258 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2262 */ 2021 */
2263 2022bool
2264void
2265move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2266{ 2024{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2025 int on_battleground;
2270 maptile *m;
2271 2026
2272 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2274 2029
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2276 2040
2277 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2281 * move to some space, it then means that if we are braced, we should 2045 * move to some space, it then means that if we are braced, we should
2282 * do nothing at all. As it is, if we are braced, we go through 2046 * do nothing at all. As it is, if we are braced, we go through
2283 * quite a bit of processing. However, it probably is less than what 2047 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 2048 * move_ob uses.
2285 */ 2049 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2050 maptile *m = op->map->xy_find (nx, ny);
2287 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 {
2290 m = get_map_from_coord (op->map, &nx, &ny);
2291 if (!m)
2292 return; /* Don't think this should happen */
2293 }
2294 else
2295 m = op->map;
2296 2051
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2298 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2300 return;
2301 }
2302
2303 mon = NULL;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2055 * on the space
2308 */ 2056 */
2309 while (tmp != NULL) 2057 object *mon;
2310 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2059 {
2312 { 2060 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2314 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2063 && mon != op)
2320 break; 2064 break;
2321 } 2065 }
2322 2066
2323 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2324 mon = tmp;
2325
2326 tmp = tmp->above;
2327 }
2328
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2068 return false; /* into a wall */
2331 2069
2332 if (mon->head != NULL)
2333 mon = mon->head; 2070 mon = mon->head_ ();
2334 2071
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2336 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2337 return; 2077 return true;
2078 }
2338 2079
2339 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2085 * and thus will not push them.
2345 */ 2086 */
2346 2087
2347 /* If the creature is a pet, push it even if the player is not 2088 /* If the creature is a pet, push it even if the player is not
2348 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2350 */ 2091 */
2351 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2095 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2097 {
2361 /* If we're braced, we don't want to switch places with it */ 2098 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2099 if (op->contr->braced)
2363 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2366 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2110 make_visible (op);
2111
2368 return; 2112 return true;
2369 } 2113 }
2114 else
2115 return false;
2116 }
2370 2117
2371 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2120 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2121 * attack them either.
2375 */ 2122 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL 2125 && ((op->contr->peaceful
2379 (op->contr->peaceful 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2380 || (mon->type == PLAYER 2127 && !on_battleground))
2381 && mon->contr-> 2128 {
2382 peaceful)) && 2129 if (op->speed_left > 0.f)
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground))
2387 { 2130 {
2131 --op->speed_left;
2132
2388 if (!op->contr->braced) 2133 if (!op->contr->braced)
2389 { 2134 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2392 } 2137 }
2393 else 2138 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2140
2397 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2142 make_visible (op);
2399 }
2400 2143
2144 return true;
2145 }
2146 }
2401 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2402 * roll it if not braced. You can't roll it if you are braced. 2148 * roll it if not braced. You can't roll it if you are braced.
2403 */ 2149 */
2404 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2405 { 2153 {
2154 --op->speed_left;
2155
2406 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2407 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2408 make_visible (op); 2158 make_visible (op);
2409 }
2410 2159
2160 return true;
2161 }
2162 }
2411 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2412 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2413 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2414 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2415 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2168 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2419 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2171 {
2421 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2422 /* If the player hasn't hit something this tick, and does
2423 * so, give them speed boost based on weapon speed. Doing
2424 * it here is better than process_players2, which basically
2425 * incurred a 1 tick offset.
2426 */
2427 if (!op->contr->has_hit)
2428 { 2173 {
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2430 2175
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 }
2433
2434 skill_attack (mon, op, 0, NULL, NULL); 2176 skill_attack (mon, op, 0, 0, 0);
2435 2177
2436 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is
2439 * the wiz.
2440 */
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 {
2443 short luck = mon->stats.luck;
2444
2445 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL);
2447 mon->stats.luck = luck;
2448 }
2449 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2450 make_visible (op); 2179 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2180
2455int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2456move_player (object *op, int dir) 2189move_player (object *op, int dir)
2457{ 2190{
2458 int pick; 2191 int pick;
2459 2192
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2194 return 0;
2462 2195
2463 /* Sanity check: make sure dir is valid */ 2196 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2197 if ((dir < 0) || (dir >= 9))
2465 { 2198 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2200 return 0;
2468 } 2201 }
2469 2202
2470 /* peterm: added following line */ 2203 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2206
2474 op->facing = dir; 2207 op->facing = dir;
2475 2208
2476 if (op->hide) 2209 if (op->hide)
2477 do_hidden_move (op); 2210 do_hidden_move (op);
2478 2211
2212 bool retval;
2213
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2215 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2482 fire (op, dir); 2217 retval = fire (op, dir);
2483 else 2218 else
2484 { 2219 {
2485 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2221 pick = check_pick (op);
2487 } 2222 }
2488 2223
2489 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2225 * server can handle repeat firing.
2491 */ 2226 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2228 op->direction = dir;
2495 }
2496 else 2229 else
2497 {
2498 op->direction = 0; 2230 op->direction = 0;
2499 } 2231
2500 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2234 * for players.
2503 */ 2235 */
2504 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2505 return 0; 2237
2238 return retval;
2506} 2239}
2507 2240
2508/* This is similar to handle_player, below, but is only used by the 2241/* This is similar to handle_player, below, but is only used by the
2509 * new client/server stuff. 2242 * new client/server stuff.
2510 * This is sort of special, in that the new client/server actually uses 2243 * This is sort of special, in that the new client/server actually uses
2511 * the new speed values for commands. 2244 * the new speed values for commands.
2512 * 2245 *
2513 * Returns true if there are more actions we can do. 2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2514 */ 2249 */
2515int 2250bool
2516handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2517{ 2252{
2518 if (op->contr->hidden)
2519 {
2520 op->invisible = 1000;
2521 /* the socket code flashes the player visible/invisible
2522 * depending on the value of invisible, so we need to
2523 * alternate it here for it to work correctly.
2524 */
2525 if (pticks & 2)
2526 op->invisible--;
2527 }
2528 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2529 {
2530 op->invisible--;
2531 if (!op->invisible)
2532 {
2533 make_visible (op);
2534 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2535 }
2536 }
2537
2538 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2254 {
2540 flee_player (op); 2255 if (op->speed_left > 0.f)
2541 /* If player is still scared, that is his action for this tick */
2542 if (QUERY_FLAG (op, FLAG_SCARED))
2543 { 2256 {
2544 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2545 return 0; 2260 return true;
2546 } 2261 }
2262 else
2263 return false;
2547 } 2264 }
2548
2549 /* I've been seeing crashes where the golem has been destroyed, but
2550 * the player object still points to the defunct golem. The code that
2551 * destroys the golem looks correct, and it doesn't always happen, so
2552 * put this in a a workaround to clean up the golem pointer.
2553 */
2554 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2555 op->contr->ranges[range_golem] = 0;
2556 2265
2557 /* call this here - we also will call this in do_ericserver, but 2266 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2268 * called, so we recheck it here.
2560 */ 2269 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2270 if (op->contr->ns->handle_command ())
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2563 ;
2564
2565 if (op->speed_left < 0)
2566 return 0; 2271 return true;
2567 2272
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2569 {
2570 /* All move commands take 1 tick, at least for now */
2571 op->speed_left--;
2572
2573 /* Instead of all the stuff below, let move_player take care
2574 * of it. Also, some of the skill stuff is only put in
2575 * there, as well as the confusion stuff.
2576 */
2577 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2578 if (op->speed_left > 0)
2579 return 1;
2580 else
2581 return 0;
2582 }
2583 2275
2584 return 0; 2276 return false;
2585} 2277}
2586 2278
2587int 2279int
2588save_life (object *op) 2280save_life (object *op)
2589{ 2281{
2606 op->stats.hp = op->stats.maxhp; 2298 op->stats.hp = op->stats.maxhp;
2607 2299
2608 if (op->stats.food < 0) 2300 if (op->stats.food < 0)
2609 op->stats.food = 999; 2301 op->stats.food = 999;
2610 2302
2611 fix_player (op); 2303 op->update_stats ();
2612 return 1; 2304 return 1;
2613 } 2305 }
2614 2306
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2307 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 * from. 2316 * from.
2625 */ 2317 */
2626void 2318void
2627remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2628{ 2320{
2629 object *next;
2630
2631 while (op) 2321 while (op)
2632 { 2322 {
2633 next = op->below; /* Make sure we have a good value, in case 2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2324
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2326 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2329
2330 op->insert_at (env);
2644 } 2331 }
2645 else if (op->inv) 2332 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2647 2334
2648 op = next; 2335 op = next;
2649 } 2336 }
2650} 2337}
2651
2652 2338
2653/* 2339/*
2654 * Returns pointer a static string containing gravestone text 2340 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2341 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2342 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2377 strcat (buf2, buf);
2692 2378
2693 return buf2; 2379 return buf2;
2694} 2380}
2695
2696
2697 2381
2698void 2382void
2699do_some_living (object *op) 2383do_some_living (object *op)
2700{ 2384{
2701 int last_food = op->stats.food; 2385 int last_food = op->stats.food;
2707 int rate_grace = 2000; 2391 int rate_grace = 2000;
2708 const int max_hp = 1; 2392 const int max_hp = 1;
2709 const int max_sp = 1; 2393 const int max_sp = 1;
2710 const int max_grace = 1; 2394 const int max_grace = 1;
2711 2395
2712 if (op->contr->outputs_sync) 2396 if (op->contr->hidden)
2713 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2715 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2716 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2397 {
2398 op->invisible = 1000;
2399 /* the socket code flashes the player visible/invisible
2400 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly.
2402 */
2403 if (pticks & 2)
2404 op->invisible--;
2405 }
2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2407 {
2408 if (!op->invisible--)
2409 {
2410 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412 }
2413 }
2718 2414
2719 if (op->contr->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2720 { 2416 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2418 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2419 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2420 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2421 else
2727 { 2422 {
2728 gen_hp = op->stats.maxhp; 2423 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2424 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2425 }
2426
2731 if (op->contr->gen_sp >= 0) 2427 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2428 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2429 else
2734 { 2430 {
2735 gen_sp = op->stats.maxsp; 2431 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2432 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2433 }
2434
2738 if (op->contr->gen_grace >= 0) 2435 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2437 else
2741 { 2438 {
2742 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2744 } 2441 }
2745 2442
2746 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2748 { 2445 {
2749 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2750 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2751 { 2448 {
2752 op->stats.sp++; 2449 op->stats.sp++;
2758 op->stats.food += op->contr->digestion; 2455 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2457 op->stats.food = last_food;
2761 } 2458 }
2762 } 2459 }
2460
2763 if (max_sp > 1) 2461 if (max_sp > 1)
2764 { 2462 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2463 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2464 if (over_sp > 0)
2767 { 2465 {
2768 if (op->stats.sp < op->stats.maxsp) 2466 if (op->stats.sp < op->stats.maxsp)
2769 { 2467 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2471 op->stats.sp--;
2472
2773 if (op->stats.sp > op->stats.maxsp) 2473 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2474 op->stats.sp = op->stats.maxsp;
2775 } 2475 }
2776 op->last_sp = 0; 2476 op->last_sp = 0;
2777 } 2477 }
2778 else 2478 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2480 }
2783 else 2481 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2483 }
2788 2484
2789 /* Regenerate Grace */ 2485 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2487 if (--op->last_grace < 0)
2792 { 2488 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2489 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2490 op->stats.grace++; /* no penalty in food for regaining grace */
2491
2795 if (max_grace > 1) 2492 if (max_grace > 1)
2796 { 2493 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2494 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2495 if (over_grace > 0)
2799 { 2496 {
2827 op->stats.food += op->contr->digestion; 2524 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2526 op->stats.food = last_food;
2830 } 2527 }
2831 } 2528 }
2529
2832 if (max_hp > 1) 2530 if (max_hp > 1)
2833 { 2531 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2533 if (over_hp > 0)
2836 { 2534 {
2849 } 2547 }
2850 2548
2851 /* Digestion */ 2549 /* Digestion */
2852 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2853 { 2551 {
2854#ifdef COZY_SERVER
2855 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2856 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2857#else
2858 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2859#endif
2860 2553
2861 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2556 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558
2865 /* dms do not consume food */ 2559 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2560 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2561 op->stats.food--;
2868 } 2562 }
2869 }
2870 2563
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2564 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2565 {
2873 object *tmp, *flesh = NULL; 2566 object *tmp, *flesh = 0;
2874 2567
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2568 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 { 2569 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 { 2571 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2575 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2576 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2577 break;
2885 } 2578 }
2886 else if (tmp->type == FLESH) 2579 else if (tmp->type == FLESH)
2887 flesh = tmp; 2580 flesh = tmp;
2888 } /* End if paid for object */ 2581 } /* End if paid for object */
2889 } /* end of for loop */ 2582 } /* end of for loop */
2583
2890 /* If player is still starving, it means they don't have any food, so 2584 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2585 * eat flesh instead.
2892 */ 2586 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2588 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2590 manual_apply (op, flesh, 0);
2897 } 2591 }
2898 } /* end if player is starving */ 2592 }
2899 2593
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2594 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2595 op->stats.food++, op->stats.hp--;
2902 2596
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2598 kill_player (op);
2599 }
2905} 2600}
2906
2907
2908 2601
2909/* If the player should die (lack of hp, food, etc), we call this. 2602/* If the player should die (lack of hp, food, etc), we call this.
2910 * op is the player in jeopardy. If the player can not be saved (not 2603 * op is the player in jeopardy. If the player can not be saved (not
2911 * permadeath, no lifesave), this will take care of removing the player 2604 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2605 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2636 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2637
2945 /* restore player */ 2638 /* restore player */
2946 at = archetype::find ("poisoning"); 2639 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2641 {
2950 tmp->destroy (); 2642 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2644 }
2953 2645
2954 at = archetype::find ("confusion"); 2646 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2648 {
2958 tmp->destroy (); 2649 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2651 }
2961 2652
2963 op->stats.hp = op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2655 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2656 op->stats.food = 999;
2966 2657
2967 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2660 {
2971 sprintf (buf, "%s's finger", &op->name); 2661 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2662 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2664 " the %s, when he was defeated at\n level %d by %s.\n",
2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2666 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
2979 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2670 }
2982 2671
2983 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2674 op->contr->braced = 0;
2990 2679
2991 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
2992 2681
2993 if (op->stats.food < 0) 2682 if (op->stats.food < 0)
2994 { 2683 {
2995 if (op->contr->explore)
2996 {
2997 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2998 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2999 op->stats.food = 999;
3000 return;
3001 }
3002 sprintf (buf, "%s starved to death.", &op->name); 2684 sprintf (buf, "%s starved to death.", &op->name);
3003 strcpy (op->contr->killer, "starvation"); 2685 strcpy (op->contr->killer, "starvation");
3004 } 2686 }
3005 else 2687 else
3006 {
3007 if (op->contr->explore)
3008 {
3009 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3010 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3011 op->stats.hp = op->stats.maxhp;
3012 return;
3013 }
3014 sprintf (buf, "%s died.", &op->name); 2688 sprintf (buf, "%s died.", &op->name);
3015 } 2689
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2691
3018 /* save the map location for corpse, gravestone */ 2692 /* save the map location for corpse, gravestone */
3019 x = op->x; 2693 x = op->x;
3020 y = op->y; 2694 y = op->y;
3021 map = op->map; 2695 map = op->map;
3022 2696
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2698 * life if they are dead - it takes some exp and a random stat.
3028 * See the config.h file for a little more in depth detail about this. 2699 * See the config.h file for a little more in depth detail about this.
3029 */ 2700 */
3030 2701
3031 /* Basically two ways to go - remove a stat permanently, or just 2702 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2703 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2704 * of death.
3034 */ 2705 */
3035#ifndef COZY_SERVER 2706#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2707 if (settings.balanced_stat_loss)
3037 { 2708 {
3038 /* If stat loss is permanent, lose one stat only. */ 2709 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2710 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2711 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2712 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2713 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2714 little bit harder. */
3044 /* GD */ 2715 /* GD */
3045 if (settings.stat_loss_on_death) 2716 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2717 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2718 else
3051 { 2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2720 }
2721 else
3052 num_stats_lose = 1; 2722 num_stats_lose = 1;
3053 } 2723
3054 lost_a_stat = 0; 2724 lost_a_stat = 0;
3055 2725
3056 for (z = 0; z < num_stats_lose; z++) 2726 for (z = 0; z < num_stats_lose; z++)
3057 { 2727 {
3058 i = RANDOM () % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
3059 2729
3060 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
2731 {
2732 /* Pick a random stat and take a point off it. Tell the player
2733 * what he lost.
2734 */
2735 change_attr_value (&(op->stats), i, -1);
2736 check_stat_bounds (&(op->stats));
2737 change_attr_value (&(op->contr->orig_stats), i, -1);
2738 check_stat_bounds (&(op->contr->orig_stats));
2739 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2740 lost_a_stat = 1;
2741 }
2742 else
2743 {
2744 /* deplete a stat */
2745 archetype *deparch = archetype::find ("depletion");
2746 object *dep;
2747
2748 dep = present_arch_in_ob (deparch, op);
2749 if (!dep)
3061 { 2750 {
3062 /* Pick a random stat and take a point off it. Tell the player 2751 dep = arch_to_object (deparch);
3063 * what he lost. 2752 insert_ob_in_ob (dep, op);
3064 */
3065 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1;
3071 } 2753 }
3072 else 2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss)
3073 { 2756 {
3074 /* deplete a stat */ 2757 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2758 /* Get the stat that we're about to deplete. */
3076 object *dep; 2759 this_stat = get_attr_value (&(dep->stats), i);
3077 2760 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2761 {
3081 dep = arch_to_object (deparch); 2762 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2763 int keep_chance = this_stat * this_stat;
3083 } 2764
3084 lose_this_stat = 1; 2765 /* Yes, I am paranoid. Sue me. */
3085 if (settings.balanced_stat_loss)
3086 {
3087 /* GD */
3088 /* Get the stat that we're about to deplete. */
3089 this_stat = get_attr_value (&(dep->stats), i);
3090 if (this_stat < 0) 2766 if (keep_chance < 1)
2767 keep_chance = 1;
2768
2769 /* There is a maximum depletion total per level. */
2770 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2771 {
3092 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3093 int keep_chance = this_stat * this_stat;
3094
3095 /* Yes, I am paranoid. Sue me. */
3096 if (keep_chance < 1)
3097 keep_chance = 1;
3098
3099 /* There is a maximum depletion total per level. */
3100 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 {
3102 lose_this_stat = 0; 2772 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2773 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2774 retain the stat. */
3105 }
3106 else
3107 {
3108 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3109 lose_this_stat = 0;
3110 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3111 this_stat, keep_chance, loss_chance,
3112 lose_this_stat?"LOSE":"KEEP"); */
3113 }
3114 } 2775 }
3115 }
3116
3117 if (lose_this_stat)
3118 {
3119 this_stat = get_attr_value (&(dep->stats), i);
3120 /* We could try to do something clever like find another
3121 * stat to reduce if this fails. But chances are, if
3122 * stats have been depleted to -50, all are pretty low
3123 * and should be roughly the same, so it shouldn't make a
3124 * difference.
3125 */ 2776 else
3126 if (this_stat >= -50)
3127 { 2777 {
3128 change_attr_value (&(dep->stats), i, -1); 2778 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3129 SET_FLAG (dep, FLAG_APPLIED);
3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3131 fix_player (op);
3132 lost_a_stat = 1; 2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2783 }
3134 } 2784 }
3135 } 2785 }
2786
2787 if (lose_this_stat)
2788 {
2789 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a
2794 * difference.
2795 */
2796 if (this_stat >= -50)
2797 {
2798 change_attr_value (&(dep->stats), i, -1);
2799 SET_FLAG (dep, FLAG_APPLIED);
2800 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2801 op->update_stats ();
2802 lost_a_stat = 1;
2803 }
3136 } 2804 }
2805 }
2806 }
3137 /* If no stat lost, tell the player. */ 2807 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2808 if (!lost_a_stat)
3139 { 2809 {
3140 /* determine_god() seems to not work sometimes... why is this? 2810 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2811 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2812 const char *god = determine_god (op);
3143 2813
3144 if (god && (strcmp (god, "none"))) 2814 if (god && (strcmp (god, "none")))
3145 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2816 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2818 }
3149#else 2819#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2821#endif
3152 2822
3153 /* Put a gravestone up where the character 'almost' died. List the 2823 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2824 * exp loss on the stone.
3155 */ 2825 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2826 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2827 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2828 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2829 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2830 tmp->name_pl = buf;
3161 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); 2831 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);
3162 tmp->msg = buf; 2832 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2833 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2835
3166 /**************************************/ 2836 /**************************************/
3167 /* */ 2837 /* */
3168 /* Subtract the experience points, */ 2838 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2839 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2840 /* food, and reset HP's... */
3171 /* */ 2841 /* */
3172 /**************************************/ 2842 /**************************************/
3173 2843
3174 /* remove any poisoning and confusion the character may be suffering. */ 2844 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2845 /* restore player */
3176 at = archetype::find ("poisoning"); 2846 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2847 tmp = present_arch_in_ob (at, op);
3178 2848
3179 if (tmp) 2849 if (tmp)
3180 { 2850 {
3181 tmp->destroy (); 2851 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2853 }
3184 2854
3185 at = archetype::find ("confusion"); 2855 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2856 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2857 if (tmp)
3188 { 2858 {
3189 tmp->destroy (); 2859 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2861 }
3192 2862
3193 cure_disease (op, 0); /* remove any disease */ 2863 cure_disease (op, 0); /* remove any disease */
3194 2864
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2865 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2866 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2867 if (op->stats.food < 100)
3198 op->stats.food = 900; 2868 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2872
3203 /* 2873 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2874 * Check to see if the player has any unpaid items. If so, remove them
3205 * the player has any unpaid items. If so, remove them and put them back 2875 * and put them back in the map.
3206 * in the map. 2876 */
3207 */
3208
3209 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
3211 2878
3212 /****************************************/ 2879 /****************************************/
3213 /* */ 2880 /* */
3214 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
3216 /* */ 2883 /* */
3217 /****************************************/ 2884 /****************************************/
3218 2885
3219 enter_player_savebed (op); 2886 enter_player_savebed (op);
3220 2887
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2888 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2889
3227 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2893 * on the space that might harm the player.
3231 */ 2894 */
3232 will_kill_again = 0; 2895 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2896 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2897 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2898 will_kill_again |= tmp->attacktype;
3236 2899
3237 if (will_kill_again) 2900 if (will_kill_again)
3238 { 2901 {
3239 object *force; 2902 object *force;
3240 int at; 2903 int at;
3241 2904
3242 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2907 force->speed = 0.1f;
3245 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
3246 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2912 force->resist[at] = 100;
3250 2913
3251 insert_ob_in_ob (force, op); 2914 insert_ob_in_ob (force, op);
3252 fix_player (op); 2915 op->update_stats ();
3253 2916
3254 } 2917 }
3255 2918
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3257 return;
3258 } /* NOT_PERMADETH */
3259 else
3260 {
3261 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3262 * should probably be embedded in an else statement.
3263 */
3264
3265 op->contr->party = NULL;
3266 if (settings.set_title == TRUE)
3267 op->contr->own_title[0] = '\0';
3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3269 check_score (op);
3270
3271 if (op->contr->ranges[range_golem])
3272 {
3273 remove_friendly_object (op->contr->ranges[range_golem]);
3274 op->contr->ranges[range_golem]->destroy ();
3275 op->contr->ranges[range_golem] = 0;
3276 }
3277
3278 loot_object (op); /* Remove some of the items for good */
3279 op->remove ();
3280 op->direction = 0;
3281
3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3283 {
3284 delete_character (op->name, 0);
3285 if (settings.resurrection == TRUE)
3286 {
3287 /* save playerfile sans equipment when player dies
3288 ** then save it as player.pl.dead so that future resurrection
3289 ** type spells will work on them nicely
3290 */
3291 delete_character (op->name, 0);
3292 op->stats.hp = op->stats.maxhp;
3293 op->stats.food = 999;
3294
3295 /* set the location of where the person will reappear when */
3296 /* maybe resurrection code should fix map also */
3297 strcpy (op->contr->maplevel, settings.emergency_mapname);
3298 if (op->map != NULL)
3299 op->map = NULL;
3300 op->x = settings.emergency_x;
3301 op->y = settings.emergency_y;
3302 save_player (op, 0);
3303 op->map = map;
3304 /* please see resurrection.c: peterm */
3305 dead_player (op);
3306 }
3307 else
3308 delete_character (op->name, 1);
3309 }
3310
3311 play_again (op);
3312
3313 /* peterm: added to create a corpse at deathsite. */
3314 tmp = arch_to_object (archetype::find ("corpse_pl"));
3315 sprintf (buf, "%s", &op->name);
3316 tmp->name = tmp->name_pl = buf;
3317 tmp->level = op->level;
3318 tmp->x = x;
3319 tmp->y = y;
3320 tmp->msg = gravestone_text (op);
3321 SET_FLAG (tmp, FLAG_UNIQUE);
3322 insert_ob_in_map (tmp, map, NULL, 0);
3323 }
3324} 2920}
3325
3326 2921
3327void 2922void
3328loot_object (object *op) 2923loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
3331 2926
3332 if (op->container) 2927 op->close_container (); /* close open sack first */
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336 2928
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
3338 { 2930 {
3339 next = tmp->below; 2931 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2932
2933 if (tmp->invisible)
3341 continue; 2934 continue;
2935
3342 tmp->remove (); 2936 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
3344 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
3346 loot_object (tmp); 2941
3347 }
3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3349 { 2943 {
3350 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
3351 { 2945 {
3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3353 tmp2->destroy (); 2947 tmp2->destroy ();
3364/* 2958/*
3365 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3366 * what needs to be fixed. Refresh windows and fix speed if anything 2960 * what needs to be fixed. Refresh windows and fix speed if anything
3367 * was changed. 2961 * was changed.
3368 */ 2962 */
3369
3370void 2963void
3371fix_weight (void) 2964fix_weight (void)
3372{ 2965{
3373 player *pl; 2966 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 2967 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 2969
3379 if (old == sum) 2970 if (old == sum)
3380 continue; 2971 continue;
3381 fix_player (pl->ob); 2972 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 2974 }
3384} 2975}
3385 2976
3386void 2977void
3387fix_luck (void) 2978fix_luck (void)
3388{ 2979{
3389 player *pl; 2980 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 2981 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 2982 pl->ob->change_luck (0);
3394} 2983}
3395
3396 2984
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 2985/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 2986 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 2987 * just treat this as any other spell casting object.
3400 */ 2988 */
3401
3402void 2989void
3403cast_dust (object *op, object *throw_ob, int dir) 2990cast_dust (object *op, object *throw_ob, int dir)
3404{ 2991{
3405 object *skop, *spob; 2992 object *skop, *spob;
3406 2993
3440 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3441 { 3028 {
3442 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3443 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3444 } 3031 }
3032
3445 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3446} 3034}
3447 3035
3448int 3036int
3449is_true_undead (object *op) 3037is_true_undead (object *op)
3450{ 3038{
3451 object *tmp = NULL;
3452
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3454 return 1; 3040 return 1;
3455 3041
3456 if (op->type == PLAYER)
3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3461 return 0; 3042 return 0;
3462} 3043}
3463 3044
3464/* look at the surrounding terrain to determine 3045/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3046 * the hideability of this object. Positive levels
3507/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3508 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3509 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3510 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3511 */ 3092 */
3512
3513void 3093void
3514do_hidden_move (object *op) 3094do_hidden_move (object *op)
3515{ 3095{
3516 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3517 object *skop; 3097 object *skop;
3521 3101
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3103
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 3104 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3105 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3106 if (!skop || num >= skop->level)
3528 { 3107 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3108 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3109 make_visible (op);
3531 return; 3110 return;
3532 } 3111 }
3533 else 3112 else
3534 num += 20; 3113 num += 20;
3535 } 3114
3536 num += op->map->difficulty; 3115 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3116 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3117 num -= hide;
3118
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3120 {
3541 make_visible (op); 3121 make_visible (op);
3542 if (op->type == PLAYER) 3122 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3124 }
3545 else if (op->type == PLAYER && skop) 3125 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3127}
3550 3128
3551/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3552 3130
3553int 3131int
3580 if (mflags & P_OUT_OF_MAP) 3158 if (mflags & P_OUT_OF_MAP)
3581 continue; 3159 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3160 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3161 continue;
3584 3162
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3163 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3164 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3165 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3166 return 1;
3589 else if (tmp->type == PLAYER) 3167 else if (tmp->type == PLAYER)
3590 { 3168 {
3620 if (pl->type != PLAYER) 3198 if (pl->type != PLAYER)
3621 { 3199 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3201 return -1;
3624 } 3202 }
3203
3625 if (!pl || !op) 3204 if (!pl || !op)
3626 return 0; 3205 return 0;
3627 3206
3628 if (op->head)
3629 {
3630 op = op->head; 3207 op = op->head_ ();
3631 } 3208
3632 get_rangevector (pl, op, &rv, 0x1); 3209 get_rangevector (pl, op, &rv, 0x1);
3633 3210
3634 /* starting with the 'head' part, lets loop 3211 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3212 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3213 * part that is in the los array but isnt on
3637 * a blocked los square. 3214 * a blocked los square.
3638 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3639 */ 3216 */
3640 while (op) 3217 while (op)
3641 { 3218 {
3642 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3643 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3644 3221
3645 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3223 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3224 * for any meaningful values.
3648 */ 3225 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3229 return 1;
3653 op = op->more; 3230 op = op->more;
3654 } 3231 }
3655 return 0; 3232 return 0;
3656} 3233}
3753 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3754 int i = 0, j = 0; 3331 int i = 0, j = 0;
3755 3332
3756 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3757 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3758 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3759 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3760 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3761 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3762 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3763 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3764 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3765 3342
3766 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3767 return; 3344 return;
3768 3345
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3347
3771 if (tr == NULL || tr->item == NULL) 3348 if (!tr || !tr->item)
3772 { 3349 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3351 return;
3775 } 3352 }
3776 3353
3777 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3778 item = &(tr->item->clone); 3355 item = tr->item;
3779 3356
3780 if (item->type == SPELL) 3357 if (item->type == SPELL)
3781 { 3358 {
3782 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3783 return; 3360 return;
3842 { 3419 {
3843 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3421 object *skin;
3845 3422
3846 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3424 shstr_cmp dragon_skin_force ("dragon_skin_force");
3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3425 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3426 ;
3427
3848 if (skin == NULL) 3428 if (!skin)
3849 return; 3429 return;
3850 3430
3851 /* adding new spellpath attunements */ 3431 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3432 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3433 {
3898 * not readied. 3478 * not readied.
3899 */ 3479 */
3900void 3480void
3901player_unready_range_ob (player *pl, object *ob) 3481player_unready_range_ob (player *pl, object *ob)
3902{ 3482{
3903 rangetype i; 3483 if (pl->ob->current_weapon == ob)
3484 pl->ob->current_weapon = 0;
3904 3485
3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3486 if (pl->combat_ob == ob)
3906 { 3487 pl->combat_ob = 0;
3488
3907 if (pl->ranges[i] == ob) 3489 if (pl->ranged_ob == ob)
3908 { 3490 pl->ranged_ob = 0;
3909 pl->ranges[i] = NULL;
3910 if (pl->shoottype == i)
3911 {
3912 pl->shoottype = range_none;
3913 }
3914 }
3915 }
3916} 3491}
3492
3493sint8
3494player::visibility_at (maptile *map, int x, int y) const
3495{
3496 if (!ns)
3497 return 0;
3498
3499 int dx, dy;
3500 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3501 return 0;
3502
3503 x += dx - ns->current_x + ns->mapx / 2;
3504 y += dy - ns->current_y + ns->mapy / 2;
3505
3506 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3507 return 0;
3508
3509 return 100 - blocked_los [x][y];
3510}

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