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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 1.150 by root, Sun Jun 10 03:11:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
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 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369}
370
371player::~player ()
372{
373 /* Clear item stack */
374 free (stack_items);
375}
376
307/* Tries to add player on the connection passwd in ns. 377/* 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 378 * All we can really get in this is some settings like host and display
309 * mode. 379 * mode.
310 */ 380 */
311 381player *
312int 382player::create ()
313add_player (client *ns)
314{ 383{
315 player *p = new player; 384 player *pl = new player;
316 385
317 p->socket = ns; 386 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 387
320 p->next = first_player; 388 pl->ob->roll_stats ();
321 first_player = p; 389 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */
322 391
323 p = get_player (p);
324
325 set_first_map (p->ob); 392 set_first_map (pl->ob);
326 393
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; 394 return pl;
335} 395}
336 396
337/* 397/*
338 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
341 */ 401 */
342archetype * 402archetype *
343get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
344{ 404{
345 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
346 406
347 for (;;) 407 for (;;)
348 { 408 {
349 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
350 at = first_archetype; 410 i = archetypes.begin ();
351 else 411 else if (*i == at)
352 at = at->next; 412 cleanup ("not a single player archetype found");
353 413
354 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
355 return at; 415 return *i;
356
357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 416 }
363} 417}
364 418
365object * 419object *
366get_nearest_player (object *mon) 420get_nearest_player (object *mon)
367{ 421{
368 object *op = NULL; 422 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 423 objectlink *ol;
371 unsigned lastdist; 424 unsigned lastdist;
372 rv_vector rv; 425 rv_vector rv;
373 426
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 428 {
376 /* We should not find free objects on this friendly list, but it 429 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 436 object *tmp = ol->ob;
384 437
385 /* Can't do much more other than log the fact, because the object 438 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 439 * itself will have been cleared.
387 */ 440 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
389 ol = ol->next; 443 ol = ol->next;
390 remove_friendly_object (tmp); 444 remove_friendly_object (tmp);
391 if (!ol) 445 if (!ol)
392 return op; 446 return op;
393 } 447 }
406 { 460 {
407 op = ol->ob; 461 op = ol->ob;
408 lastdist = rv.distance; 462 lastdist = rv.distance;
409 } 463 }
410 } 464 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 465
412 { 466 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 467 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 468 if (lastdist > rv.distance)
417 { 469 {
418 op = pl->ob; 470 op = pl->ob;
419 lastdist = rv.distance; 471 lastdist = rv.distance;
420 } 472 }
421 } 473
422 }
423#if 0 474#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 475 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 476#endif
426 return op; 477 return op;
427} 478}
445 * circling behaviour. Unfortunately, this function is also used to determined 496 * 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 497 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 498 * is probably not a good thing.
448 */ 499 */
449#define MAX_SPACES 50 500#define MAX_SPACES 50
450
451 501
452/* 502/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * 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 504 * 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 505 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 536 x = mon->x;
487 y = mon->y; 537 y = mon->y;
488 m = mon->map; 538 m = mon->map;
489 dir = rv.direction; 539 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 540 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 541 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
542
492 /* If we can't solve it within the search distance, return now. */ 543 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 544 if (diff > max)
494 return 0; 545 return 0;
546
495 while (diff > 1 && max > 0) 547 while (diff > 1 && max > 0)
496 { 548 {
497 lastx = x; 549 lastx = x;
498 lasty = y; 550 lasty = y;
499 lastmap = m; 551 lastmap = m;
581 max--; 633 max--;
582 lastdir = dir; 634 lastdir = dir;
583 if (!firstdir) 635 if (!firstdir)
584 firstdir = dir; 636 firstdir = dir;
585 } 637 }
638
586 if (diff <= 1) 639 if (diff <= 1)
587 { 640 {
588 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 642 * headed toward player for entire distance.
590 */ 643 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 644 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); 645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 646 }
647
594 if (diff > max) 648 if (diff > max)
595 return 0; 649 return 0;
596 } 650 }
651
597 /* If we reached the max, didn't find a direction in time */ 652 /* If we reached the max, didn't find a direction in time */
598 if (!max) 653 if (!max)
599 return 0; 654 return 0;
600 655
601 return firstdir; 656 return firstdir;
694 /* Need to set up the skill pointers */ 749 /* Need to set up the skill pointers */
695 link_player_skills (pl); 750 link_player_skills (pl);
696} 751}
697 752
698void 753void
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) 754get_party_password (object *op, partylist *party)
783{ 755{
784 if (party == NULL) 756 if (party == NULL)
785 { 757 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 758 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 759 return;
788 } 760 }
761
789 op->contr->write_buf[0] = '\0'; 762 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 765 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 766}
794
795 767
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 768/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 769static int
798roll_stat (void) 770roll_stat (void)
799{ 771{
800 int a[4], i, j, k; 772 int a[4], i, j, k;
801 773
802 for (i = 0; i < 4; i++) 774 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 775 a[i] = (int) rndm (6) + 1;
804 776
805 for (i = 0, j = 0, k = 7; i < 4; i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 778 if (a[i] < k)
807 k = a[i], j = i; 779 k = a[i], j = i;
808 780
809 for (i = 0, k = 0; i < 4; i++) 781 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 782 if (i != j)
812 k += a[i]; 783 k += a[i];
813 } 784
814 return k; 785 return k;
815} 786}
816 787
817void 788void
818roll_stats (object *op) 789object::roll_stats ()
819{ 790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
820 int sum = 0; 795 int sum = 0;
821 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
823 798
824 do 799 if (sum >= 82 && sum <= 116)
800 break;
825 { 801 }
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);
836 802
837 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 804 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;
845 805
846 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
847 do 807 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);
862 808
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; 809 stats.exp = 0;
882 op->stats.ac = 0; 810 stats.ac = 0;
883 811
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; 812 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 813 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 814 stats.grace = stats.maxgrace;
815
816 if (contr)
817 {
818 contr->levhp[1] = 9;
819 contr->levsp[1] = 6;
820 contr->levgrace[1] = 3;
821
892 op->contr->orig_stats = op->stats; 822 contr->orig_stats = stats;
823 }
893} 824}
894 825
895void 826void
896Roll_Again (object *op) 827object::swap_stats (int a, int b)
897{ 828{
898 esrv_new_player (op->contr, 0); 829 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}
902 830
903void 831 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 832 stats.stat (i) = contr->orig_stats.stat (i);
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
905{ 858{
906 signed char tmp;
907 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
908 860
909 if (op->contr->Swap_First == -1) 861 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); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 863 //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); 864 //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} 865}
1024 866
1025/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1029 * not the class. 871 * not the class.
1030 */ 872 */
1031 873void
1032int 874player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 875{
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 */ 876 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 878
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 880 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
1053 882
1054 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1056 885
1057 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1058 887
1059 if (op->msg) 888 if (ob->msg)
1060 op->msg = NULL; 889 ob->msg = 0;
1061 890
1062 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1063 * to save here. 892 * to save here.
1064 */ 893 */
894 {
895 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1067 899
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 900 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 903 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1076 fix_player (op); 905 ob->update_stats ();
1077 906
1078 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1079 * is one for this race 908 * is one for this race
1080 */ 909 */
1081 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1082 { 911 {
1083 object *tmp; 912 object *tmp;
1084 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1085 914
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1087 tmp = object::create (); 916 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1093 * default initial map */ 922 * default initial map */
1094 tmp->destroy (); 923 tmp->destroy ();
1095 } 924 }
1096 else 925 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
1098 928
1099 return 0; 929void
1100 } 930player::chargen_race_next ()
1101 931{
1102 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1104 */ 934 */
1105 935
1106 tmp_loop = 0; 936 do
1107 while (!tmp_loop)
1108 { 937 {
1109 shstr name = op->name; 938 shstr name = ob->name;
1110 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1111 940
1112 remove_statbonus (op); 941 ob->remove_statbonus ();
1113 op->remove (); 942 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 944 ob->arch->copy_to (ob);
1116 op->instantiate (); 945 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1119 op->x = x; 948 ob->x = x;
1120 op->y = y; 949 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
1124 add_statbonus (op); 953 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 954 }
955 while (!allowed_class (ob));
1127 956
1128 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 959 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 962 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} 963}
1190 964
1191void 965void
1192flee_player (object *op) 966flee_player (object *op)
1193{ 967{
1223 { 997 {
1224 op->enemy = NULL; 998 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1000 return;
1227 } 1001 }
1002
1228 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1229 1004
1230 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1232 { 1007 {
1233 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1234 1009
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1011 return;
1238 }
1239 } 1012 }
1013
1240 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1016 op->enemy = NULL;
1243} 1017}
1244 1018
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 1019/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 1020 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 1021 * stop.
1249 */ 1022 */
1250int 1023int
1251check_pick (object *op) 1024check_pick (object *op)
1252{ 1025{
1253 object *tmp, *next; 1026 object *tmp, *next;
1254 int stop = 0; 1027 int stop = 0;
1255 int j, k, wvratio; 1028 int wvratio;
1256 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1257 1030
1258 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1260 return 1; 1033 return 1;
1261 1034
1329 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 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)))); 1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1105 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 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)))); 1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 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 } 1110 }
1111
1366 /* philosophy: 1112 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1113 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1114 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1115 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1116 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1117 * example.
1372 * The drawback: right now it has no frontend, so you need to 1118 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1119 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1120 * convert to decimal and then 'pickup <#>
1559 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1561 { 1307 {
1562 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1563 { 1309 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1566 { 1312 {
1567 pick_up (op, tmp); 1313 pick_up (op, tmp);
1568 continue; 1314 continue;
1569 } 1315 }
1570 } 1316 }
1571 1317
1572 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1573 { 1319 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1575 { 1321 {
1576 pick_up (op, tmp); 1322 pick_up (op, tmp);
1577 continue; 1323 continue;
1578 } 1324 }
1579 } 1325 }
1604 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1605 { 1351 {
1606 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1607 } 1353 }
1608 else 1354 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1612#endif 1358#endif
1613 continue; 1359 continue;
1614 } 1360 }
1625 * found object is returned. 1371 * found object is returned.
1626 */ 1372 */
1627object * 1373object *
1628find_arrow (object *op, const char *type) 1374find_arrow (object *op, const char *type)
1629{ 1375{
1630 object *tmp = NULL; 1376 object *tmp = 0;
1631 1377
1632 for (op = op->inv; op; op = op->below) 1378 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1381 else if (op->type == ARROW && op->race == type)
1636 return op; 1382 return op;
1383
1637 return tmp; 1384 return tmp;
1638} 1385}
1639 1386
1640/* 1387/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1389 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1390 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1391 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1392 */
1646
1647object * 1393object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1395{
1650 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1684 else 1430 else
1685 { 1431 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 { 1433 {
1688 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1691 { 1437 {
1692 tmp = arrow; 1438 tmp = arrow;
1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1694 } 1440 }
1695 } 1441 }
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 { 1443 {
1698 tmp = arrow; 1444 tmp = arrow;
1717 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1464 * op = the shooter
1719 * type = bow->race 1465 * type = bow->race
1720 * dir = fire direction 1466 * dir = fire direction
1721 */ 1467 */
1722
1723object * 1468object *
1724pick_arrow_target (object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1725{ 1470{
1726 object *tmp = NULL; 1471 object *tmp = NULL;
1727 maptile *m; 1472 maptile *m;
1792 */ 1537 */
1793int 1538int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1539fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1540{
1796 object *left, *bow; 1541 object *left, *bow;
1797 int bowspeed, mflags; 1542 int mflags;
1798 maptile *m; 1543 maptile *m;
1799 1544
1800 if (!dir) 1545 if (!dir)
1801 { 1546 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1547 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1548 return 0;
1804 } 1549 }
1805 1550
1806 if (op->type == PLAYER) 1551 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1552 bow = op->current_weapon;
1808 else 1553 else
1809 { 1554 {
1810 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1556 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1557 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1562 if (!bow)
1818 { 1563 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1565 return 0;
1821 } 1566 }
1567
1568 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below)
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1822 } 1575 }
1823 1576
1824 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1825 { 1578 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1580 return 0;
1828 } 1581 }
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 1582
1839 if (arrow == NULL) 1583 if (arrow == NULL)
1840 { 1584 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1586 {
1843 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1589 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1590 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1848 return 0; 1593 return 0;
1849 } 1594 }
1850 } 1595 }
1851 1596
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1619 return 0;
1875 } 1620 }
1876 1621
1877 arrow->set_owner (op); 1622 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1624 arrow->direction = dir;
1881 arrow->x = sx; 1625
1882 arrow->y = sy; 1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype;
1629
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632
1633#if 0
1634 if (player *pl = op->contr)
1635 {
1636 float speed = pl->weapon_sp;
1637
1638 /* penalize ROF for bestarrow */
1639 if (pl->bowtype == bow_bestarrow)
1640 speed *= .9f;
1641 else
1642 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1643
1644 op->speed_left += speed - op->speed;
1645 }
1646#endif
1647
1648 SET_ANIMATION (arrow, arrow->direction);
1649
1650 /* update the speed */
1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1652 + bow->stats.dam / 7.f;
1653
1654 arrow->set_speed (max (arrow->speed, 2.f));
1655 arrow->speed_left = 0;
1656
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1658
1884 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1885 { 1660 {
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; 1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1662 wc -= dex_bonus[op->stats.Dex];
1663
1664 if (!arrow->slaying)
1665 arrow->slaying = op->slaying;
1666
1667 arrow->attacktype |= op->attacktype;
1919 } 1668 }
1920 else 1669 else
1921 { 1670 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1671 arrow->level = op->level;
1924 } 1672 arrow->stats.wc -= bow->magic;
1925 1673
1926 if (arrow->attacktype == AT_PHYSICAL) 1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1927 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1928 1679
1929 if (bow->slaying) 1680 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1682
1932 arrow->map = m; 1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1686
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1688 m->insert (arrow, sx, sy, op);
1938 1689
1939 if (!arrow->destroyed ()) 1690 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1691 move_arrow (arrow);
1941 1692
1942 if (op->type == PLAYER) 1693 if (op->type == PLAYER)
1962{ 1713{
1963 int ret = 0, wcmod = 0; 1714 int ret = 0, wcmod = 0;
1964 1715
1965 if (op->contr->bowtype == bow_bestarrow) 1716 if (op->contr->bowtype == bow_bestarrow)
1966 { 1717 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1719 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1721 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1723 wcmod = -1;
1724
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1726 }
1975 else if (op->contr->bowtype == bow_threewide) 1727 else if (op->contr->bowtype == bow_threewide)
1976 { 1728 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 else if (op->contr->bowtype == bow_spreadshot) 1733 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1734 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1738 }
1988 else 1739 else
1989 { 1740 {
1990 /* Simple case */ 1741 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1743 }
1744
1993 return ret; 1745 return ret;
1994} 1746}
1995
1996 1747
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1999 */ 1750 */
2000void 1751void
2001fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
2002{ 1753{
2003 object *item; 1754 object *item = op->contr->ranged_ob;
2004 1755
2005 if (!op->contr->ranges[range_misc]) 1756 if (!item)
2006 { 1757 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1759 return;
2009 } 1760 }
2010 1761
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1762 if (!item->inv)
2013 { 1763 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1765 return;
2016 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
2017 if (item->type == WAND) 1771 if (item->type == WAND)
2018 { 1772 {
2019 if (item->stats.food <= 0) 1773 if (item->stats.food <= 0)
2020 { 1774 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 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)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777
2023 return; 1778 return;
2024 } 1779 }
2025 } 1780 }
2026 else if (item->type == ROD || item->type == HORN) 1781 else if (item->type == ROD || item->type == HORN)
2027 { 1782 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1784 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
2031 if (item->type == ROD) 1787 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)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1789 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791
2035 return; 1792 return;
2036 } 1793 }
2037 } 1794 }
2038 1795
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1796 if (cast_spell (op, item, dir, item->inv, NULL))
2046 object *tmp; 1803 object *tmp;
2047 1804
2048 if (item->arch) 1805 if (item->arch)
2049 { 1806 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
2052 item->speed = 0; 1809 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1810 }
1811
2055 if ((tmp = is_player_inv (item))) 1812 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1814 }
2058 } 1815 }
2059 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1817 drain_rod_charge (item);
2062 }
2063 } 1818 }
2064} 1819}
2065 1820
2066/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2067 */ 1822 */
2068void 1823bool
2069fire (object *op, int dir) 1824fire (object *op, int dir)
2070{ 1825{
2071 int spellcost = 0; 1826 int spellcost = 0;
2072 1827
2073 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
2075 make_visible (op); 1830 make_visible (op);
2076 1831
2077 switch (op->contr->shoottype) 1832 player *pl = op->contr;
1833
1834 if (pl->golem)
1835 {
1836 control_golem (op->contr->golem, dir);
1837 return false;
2078 { 1838 }
2079 case range_none:
2080 return;
2081 1839
2082 case range_bow: 1840 object *ob = pl->ranged_ob;
1841
1842 if (!ob)
1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false;
1847
1848 if (op->speed_left > 0.f)
1849 --op->speed_left;
1850 else
1851 return false;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
2083 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
2084 return; 1857 break;
2085 1858
2086 case range_magic: /* Casting spells */ 1859 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1861 break;
2089 1862
2090 case range_misc: 1863 case BUILDER:
1864 apply_map_builder (op, dir);
1865 break;
1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1870
1871 default:
2091 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
2092 return; 1873 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 } 1874 }
2120}
2121 1875
2122 1876 return true;
1877}
2123 1878
2124/* find_key 1879/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1880 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1884 * pl is the player,
2130 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
2133 */ 1888 */
2134
2135object * 1889object *
2136find_key (object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
2137{ 1891{
2138 object *tmp, *key; 1892 object *tmp, *key;
2139 1893
2140 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1895 if (!container->inv)
2142 return NULL; 1896 return 0;
2143 1897
2144 /* First, lets try to find a key in the top level inventory */ 1898 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1900 {
2147 if (door->type == DOOR && tmp->type == KEY) 1901 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1902 break;
2149 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
2151 */ 1905 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1907 break;
2154 } 1908 }
1909
2155 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1911 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1912 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1913 * a key, return
2159 */ 1914 */
2160 if (!tmp) 1915 if (!tmp)
2161 { 1916 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1918 {
2164 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1920 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1921 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1922 if ((key = find_key (pl, tmp, door)))
2168 return key; 1923 return key;
2169 } 1924 }
2170 } 1925 }
1926
2171 if (!tmp) 1927 if (!tmp)
2172 return NULL; 1928 return NULL;
2173 } 1929 }
1930
2174 /* We get down here if we have found a key. Now if its in a container, 1931 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1932 * see if we actually want to use it
2176 */ 1933 */
2177 if (pl != container) 1934 if (pl != container)
2178 { 1935 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1956 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)); 1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1958 return NULL;
2202 } 1959 }
2203 } 1960 }
1961
2204 return tmp; 1962 return tmp;
2205} 1963}
2206 1964
2207/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1968 * 0 otherwise
2211 */ 1969 */
2212static int 1970static int
2213player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
2214{ 1972{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* If its a door, try to find a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 1974 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
2219 */ 1976 */
2220 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
2221 1978
2222 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
2223 if (key) 1980 if (key)
2224 { 1981 {
2225 object *container = key->env; 1982 object *container = key->env;
2226 1983
2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
2228 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2229 make_visible (op); 1987 make_visible (op);
1988
2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op); 1990 spring_trap (door->inv, op);
1991
2232 if (door->type == DOOR) 1992 if (door->type == DOOR)
2233 {
2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2235 }
2236 else if (door->type == LOCKED_DOOR) 1994 else if (door->type == LOCKED_DOOR)
2237 { 1995 {
2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2239 remove_door2 (door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
2240 } 1998 }
1999
2241 /* Do this after we print the message */ 2000 /* Do this after we print the message */
2242 decrease_ob (key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2243 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2244 if (container != op) 2003 if (container != op)
2245 esrv_update_item (UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2246 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2247 } 2007 }
2248 else if (door->type == LOCKED_DOOR) 2008 else if (door->type == LOCKED_DOOR)
2249 { 2009 {
2250 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2252 return 1; 2012 return 1;
2253 } 2013 }
2014
2254 return 0; 2015 return 0;
2255} 2016}
2256 2017
2257/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2258 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2262 */ 2023 */
2263 2024bool
2264void
2265move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2266{ 2026{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2027 int on_battleground;
2270 maptile *m;
2271 2028
2272 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2274 2031
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny))
2035 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2276 2042
2277 /* If braced, or can't move to the square, and it is not out of the 2043 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2044 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2045 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2046 * 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 2047 * 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 2048 * 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 2049 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 2050 * move_ob uses.
2285 */ 2051 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2052 maptile *m = op->map->xy_find (nx, ny);
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 2053
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 2054 /* 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. 2055 * 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 2056 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2057 * on the space
2308 */ 2058 */
2309 while (tmp != NULL) 2059 object *mon;
2310 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2061 {
2312 { 2062 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2314 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2065 && mon != op)
2320 break; 2066 break;
2321 } 2067 }
2322 2068
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 */ 2069 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2070 return false; /* into a wall */
2331 2071
2332 if (mon->head != NULL)
2333 mon = mon->head; 2072 mon = mon->head_ ();
2334 2073
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f)
2336 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2337 return; 2079 return true;
2080 }
2338 2081
2339 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2087 * and thus will not push them.
2345 */ 2088 */
2346 2089
2347 /* If the creature is a pet, push it even if the player is not 2090 /* If the creature is a pet, push it even if the player is not
2348 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2350 */ 2093 */
2351 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2097 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2099 {
2361 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2101 if (op->contr->braced)
2363 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2366 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2112 make_visible (op);
2113
2368 return; 2114 return true;
2369 } 2115 }
2116 else
2117 return false;
2118 }
2370 2119
2371 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2122 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2123 * attack them either.
2375 */ 2124 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL 2127 && ((op->contr->peaceful
2379 (op->contr->peaceful 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2380 || (mon->type == PLAYER 2129 && !on_battleground))
2381 && mon->contr-> 2130 {
2382 peaceful)) && 2131 if (op->speed_left > 0.f)
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground))
2387 { 2132 {
2133 --op->speed_left;
2134
2388 if (!op->contr->braced) 2135 if (!op->contr->braced)
2389 { 2136 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2392 } 2139 }
2393 else 2140 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2142
2397 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2144 make_visible (op);
2399 }
2400 2145
2146 return true;
2147 }
2148 }
2401 /* If the object is a boulder or other rollable object, then 2149 /* 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. 2150 * roll it if not braced. You can't roll it if you are braced.
2403 */ 2151 */
2404 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 if (op->speed_left > 0.f)
2405 { 2155 {
2156 --op->speed_left;
2157
2406 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2407 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2408 make_visible (op); 2160 make_visible (op);
2409 }
2410 2161
2162 return true;
2163 }
2164 }
2411 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2412 * Way it works is like this: First, it must have some hit points 2166 * Way it works is like this: First, it must have some hit points
2413 * and be living. Then, it must be one of the following: 2167 * 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 2168 * 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. 2169 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2170 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 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))) 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2173 {
2421 2174 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 { 2175 {
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2176 --op->contr->weapon_sp_left;
2430 2177
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); 2178 skill_attack (mon, op, 0, 0, 0);
2435 2179
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)) 2180 if (action_makes_visible (op))
2450 make_visible (op); 2181 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2182
2455int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2456move_player (object *op, int dir) 2191move_player (object *op, int dir)
2457{ 2192{
2458 int pick; 2193 int pick;
2459 2194
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2196 return 0;
2462 2197
2463 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2465 { 2200 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2202 return 0;
2468 } 2203 }
2469 2204
2470 /* peterm: added following line */ 2205 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2208
2474 op->facing = dir; 2209 op->facing = dir;
2475 2210
2476 if (op->hide) 2211 if (op->hide)
2477 do_hidden_move (op); 2212 do_hidden_move (op);
2478 2213
2214 bool retval;
2215
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2217 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2482 fire (op, dir); 2219 retval = fire (op, dir);
2483 else 2220 else
2484 { 2221 {
2485 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2223 pick = check_pick (op);
2487 } 2224 }
2488 2225
2489 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2227 * server can handle repeat firing.
2491 */ 2228 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2230 op->direction = dir;
2495 }
2496 else 2231 else
2497 {
2498 op->direction = 0; 2232 op->direction = 0;
2499 } 2233
2500 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2236 * for players.
2503 */ 2237 */
2504 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2505 return 0; 2239
2240 return retval;
2506} 2241}
2507 2242
2508/* This is similar to handle_player, below, but is only used by the 2243/* This is similar to handle_player, below, but is only used by the
2509 * new client/server stuff. 2244 * new client/server stuff.
2510 * This is sort of special, in that the new client/server actually uses 2245 * This is sort of special, in that the new client/server actually uses
2511 * the new speed values for commands. 2246 * the new speed values for commands.
2512 * 2247 *
2513 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do. Should not do
2249 * many actions in a row, as that would be too unfair to other
2250 * players.
2514 */ 2251 */
2515int 2252bool
2516handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2517{ 2254{
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)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2256 {
2540 flee_player (op); 2257 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 { 2258 {
2544 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2545 return 0; 2262 return true;
2546 } 2263 }
2264 else
2265 return false;
2547 } 2266 }
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 2267
2557 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2270 * called, so we recheck it here.
2560 */ 2271 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2272 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; 2273 return true;
2567 2274
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 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); 2276 return move_player (op, op->direction);
2578 if (op->speed_left > 0)
2579 return 1;
2580 else
2581 return 0;
2582 }
2583 2277
2584 return 0; 2278 return false;
2585} 2279}
2586 2280
2587int 2281int
2588save_life (object *op) 2282save_life (object *op)
2589{ 2283{
2606 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2607 2301
2608 if (op->stats.food < 0) 2302 if (op->stats.food < 0)
2609 op->stats.food = 999; 2303 op->stats.food = 999;
2610 2304
2611 fix_player (op); 2305 op->update_stats ();
2612 return 1; 2306 return 1;
2613 } 2307 }
2614 2308
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 * from. 2318 * from.
2625 */ 2319 */
2626void 2320void
2627remove_unpaid_objects (object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2628{ 2322{
2629 object *next;
2630
2631 while (op) 2323 while (op)
2632 { 2324 {
2633 next = op->below; /* Make sure we have a good value, in case 2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2326
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2328 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2331
2332 op->insert_at (env);
2644 } 2333 }
2645 else if (op->inv) 2334 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2335 remove_unpaid_objects (op->inv, env);
2647 2336
2648 op = next; 2337 op = next;
2649 } 2338 }
2650} 2339}
2651
2652 2340
2653/* 2341/*
2654 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2379 strcat (buf2, buf);
2692 2380
2693 return buf2; 2381 return buf2;
2694} 2382}
2695
2696
2697 2383
2698void 2384void
2699do_some_living (object *op) 2385do_some_living (object *op)
2700{ 2386{
2701 int last_food = op->stats.food; 2387 int last_food = op->stats.food;
2707 int rate_grace = 2000; 2393 int rate_grace = 2000;
2708 const int max_hp = 1; 2394 const int max_hp = 1;
2709 const int max_sp = 1; 2395 const int max_sp = 1;
2710 const int max_grace = 1; 2396 const int max_grace = 1;
2711 2397
2712 if (op->contr->outputs_sync) 2398 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 } 2399 {
2400 op->invisible = 1000;
2401 /* the socket code flashes the player visible/invisible
2402 * depending on the value of invisible, so we need to
2403 * alternate it here for it to work correctly.
2404 */
2405 if (pticks & 2)
2406 op->invisible--;
2407 }
2408 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2409 {
2410 if (!op->invisible--)
2411 {
2412 make_visible (op);
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2414 }
2415 }
2718 2416
2719 if (op->contr->state == ST_PLAYING) 2417 if (op->contr->ns->state == ST_PLAYING)
2720 { 2418 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2421 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2423 else
2727 { 2424 {
2728 gen_hp = op->stats.maxhp; 2425 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2427 }
2428
2731 if (op->contr->gen_sp >= 0) 2429 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2431 else
2734 { 2432 {
2735 gen_sp = op->stats.maxsp; 2433 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2435 }
2436
2738 if (op->contr->gen_grace >= 0) 2437 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2439 else
2741 { 2440 {
2742 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2744 } 2443 }
2745 2444
2746 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2446 if (!op->contr->golem && --op->last_sp < 0)
2748 { 2447 {
2749 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2448 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2750 if (op->stats.sp < op->stats.maxsp) 2449 if (op->stats.sp < op->stats.maxsp)
2751 { 2450 {
2752 op->stats.sp++; 2451 op->stats.sp++;
2758 op->stats.food += op->contr->digestion; 2457 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2459 op->stats.food = last_food;
2761 } 2460 }
2762 } 2461 }
2462
2763 if (max_sp > 1) 2463 if (max_sp > 1)
2764 { 2464 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2465 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2466 if (over_sp > 0)
2767 { 2467 {
2768 if (op->stats.sp < op->stats.maxsp) 2468 if (op->stats.sp < op->stats.maxsp)
2769 { 2469 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2473 op->stats.sp--;
2474
2773 if (op->stats.sp > op->stats.maxsp) 2475 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2476 op->stats.sp = op->stats.maxsp;
2775 } 2477 }
2776 op->last_sp = 0; 2478 op->last_sp = 0;
2777 } 2479 }
2778 else 2480 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2482 }
2783 else 2483 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2485 }
2788 2486
2789 /* Regenerate Grace */ 2487 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2489 if (--op->last_grace < 0)
2792 { 2490 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2491 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2795 if (max_grace > 1) 2494 if (max_grace > 1)
2796 { 2495 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2497 if (over_grace > 0)
2799 { 2498 {
2827 op->stats.food += op->contr->digestion; 2526 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2528 op->stats.food = last_food;
2830 } 2529 }
2831 } 2530 }
2531
2832 if (max_hp > 1) 2532 if (max_hp > 1)
2833 { 2533 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2535 if (over_hp > 0)
2836 { 2536 {
2849 } 2549 }
2850 2550
2851 /* Digestion */ 2551 /* Digestion */
2852 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2853 { 2553 {
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; 2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2859#endif
2860 2555
2861 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2558 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2865 /* dms do not consume food */ 2561 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2563 op->stats.food--;
2868 } 2564 }
2869 }
2870 2565
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2567 {
2873 object *tmp, *flesh = NULL; 2568 object *tmp, *flesh = 0;
2874 2569
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 { 2571 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 { 2573 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2577 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2579 break;
2885 } 2580 }
2886 else if (tmp->type == FLESH) 2581 else if (tmp->type == FLESH)
2887 flesh = tmp; 2582 flesh = tmp;
2888 } /* End if paid for object */ 2583 } /* End if paid for object */
2889 } /* end of for loop */ 2584 } /* end of for loop */
2585
2890 /* If player is still starving, it means they don't have any food, so 2586 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2587 * eat flesh instead.
2892 */ 2588 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2590 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2592 manual_apply (op, flesh, 0);
2897 } 2593 }
2898 } /* end if player is starving */ 2594 }
2899 2595
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2902 2598
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2600 kill_player (op);
2601 }
2905} 2602}
2906
2907
2908 2603
2909/* If the player should die (lack of hp, food, etc), we call this. 2604/* If the player should die (lack of hp, food, etc), we call this.
2910 * op is the player in jeopardy. If the player can not be saved (not 2605 * op is the player in jeopardy. If the player can not be saved (not
2911 * permadeath, no lifesave), this will take care of removing the player 2606 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2607 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2639
2945 /* restore player */ 2640 /* restore player */
2946 at = archetype::find ("poisoning"); 2641 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2643 {
2950 tmp->destroy (); 2644 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2646 }
2953 2647
2954 at = archetype::find ("confusion"); 2648 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2649 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2650 {
2958 tmp->destroy (); 2651 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2653 }
2961 2654
2963 op->stats.hp = op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2657 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2658 op->stats.food = 999;
2966 2659
2967 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2662 {
2971 sprintf (buf, "%s's finger", &op->name); 2663 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2664 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2666 " the %s, when he was defeated at\n level %d by %s.\n",
2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2668 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2669 tmp->value = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
2979 tmp->x = op->x, tmp->y = op->y; 2671 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2672 }
2982 2673
2983 /* teleport defeated player to new destination */ 2674 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2676 op->contr->braced = 0;
2990 2681
2991 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2992 2683
2993 if (op->stats.food < 0) 2684 if (op->stats.food < 0)
2994 { 2685 {
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); 2686 sprintf (buf, "%s starved to death.", &op->name);
3003 strcpy (op->contr->killer, "starvation"); 2687 strcpy (op->contr->killer, "starvation");
3004 } 2688 }
3005 else 2689 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); 2690 sprintf (buf, "%s died.", &op->name);
3015 } 2691
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2693
3018 /* save the map location for corpse, gravestone */ 2694 /* save the map location for corpse, gravestone */
3019 x = op->x; 2695 x = op->x;
3020 y = op->y; 2696 y = op->y;
3021 map = op->map; 2697 map = op->map;
3022 2698
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2700 * life if they are dead - it takes some exp and a random stat.
3028 * See the config.h file for a little more in depth detail about this. 2701 * See the config.h file for a little more in depth detail about this.
3029 */ 2702 */
3030 2703
3031 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2706 * of death.
3034 */ 2707 */
3035#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2709 if (settings.balanced_stat_loss)
3037 { 2710 {
3038 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2712 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2713 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2716 little bit harder. */
3044 /* GD */ 2717 /* GD */
3045 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2719 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2720 else
3051 { 2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722 }
2723 else
3052 num_stats_lose = 1; 2724 num_stats_lose = 1;
3053 } 2725
3054 lost_a_stat = 0; 2726 lost_a_stat = 0;
3055 2727
3056 for (z = 0; z < num_stats_lose; z++) 2728 for (z = 0; z < num_stats_lose; z++)
3057 { 2729 {
3058 i = RANDOM () % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
3059 2731
3060 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
2733 {
2734 /* Pick a random stat and take a point off it. Tell the player
2735 * what he lost.
2736 */
2737 change_attr_value (&(op->stats), i, -1);
2738 check_stat_bounds (&(op->stats));
2739 change_attr_value (&(op->contr->orig_stats), i, -1);
2740 check_stat_bounds (&(op->contr->orig_stats));
2741 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2742 lost_a_stat = 1;
2743 }
2744 else
2745 {
2746 /* deplete a stat */
2747 archetype *deparch = archetype::find ("depletion");
2748 object *dep;
2749
2750 dep = present_arch_in_ob (deparch, op);
2751 if (!dep)
3061 { 2752 {
3062 /* Pick a random stat and take a point off it. Tell the player 2753 dep = arch_to_object (deparch);
3063 * what he lost. 2754 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 } 2755 }
3072 else 2756 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss)
3073 { 2758 {
3074 /* deplete a stat */ 2759 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2760 /* Get the stat that we're about to deplete. */
3076 object *dep; 2761 this_stat = get_attr_value (&(dep->stats), i);
3077 2762 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2763 {
3081 dep = arch_to_object (deparch); 2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2765 int keep_chance = this_stat * this_stat;
3083 } 2766
3084 lose_this_stat = 1; 2767 /* 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) 2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2773 {
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; 2774 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2775 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2776 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 } 2777 }
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 */ 2778 else
3126 if (this_stat >= -50)
3127 { 2779 {
3128 change_attr_value (&(dep->stats), i, -1); 2780 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; 2781 lose_this_stat = 0;
2782 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2783 this_stat, keep_chance, loss_chance,
2784 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2785 }
3134 } 2786 }
3135 } 2787 }
2788
2789 if (lose_this_stat)
2790 {
2791 this_stat = get_attr_value (&(dep->stats), i);
2792 /* We could try to do something clever like find another
2793 * stat to reduce if this fails. But chances are, if
2794 * stats have been depleted to -50, all are pretty low
2795 * and should be roughly the same, so it shouldn't make a
2796 * difference.
2797 */
2798 if (this_stat >= -50)
2799 {
2800 change_attr_value (&(dep->stats), i, -1);
2801 SET_FLAG (dep, FLAG_APPLIED);
2802 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2803 op->update_stats ();
2804 lost_a_stat = 1;
2805 }
3136 } 2806 }
2807 }
2808 }
3137 /* If no stat lost, tell the player. */ 2809 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2810 if (!lost_a_stat)
3139 { 2811 {
3140 /* determine_god() seems to not work sometimes... why is this? 2812 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2813 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2814 const char *god = determine_god (op);
3143 2815
3144 if (god && (strcmp (god, "none"))) 2816 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); 2817 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2818 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2820 }
3149#else 2821#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2823#endif
3152 2824
3153 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2826 * exp loss on the stone.
3155 */ 2827 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2829 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2830 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2831 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2832 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); 2833 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3162 tmp->msg = buf; 2834 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2835 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2837
3166 /**************************************/ 2838 /**************************************/
3167 /* */ 2839 /* */
3168 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
3171 /* */ 2843 /* */
3172 /**************************************/ 2844 /**************************************/
3173 2845
3174 /* remove any poisoning and confusion the character may be suffering. */ 2846 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2847 /* restore player */
3176 at = archetype::find ("poisoning"); 2848 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2849 tmp = present_arch_in_ob (at, op);
3178 2850
3179 if (tmp) 2851 if (tmp)
3180 { 2852 {
3181 tmp->destroy (); 2853 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2855 }
3184 2856
3185 at = archetype::find ("confusion"); 2857 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2858 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2859 if (tmp)
3188 { 2860 {
3189 tmp->destroy (); 2861 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2863 }
3192 2864
3193 cure_disease (op, 0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
3194 2866
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2868 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2869 if (op->stats.food < 100)
3198 op->stats.food = 900; 2870 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2874
3203 /* 2875 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2876 * Check to see if the player has any unpaid items. If so, remove them
3205 * the player has any unpaid items. If so, remove them and put them back 2877 * and put them back in the map.
3206 * in the map. 2878 */
3207 */
3208
3209 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
3211 2880
3212 /****************************************/ 2881 /****************************************/
3213 /* */ 2882 /* */
3214 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
3216 /* */ 2885 /* */
3217 /****************************************/ 2886 /****************************************/
3218 2887
3219 enter_player_savebed (op); 2888 enter_player_savebed (op);
3220 2889
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2890 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2891
3227 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2895 * on the space that might harm the player.
3231 */ 2896 */
3232 will_kill_again = 0; 2897 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2898 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
3236 2901
3237 if (will_kill_again) 2902 if (will_kill_again)
3238 { 2903 {
3239 object *force; 2904 object *force;
3240 int at; 2905 int at;
3241 2906
3242 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2909 force->speed = 0.1f;
3245 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
3246 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2914 force->resist[at] = 100;
3250 2915
3251 insert_ob_in_ob (force, op); 2916 insert_ob_in_ob (force, op);
3252 fix_player (op); 2917 op->update_stats ();
3253 2918
3254 } 2919 }
3255 2920
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2921 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} 2922}
3325
3326 2923
3327void 2924void
3328loot_object (object *op) 2925loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2926{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2927 object *tmp, *tmp2, *next;
3331 2928
3332 if (op->container) 2929 op->close_container (); /* close open sack first */
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336 2930
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2931 for (tmp = op->inv; tmp; tmp = next)
3338 { 2932 {
3339 next = tmp->below; 2933 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2934
2935 if (tmp->invisible)
3341 continue; 2936 continue;
2937
3342 tmp->remove (); 2938 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2939 tmp->x = op->x, tmp->y = op->y;
2940
3344 if (tmp->type == CONTAINER) 2941 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2942 loot_object (tmp); /* empty container to ground */
3346 loot_object (tmp); 2943
3347 }
3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3349 { 2945 {
3350 if (tmp->nrof > 1) 2946 if (tmp->nrof > 1)
3351 { 2947 {
3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3353 tmp2->destroy (); 2949 tmp2->destroy ();
3364/* 2960/*
3365 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
3366 * what needs to be fixed. Refresh windows and fix speed if anything 2962 * what needs to be fixed. Refresh windows and fix speed if anything
3367 * was changed. 2963 * was changed.
3368 */ 2964 */
3369
3370void 2965void
3371fix_weight (void) 2966fix_weight (void)
3372{ 2967{
3373 player *pl; 2968 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 2969 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 2971
3379 if (old == sum) 2972 if (old == sum)
3380 continue; 2973 continue;
3381 fix_player (pl->ob); 2974 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 2976 }
3384} 2977}
3385 2978
3386void 2979void
3387fix_luck (void) 2980fix_luck (void)
3388{ 2981{
3389 player *pl; 2982 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 2983 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 2984 pl->ob->change_luck (0);
3394} 2985}
3395
3396 2986
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3400 */ 2990 */
3401
3402void 2991void
3403cast_dust (object *op, object *throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3404{ 2993{
3405 object *skop, *spob; 2994 object *skop, *spob;
3406 2995
3440 if (op->type == PLAYER) 3029 if (op->type == PLAYER)
3441 { 3030 {
3442 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3443 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3444 } 3033 }
3034
3445 update_object (op, UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3446} 3036}
3447 3037
3448int 3038int
3449is_true_undead (object *op) 3039is_true_undead (object *op)
3450{ 3040{
3451 object *tmp = NULL;
3452
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3454 return 1; 3042 return 1;
3455 3043
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; 3044 return 0;
3462} 3045}
3463 3046
3464/* look at the surrounding terrain to determine 3047/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3048 * the hideability of this object. Positive levels
3507/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3508 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3509 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3510 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3511 */ 3094 */
3512
3513void 3095void
3514do_hidden_move (object *op) 3096do_hidden_move (object *op)
3515{ 3097{
3516 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3517 object *skop; 3099 object *skop;
3521 3103
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3105
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 3106 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3107 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3108 if (!skop || num >= skop->level)
3528 { 3109 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3111 make_visible (op);
3531 return; 3112 return;
3532 } 3113 }
3533 else 3114 else
3534 num += 20; 3115 num += 20;
3535 } 3116
3536 num += op->map->difficulty; 3117 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3118 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3119 num -= hide;
3120
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3122 {
3541 make_visible (op); 3123 make_visible (op);
3542 if (op->type == PLAYER) 3124 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3126 }
3545 else if (op->type == PLAYER && skop) 3127 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3129}
3550 3130
3551/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3552 3132
3553int 3133int
3580 if (mflags & P_OUT_OF_MAP) 3160 if (mflags & P_OUT_OF_MAP)
3581 continue; 3161 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3162 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3163 continue;
3584 3164
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3165 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3166 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3167 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3168 return 1;
3589 else if (tmp->type == PLAYER) 3169 else if (tmp->type == PLAYER)
3590 { 3170 {
3620 if (pl->type != PLAYER) 3200 if (pl->type != PLAYER)
3621 { 3201 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3203 return -1;
3624 } 3204 }
3205
3625 if (!pl || !op) 3206 if (!pl || !op)
3626 return 0; 3207 return 0;
3627 3208
3628 if (op->head)
3629 {
3630 op = op->head; 3209 op = op->head_ ();
3631 } 3210
3632 get_rangevector (pl, op, &rv, 0x1); 3211 get_rangevector (pl, op, &rv, 0x1);
3633 3212
3634 /* starting with the 'head' part, lets loop 3213 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3214 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3215 * part that is in the los array but isnt on
3637 * a blocked los square. 3216 * a blocked los square.
3638 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3639 */ 3218 */
3640 while (op) 3219 while (op)
3641 { 3220 {
3642 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3643 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3644 3223
3645 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3225 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3226 * for any meaningful values.
3648 */ 3227 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3231 return 1;
3653 op = op->more; 3232 op = op->more;
3654 } 3233 }
3655 return 0; 3234 return 0;
3656} 3235}
3753 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3754 int i = 0, j = 0; 3333 int i = 0, j = 0;
3755 3334
3756 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3757 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3758 trlist = find_treasurelist ("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3759 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3760 trlist = find_treasurelist ("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3761 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3762 trlist = find_treasurelist ("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3763 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3764 trlist = find_treasurelist ("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3765 3344
3766 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3767 return; 3346 return;
3768 3347
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3349
3771 if (tr == NULL || tr->item == NULL) 3350 if (!tr || !tr->item)
3772 { 3351 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3353 return;
3775 } 3354 }
3776 3355
3777 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3778 item = &(tr->item->clone); 3357 item = tr->item;
3779 3358
3780 if (item->type == SPELL) 3359 if (item->type == SPELL)
3781 { 3360 {
3782 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3783 return; 3362 return;
3842 { 3421 {
3843 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3423 object *skin;
3845 3424
3846 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3426 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); 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3428 ;
3429
3848 if (skin == NULL) 3430 if (!skin)
3849 return; 3431 return;
3850 3432
3851 /* adding new spellpath attunements */ 3433 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3435 {
3898 * not readied. 3480 * not readied.
3899 */ 3481 */
3900void 3482void
3901player_unready_range_ob (player *pl, object *ob) 3483player_unready_range_ob (player *pl, object *ob)
3902{ 3484{
3903 rangetype i; 3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3904 3487
3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3488 if (pl->combat_ob == ob)
3906 { 3489 pl->combat_ob = 0;
3490
3907 if (pl->ranges[i] == ob) 3491 if (pl->ranged_ob == ob)
3908 { 3492 pl->ranged_ob = 0;
3909 pl->ranges[i] = NULL;
3910 if (pl->shoottype == i)
3911 {
3912 pl->shoottype = range_none;
3913 }
3914 }
3915 }
3916} 3493}
3494
3495sint8
3496player::visibility_at (maptile *map, int x, int y) const
3497{
3498 if (!ns)
3499 return 0;
3500
3501 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0;
3504
3505 x += dx - ns->current_x + ns->mapx / 2;
3506 y += dy - ns->current_y + ns->mapy / 2;
3507
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512}

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