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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 1.156 by root, Thu Jul 26 00:27:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#ifdef COZY_SERVER 32#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 33#include <functional>
35#endif
36 34
37player * 35playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 36
76void 37void
77display_motd (const object *op) 38display_motd (const object *op)
78{ 39{
79 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 return; 48 return;
88 49
89 motd[0] = '\0'; 50 motd[0] = '\0';
90 size = 0; 51 size = 0;
91 52
92 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
93 { 54 {
94 if (*buf == '#') 55 if (*buf == '#')
95 continue; 56 continue;
96 57
97 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 77 return;
117 78
118 rules[0] = '\0'; 79 rules[0] = '\0';
119 size = 0; 80 size = 0;
120 81
121 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
122 { 83 {
123 if (*buf == '#') 84 if (*buf == '#')
124 continue; 85 continue;
125 86
126 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
153 114
154 news[0] = '\0'; 115 news[0] = '\0';
155 subject[0] = '\0'; 116 subject[0] = '\0';
156 size = 0; 117 size = 0;
157 118
158 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
159 { 120 {
160 if (*buf == '#') 121 if (*buf == '#')
161 continue; 122 continue;
162 123
163 if (*buf == '%') 124 if (*buf == '%')
164 { /* send one news */ 125 { /* send one news */
165 if (size > 0) 126 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 */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
167 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
168 strip_endline (subject); 130 strip_endline (subject);
169 size = 0; 131 size = 0;
170 news[0] = '\0'; 132 news[0] = '\0';
171 } 133 }
180 size += strlen (buf); 142 size += strlen (buf);
181 } 143 }
182 } 144 }
183 145
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 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); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 148 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} 149}
296 150
297/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
298static void 152static void
299set_first_map (object *op) 153set_first_map (object *op)
300{ 154{
301 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
302 op->x = -1; 156 op->x = -1;
303 op->y = -1; 157 op->y = -1;
304 enter_exit (op, 0);
305} 158}
306 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE)
233 if (tmp->arch->archname == shstr_dragon_ability_force)
234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
335 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point.
337 */
338 outputs_sync = 4;
339 outputs_count = 4;
340 unapply = unapply_nochoice;
341
342 savebed_map = first_map_path; /* Init. respawn position */
343
344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy ();
367 }
368
369 ob = observe = 0;
370}
371
372player::~player ()
373{
374 /* Clear item stack */
375 free (stack_items);
376}
377
307/* Tries to add player on the connection passwd in ns. 378/* 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 379 * All we can really get in this is some settings like host and display
309 * mode. 380 * mode.
310 */ 381 */
311 382player *
312int 383player::create ()
313add_player (client *ns)
314{ 384{
315 player *p = new player; 385 player *pl = new player;
316 386
317 p->socket = ns; 387 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 388
320 p->next = first_player; 389 pl->ob->roll_stats ();
321 first_player = p; 390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
322 392
323 p = get_player (p);
324
325 set_first_map (p->ob); 393 set_first_map (pl->ob);
326 394
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; 395 return pl;
335} 396}
336 397
337/* 398/*
338 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
341 */ 402 */
342archetype * 403archetype *
343get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
344{ 405{
345 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
346 407
347 for (;;) 408 for (;;)
348 { 409 {
349 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
350 at = first_archetype; 411 i = archetypes.begin ();
351 else 412 else if (*i == at)
352 at = at->next; 413 cleanup ("not a single player archetype found");
353 414
354 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
355 return at; 416 return *i;
356
357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 417 }
363} 418}
364 419
365object * 420object *
366get_nearest_player (object *mon) 421get_nearest_player (object *mon)
367{ 422{
368 object *op = NULL; 423 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 424 objectlink *ol;
371 unsigned lastdist; 425 unsigned lastdist;
372 rv_vector rv; 426 rv_vector rv;
373 427
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 429 {
376 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 437 object *tmp = ol->ob;
384 438
385 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 440 * itself will have been cleared.
387 */ 441 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
389 ol = ol->next; 444 ol = ol->next;
390 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
391 if (!ol) 446 if (!ol)
392 return op; 447 return op;
393 } 448 }
406 { 461 {
407 op = ol->ob; 462 op = ol->ob;
408 lastdist = rv.distance; 463 lastdist = rv.distance;
409 } 464 }
410 } 465 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 466
412 { 467 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
417 { 470 {
418 op = pl->ob; 471 op = pl->ob;
419 lastdist = rv.distance; 472 lastdist = rv.distance;
420 } 473 }
421 } 474
422 }
423#if 0 475#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 476 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 477#endif
426 return op; 478 return op;
427} 479}
445 * circling behaviour. Unfortunately, this function is also used to determined 497 * 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 498 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 499 * is probably not a good thing.
448 */ 500 */
449#define MAX_SPACES 50 501#define MAX_SPACES 50
450
451 502
452/* 503/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * 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 505 * 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 506 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 537 x = mon->x;
487 y = mon->y; 538 y = mon->y;
488 m = mon->map; 539 m = mon->map;
489 dir = rv.direction; 540 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
492 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 545 if (diff > max)
494 return 0; 546 return 0;
547
495 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
496 { 549 {
497 lastx = x; 550 lastx = x;
498 lasty = y; 551 lasty = y;
499 lastmap = m; 552 lastmap = m;
581 max--; 634 max--;
582 lastdir = dir; 635 lastdir = dir;
583 if (!firstdir) 636 if (!firstdir)
584 firstdir = dir; 637 firstdir = dir;
585 } 638 }
639
586 if (diff <= 1) 640 if (diff <= 1)
587 { 641 {
588 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 643 * headed toward player for entire distance.
590 */ 644 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 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); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 647 }
648
594 if (diff > max) 649 if (diff > max)
595 return 0; 650 return 0;
596 } 651 }
652
597 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
598 if (!max) 654 if (!max)
599 return 0; 655 return 0;
600 656
601 return firstdir; 657 return firstdir;
694 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
695 link_player_skills (pl); 751 link_player_skills (pl);
696} 752}
697 753
698void 754void
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) 755get_party_password (object *op, partylist *party)
783{ 756{
784 if (party == NULL) 757 if (party == NULL)
785 { 758 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 760 return;
788 } 761 }
762
789 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 767}
794
795 768
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 770static int
798roll_stat (void) 771roll_stat (void)
799{ 772{
800 int a[4], i, j, k; 773 int a[4], i, j, k;
801 774
802 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
804 777
805 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 779 if (a[i] < k)
807 k = a[i], j = i; 780 k = a[i], j = i;
808 781
809 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 783 if (i != j)
812 k += a[i]; 784 k += a[i];
813 } 785
814 return k; 786 return k;
815} 787}
816 788
817void 789void
818roll_stats (object *op) 790object::roll_stats ()
819{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
820 int sum = 0; 796 int sum = 0;
821 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
823 799
824 do 800 if (sum >= 82 && sum <= 116)
801 break;
825 { 802 }
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);
836 803
837 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 805 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;
845 806
846 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
847 do 808 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);
862 809
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; 810 stats.exp = 0;
882 op->stats.ac = 0; 811 stats.ac = 0;
883 812
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; 813 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
819 contr->levhp[1] = 9;
820 contr->levsp[1] = 6;
821 contr->levgrace[1] = 3;
822
892 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
893} 825}
894 826
895void 827void
896Roll_Again (object *op) 828object::swap_stats (int a, int b)
897{ 829{
898 esrv_new_player (op->contr, 0); 830 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}
902 831
903void 832 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 833 stats.stat (i) = contr->orig_stats.stat (i);
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
843 stats.hp = stats.maxhp;
844 stats.sp = stats.maxsp;
845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
853 contr->orig_stats = stats;
854 }
855}
856
857static void
858start_info (object *op)
905{ 859{
906 signed char tmp;
907 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
908 861
909 if (op->contr->Swap_First == -1) 862 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); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 864 //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); 865 //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} 866}
1024 867
1025/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1029 * not the class. 872 * not the class.
1030 */ 873 */
1031 874void
1032int 875player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 876{
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 */ 877 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 879
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 881 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
1053 883
1054 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1056 886
1057 op->contr->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1058 888
1059 if (op->msg) 889 if (ob->msg)
1060 op->msg = NULL; 890 ob->msg = 0;
1061 891
1062 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
1063 * to save here. 893 * to save here.
1064 */ 894 */
895 {
896 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1067 900
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 901 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 904 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1076 fix_player (op); 906 ob->update_stats ();
1077 907
1078 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1079 * is one for this race 909 * is one for this race
1080 */ 910 */
1081 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1082 { 912 {
1083 object *tmp; 913 object *tmp;
1084 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1085 915
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1087 tmp = object::create (); 917 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1093 * default initial map */ 923 * default initial map */
1094 tmp->destroy (); 924 tmp->destroy ();
1095 } 925 }
1096 else 926 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
1098 929
1099 return 0; 930void
1100 } 931player::chargen_race_next ()
1101 932{
1102 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1104 */ 935 */
1105 936
1106 tmp_loop = 0; 937 do
1107 while (!tmp_loop)
1108 { 938 {
1109 shstr name = op->name; 939 shstr name = ob->name;
1110 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1111 941
1112 remove_statbonus (op); 942 ob->remove_statbonus ();
1113 op->remove (); 943 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
1116 op->instantiate (); 946 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1119 op->x = x; 949 ob->x = x;
1120 op->y = y; 950 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
1124 add_statbonus (op); 954 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 955 }
956 while (!allowed_class (ob));
1127 957
1128 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 960 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 963 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} 964}
1190 965
1191void 966void
1192flee_player (object *op) 967flee_player (object *op)
1193{ 968{
1223 { 998 {
1224 op->enemy = NULL; 999 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1000 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1001 return;
1227 } 1002 }
1003
1228 get_rangevector (op, op->enemy, &rv, 0); 1004 get_rangevector (op, op->enemy, &rv, 0);
1229 1005
1230 dir = absdir (4 + rv.direction); 1006 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1007 for (diff = 0; diff < 3; diff++)
1232 { 1008 {
1233 int m = 1 - (RANDOM () & 2); 1009 int m = 1 - (RANDOM () & 2);
1234 1010
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1012 return;
1238 }
1239 } 1013 }
1014
1240 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1017 op->enemy = NULL;
1243} 1018}
1244 1019
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 1022 * stop.
1249 */ 1023 */
1250int 1024int
1251check_pick (object *op) 1025check_pick (object *op)
1252{ 1026{
1253 object *tmp, *next; 1027 object *tmp, *next;
1254 int stop = 0; 1028 int stop = 0;
1255 int j, k, wvratio; 1029 int wvratio;
1256 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1257 1031
1258 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1260 return 1; 1034 return 1;
1261 1035
1329 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1106 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 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 } 1111 }
1112
1366 /* philosophy: 1113 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1118 * example.
1372 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1559 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1561 { 1308 {
1562 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1563 { 1310 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1566 { 1313 {
1567 pick_up (op, tmp); 1314 pick_up (op, tmp);
1568 continue; 1315 continue;
1569 } 1316 }
1570 } 1317 }
1571 1318
1572 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1573 { 1320 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1575 { 1322 {
1576 pick_up (op, tmp); 1323 pick_up (op, tmp);
1577 continue; 1324 continue;
1578 } 1325 }
1579 } 1326 }
1604 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1605 { 1352 {
1606 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1607 } 1354 }
1608 else 1355 else
1609 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1610 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1612#endif 1359#endif
1613 continue; 1360 continue;
1614 } 1361 }
1625 * found object is returned. 1372 * found object is returned.
1626 */ 1373 */
1627object * 1374object *
1628find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1629{ 1376{
1630 object *tmp = NULL; 1377 object *tmp = 0;
1631 1378
1632 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1636 return op; 1383 return op;
1384
1637 return tmp; 1385 return tmp;
1638} 1386}
1639 1387
1640/* 1388/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1393 */
1646
1647object * 1394object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1396{
1650 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1684 else 1431 else
1685 { 1432 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 { 1434 {
1688 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1691 { 1438 {
1692 tmp = arrow; 1439 tmp = arrow;
1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1694 } 1441 }
1695 } 1442 }
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 { 1444 {
1698 tmp = arrow; 1445 tmp = arrow;
1717 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1465 * op = the shooter
1719 * type = bow->race 1466 * type = bow->race
1720 * dir = fire direction 1467 * dir = fire direction
1721 */ 1468 */
1722
1723object * 1469object *
1724pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1725{ 1471{
1726 object *tmp = NULL; 1472 object *tmp = NULL;
1727 maptile *m; 1473 maptile *m;
1792 */ 1538 */
1793int 1539int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1541{
1796 object *left, *bow; 1542 object *left, *bow;
1797 int bowspeed, mflags; 1543 int mflags;
1798 maptile *m; 1544 maptile *m;
1799 1545
1800 if (!dir) 1546 if (!dir)
1801 { 1547 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1549 return 0;
1804 } 1550 }
1805 1551
1806 if (op->type == PLAYER) 1552 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1553 bow = op->current_weapon;
1808 else 1554 else
1809 { 1555 {
1810 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1563 if (!bow)
1818 { 1564 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1566 return 0;
1821 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1822 } 1576 }
1823 1577
1824 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1825 { 1579 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1581 return 0;
1828 } 1582 }
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 1583
1839 if (arrow == NULL) 1584 if (arrow == NULL)
1840 { 1585 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1587 {
1843 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1591 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1848 return 0; 1594 return 0;
1849 } 1595 }
1850 } 1596 }
1851 1597
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1620 return 0;
1875 } 1621 }
1876 1622
1877 arrow->set_owner (op); 1623 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1625 arrow->direction = dir;
1881 arrow->x = sx; 1626
1882 arrow->y = sy; 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1659
1884 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1885 { 1661 {
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; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1919 } 1669 }
1920 else 1670 else
1921 { 1671 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1672 arrow->level = op->level;
1924 } 1673 arrow->stats.wc -= bow->magic;
1925 1674
1926 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1927 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1928 1680
1929 if (bow->slaying) 1681 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1683
1932 arrow->map = m; 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1687
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1937 insert_ob_in_map (arrow, m, op, 0); 1689 m->insert (arrow, sx, sy, op);
1938 1690
1939 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1692 move_arrow (arrow);
1941 1693
1942 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1962{ 1714{
1963 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1964 1716
1965 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1966 { 1718 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1720 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1722 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1724 wcmod = -1;
1725
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1727 }
1975 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
1976 { 1729 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1735 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1984 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);
1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1739 }
1988 else 1740 else
1989 { 1741 {
1990 /* Simple case */ 1742 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1744 }
1745
1993 return ret; 1746 return ret;
1994} 1747}
1995
1996 1748
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1999 */ 1751 */
2000void 1752void
2001fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
2002{ 1754{
2003 object *item; 1755 object *item = op->contr->ranged_ob;
2004 1756
2005 if (!op->contr->ranges[range_misc]) 1757 if (!item)
2006 { 1758 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1760 return;
2009 } 1761 }
2010 1762
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1763 if (!item->inv)
2013 { 1764 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1766 return;
2016 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2017 if (item->type == WAND) 1772 if (item->type == WAND)
2018 { 1773 {
2019 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2020 { 1775 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
2023 return; 1779 return;
2024 } 1780 }
2025 } 1781 }
2026 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2027 { 1783 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1785 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
2031 if (item->type == ROD) 1788 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)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1790 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792
2035 return; 1793 return;
2036 } 1794 }
2037 } 1795 }
2038 1796
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2046 object *tmp; 1804 object *tmp;
2047 1805
2048 if (item->arch) 1806 if (item->arch)
2049 { 1807 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2052 item->speed = 0; 1810 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1811 }
1812
2055 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1815 }
2058 } 1816 }
2059 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1818 drain_rod_charge (item);
2062 }
2063 } 1819 }
2064} 1820}
2065 1821
2066/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2067 */ 1823 */
2068void 1824bool
2069fire (object *op, int dir) 1825fire (object *op, int dir)
2070{ 1826{
2071 int spellcost = 0; 1827 int spellcost = 0;
2072 1828
2073 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2075 make_visible (op); 1831 make_visible (op);
2076 1832
2077 switch (op->contr->shoottype) 1833 player *pl = op->contr;
1834
1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
2078 { 1839 }
2079 case range_none:
2080 return;
2081 1840
2082 case range_bow: 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
2083 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2084 return; 1858 break;
2085 1859
2086 case range_magic: /* Casting spells */ 1860 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1862 break;
2089 1863
2090 case range_misc: 1864 case BUILDER:
1865 apply_map_builder (op, dir);
1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
2091 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2092 return; 1874 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 } 1875 }
2120}
2121 1876
2122 1877 return true;
1878}
2123 1879
2124/* find_key 1880/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1885 * pl is the player,
2130 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2133 */ 1889 */
2134
2135object * 1890object *
2136find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2137{ 1892{
2138 object *tmp, *key; 1893 object *tmp, *key;
2139 1894
2140 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1896 if (!container->inv)
2142 return NULL; 1897 return 0;
2143 1898
2144 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1901 {
2147 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1903 break;
2149 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2151 */ 1906 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1908 break;
2154 } 1909 }
1910
2155 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1914 * a key, return
2159 */ 1915 */
2160 if (!tmp) 1916 if (!tmp)
2161 { 1917 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1919 {
2164 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1922 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2168 return key; 1924 return key;
2169 } 1925 }
2170 } 1926 }
1927
2171 if (!tmp) 1928 if (!tmp)
2172 return NULL; 1929 return NULL;
2173 } 1930 }
1931
2174 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1933 * see if we actually want to use it
2176 */ 1934 */
2177 if (pl != container) 1935 if (pl != container)
2178 { 1936 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 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)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1959 return NULL;
2202 } 1960 }
2203 } 1961 }
1962
2204 return tmp; 1963 return tmp;
2205} 1964}
2206 1965
2207/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1969 * 0 otherwise
2211 */ 1970 */
2212static int 1971static int
2213player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2214{ 1973{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2219 */ 1977 */
2220 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2221 1979
2222 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2223 if (key) 1981 if (key)
2224 { 1982 {
2225 object *container = key->env; 1983 object *container = key->env;
2226 1984
2227 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 op->play_sound (sound_find ("open_door"));
1986
2228 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
2229 make_visible (op); 1988 make_visible (op);
1989
2230 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2231 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1992
2232 if (door->type == DOOR) 1993 if (door->type == DOOR)
2233 {
2234 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2235 }
2236 else if (door->type == LOCKED_DOOR) 1995 else if (door->type == LOCKED_DOOR)
2237 { 1996 {
2238 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1997 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 ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
2240 } 1999 }
2000
2241 /* Do this after we print the message */ 2001 /* Do this after we print the message */
2242 decrease_ob (key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
2243 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
2244 if (container != op) 2004 if (container != op)
2245 esrv_update_item (UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
2246 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2247 } 2008 }
2248 else if (door->type == LOCKED_DOOR) 2009 else if (door->type == LOCKED_DOOR)
2249 { 2010 {
2250 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
2251 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2252 return 1; 2013 return 1;
2253 } 2014 }
2015
2254 return 0; 2016 return 0;
2255} 2017}
2256 2018
2257/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2258 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2262 */ 2024 */
2263 2025bool
2264void
2265move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2266{ 2027{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2028 int on_battleground;
2270 maptile *m;
2271 2029
2272 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2274 2032
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 if (out_of_map (op->map, nx, ny))
2036 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2276 2043
2277 /* If braced, or can't move to the square, and it is not out of the 2044 /* 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 2045 * 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 2046 * 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 2047 * 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 2048 * 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 2049 * 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 2050 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 2051 * move_ob uses.
2285 */ 2052 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2053 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 2054
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 2055 /* 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. 2056 * 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 2057 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2058 * on the space
2308 */ 2059 */
2309 while (tmp != NULL) 2060 object *mon;
2310 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2062 {
2312 { 2063 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2314 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2066 && mon != op)
2320 break; 2067 break;
2321 } 2068 }
2322 2069
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 */ 2070 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2071 return false; /* into a wall */
2331 2072
2332 if (mon->head != NULL)
2333 mon = mon->head; 2073 mon = mon->head_ ();
2334 2074
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f)
2336 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2337 return; 2080 return true;
2081 }
2338 2082
2339 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2088 * and thus will not push them.
2345 */ 2089 */
2346 2090
2347 /* If the creature is a pet, push it even if the player is not 2091 /* 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 2092 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2350 */ 2094 */
2351 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2096 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2098 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2100 {
2361 /* If we're braced, we don't want to switch places with it */ 2101 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2102 if (op->contr->braced)
2363 return; 2103 return false;
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108
2109 op->play_sound (sound_find ("push_player"));
2365 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2366 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2113 make_visible (op);
2114
2368 return; 2115 return true;
2369 } 2116 }
2117 else
2118 return false;
2119 }
2370 2120
2371 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2124 * attack them either.
2375 */ 2125 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL 2128 && ((op->contr->peaceful
2379 (op->contr->peaceful 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2380 || (mon->type == PLAYER 2130 && !on_battleground))
2381 && mon->contr-> 2131 {
2382 peaceful)) && 2132 if (op->speed_left > 0.f)
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground))
2387 { 2133 {
2134 --op->speed_left;
2135
2388 if (!op->contr->braced) 2136 if (!op->contr->braced)
2389 { 2137 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2138 op->play_sound (sound_find ("push_player"));
2391 (void) push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2392 } 2140 }
2393 else 2141 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2143
2397 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2145 make_visible (op);
2399 }
2400 2146
2147 return true;
2148 }
2149 }
2401 /* If the object is a boulder or other rollable object, then 2150 /* 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. 2151 * roll it if not braced. You can't roll it if you are braced.
2403 */ 2152 */
2404 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 if (op->speed_left > 0.f)
2405 { 2156 {
2157 --op->speed_left;
2158
2406 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2407 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2408 make_visible (op); 2161 make_visible (op);
2409 }
2410 2162
2163 return true;
2164 }
2165 }
2411 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2412 * Way it works is like this: First, it must have some hit points 2167 * 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: 2168 * 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 2169 * 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. 2170 * that party_number -1 is no party, so attacks can still happen.
2416 */ 2171 */
2417
2418 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 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))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2420 { 2174 {
2421 2175 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 { 2176 {
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2177 --op->contr->weapon_sp_left;
2430 2178
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); 2179 skill_attack (mon, op, 0, 0, 0);
2435 2180
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)) 2181 if (action_makes_visible (op))
2450 make_visible (op); 2182 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2183
2455int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2456move_player (object *op, int dir) 2192move_player (object *op, int dir)
2457{ 2193{
2458 int pick; 2194 int pick;
2459 2195
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2197 return 0;
2462 2198
2463 /* Sanity check: make sure dir is valid */ 2199 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2200 if ((dir < 0) || (dir >= 9))
2465 { 2201 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2202 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2203 return 0;
2468 } 2204 }
2469 2205
2470 /* peterm: added following line */ 2206 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2208 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2209
2474 op->facing = dir; 2210 op->facing = dir;
2475 2211
2476 if (op->hide) 2212 if (op->hide)
2477 do_hidden_move (op); 2213 do_hidden_move (op);
2478 2214
2215 bool retval;
2216
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2218 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2482 fire (op, dir); 2220 retval = fire (op, dir);
2483 else 2221 else
2484 { 2222 {
2485 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2224 pick = check_pick (op);
2487 } 2225 }
2488 2226
2489 /* Add special check for newcs players and fire on - this way, the 2227 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2228 * server can handle repeat firing.
2491 */ 2229 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2230 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2231 op->direction = dir;
2495 }
2496 else 2232 else
2497 {
2498 op->direction = 0; 2233 op->direction = 0;
2499 } 2234
2500 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2237 * for players.
2503 */ 2238 */
2504 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2505 return 0; 2240
2241 return retval;
2506} 2242}
2507 2243
2508/* This is similar to handle_player, below, but is only used by the 2244/* This is similar to handle_player, below, but is only used by the
2509 * new client/server stuff. 2245 * new client/server stuff.
2510 * This is sort of special, in that the new client/server actually uses 2246 * This is sort of special, in that the new client/server actually uses
2511 * the new speed values for commands. 2247 * the new speed values for commands.
2512 * 2248 *
2513 * Returns true if there are more actions we can do. 2249 * Returns true if there are more actions we can do. Should not do
2250 * many actions in a row, as that would be too unfair to other
2251 * players.
2514 */ 2252 */
2515int 2253bool
2516handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2517{ 2255{
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)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2539 { 2257 {
2540 flee_player (op); 2258 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 { 2259 {
2544 op->speed_left--; 2260 --op->speed_left;
2261 flee_player (op);
2262
2545 return 0; 2263 return true;
2546 } 2264 }
2265 else
2266 return false;
2547 } 2267 }
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 2268
2557 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2271 * called, so we recheck it here.
2560 */ 2272 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2273 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; 2274 return true;
2567 2275
2568 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 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); 2277 return move_player (op, op->direction);
2578 if (op->speed_left > 0)
2579 return 1;
2580 else
2581 return 0;
2582 }
2583 2278
2584 return 0; 2279 return false;
2585} 2280}
2586 2281
2587int 2282int
2588save_life (object *op) 2283save_life (object *op)
2589{ 2284{
2591 return 0; 2286 return 0;
2592 2287
2593 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2288 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2594 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2595 { 2290 {
2596 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2291 op->play_sound (sound_find ("ob_evaporate"));
2597 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2292 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2598 2293
2599 if (op->contr) 2294 if (op->contr)
2600 esrv_del_item (op->contr, tmp->count); 2295 esrv_del_item (op->contr, tmp->count);
2601 2296
2606 op->stats.hp = op->stats.maxhp; 2301 op->stats.hp = op->stats.maxhp;
2607 2302
2608 if (op->stats.food < 0) 2303 if (op->stats.food < 0)
2609 op->stats.food = 999; 2304 op->stats.food = 999;
2610 2305
2611 fix_player (op); 2306 op->update_stats ();
2612 return 1; 2307 return 1;
2613 } 2308 }
2614 2309
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2310 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621/* This goes throws the inventory and removes unpaid objects, and puts them 2316/* This goes throws the inventory and removes unpaid objects, and puts them
2622 * back in the map (location and map determined by values of env). This 2317 * back in the map (location and map determined by values of env). This
2623 * function will descend into containers. op is the object to start the search 2318 * function will descend into containers. op is the object to start the search
2624 * from. 2319 * from.
2625 */ 2320 */
2626void 2321static void
2627remove_unpaid_objects (object *op, object *env) 2322drop_unpaid_items (object *op, object *env)
2628{ 2323{
2629 object *next;
2630
2631 while (op) 2324 while (op)
2632 { 2325 {
2633 next = op->below; /* Make sure we have a good value, in case 2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2327
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2329 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2330 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2332
2333 op->insert_at (env);
2644 } 2334 }
2645 else if (op->inv) 2335 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2336 drop_unpaid_items (op->inv, env);
2647 2337
2648 op = next; 2338 op = next;
2649 } 2339 }
2650} 2340}
2651 2341
2342void
2343object::drop_unpaid_items ()
2344{
2345 if (!flag [FLAG_REMOVED])
2346 ::drop_unpaid_items (inv, this);
2347}
2652 2348
2653/* 2349/*
2654 * Returns pointer a static string containing gravestone text 2350 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2351 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2352 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2387 strcat (buf2, buf);
2692 2388
2693 return buf2; 2389 return buf2;
2694} 2390}
2695
2696
2697 2391
2698void 2392void
2699do_some_living (object *op) 2393do_some_living (object *op)
2700{ 2394{
2701 int last_food = op->stats.food; 2395 int last_food = op->stats.food;
2707 int rate_grace = 2000; 2401 int rate_grace = 2000;
2708 const int max_hp = 1; 2402 const int max_hp = 1;
2709 const int max_sp = 1; 2403 const int max_sp = 1;
2710 const int max_grace = 1; 2404 const int max_grace = 1;
2711 2405
2712 if (op->contr->outputs_sync) 2406 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 } 2407 {
2408 op->invisible = 1000;
2409 /* the socket code flashes the player visible/invisible
2410 * depending on the value of invisible, so we need to
2411 * alternate it here for it to work correctly.
2412 */
2413 if (pticks & 2)
2414 op->invisible--;
2415 }
2416 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2417 {
2418 if (!op->invisible--)
2419 {
2420 make_visible (op);
2421 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2422 }
2423 }
2718 2424
2719 if (op->contr->state == ST_PLAYING) 2425 if (op->contr->ns->state == ST_PLAYING)
2720 { 2426 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2427 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2428 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2429 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2430 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2431 else
2727 { 2432 {
2728 gen_hp = op->stats.maxhp; 2433 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2434 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2435 }
2436
2731 if (op->contr->gen_sp >= 0) 2437 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2438 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2439 else
2734 { 2440 {
2735 gen_sp = op->stats.maxsp; 2441 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2442 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2443 }
2444
2738 if (op->contr->gen_grace >= 0) 2445 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2446 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2447 else
2741 { 2448 {
2742 gen_grace = op->stats.maxgrace; 2449 gen_grace = op->stats.maxgrace;
2743 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2450 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2744 } 2451 }
2745 2452
2746 /* Regenerate Spell Points */ 2453 /* Regenerate Spell Points */
2747 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2454 if (!op->contr->golem && --op->last_sp < 0)
2748 { 2455 {
2749 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2456 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) 2457 if (op->stats.sp < op->stats.maxsp)
2751 { 2458 {
2752 op->stats.sp++; 2459 op->stats.sp++;
2758 op->stats.food += op->contr->digestion; 2465 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2466 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2467 op->stats.food = last_food;
2761 } 2468 }
2762 } 2469 }
2470
2763 if (max_sp > 1) 2471 if (max_sp > 1)
2764 { 2472 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2473 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2474 if (over_sp > 0)
2767 { 2475 {
2768 if (op->stats.sp < op->stats.maxsp) 2476 if (op->stats.sp < op->stats.maxsp)
2769 { 2477 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2478 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2479
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2480 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2481 op->stats.sp--;
2482
2773 if (op->stats.sp > op->stats.maxsp) 2483 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2484 op->stats.sp = op->stats.maxsp;
2775 } 2485 }
2776 op->last_sp = 0; 2486 op->last_sp = 0;
2777 } 2487 }
2778 else 2488 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2489 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2490 }
2783 else 2491 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2493 }
2788 2494
2789 /* Regenerate Grace */ 2495 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2496 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2497 if (--op->last_grace < 0)
2792 { 2498 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2499 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2500 op->stats.grace++; /* no penalty in food for regaining grace */
2501
2795 if (max_grace > 1) 2502 if (max_grace > 1)
2796 { 2503 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2504 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2505 if (over_grace > 0)
2799 { 2506 {
2827 op->stats.food += op->contr->digestion; 2534 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2535 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2536 op->stats.food = last_food;
2830 } 2537 }
2831 } 2538 }
2539
2832 if (max_hp > 1) 2540 if (max_hp > 1)
2833 { 2541 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2542 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2543 if (over_hp > 0)
2836 { 2544 {
2849 } 2557 }
2850 2558
2851 /* Digestion */ 2559 /* Digestion */
2852 if (--op->last_eat < 0) 2560 if (--op->last_eat < 0)
2853 { 2561 {
2854#ifdef COZY_SERVER 2562 int bonus = max (0, op->contr->digestion),
2855 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2563 penalty = max (0, -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;
2859#endif
2860 2564
2861 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2565 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2863 else 2566
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2865 /* dms do not consume food */ 2567 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2568 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2569 op->stats.food--;
2868 } 2570 }
2869 }
2870 2571
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2572 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2573 {
2873 object *tmp, *flesh = NULL; 2574 object *tmp, *flesh = 0;
2874 2575
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2576 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 { 2577 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2578 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 { 2579 {
2580 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2581 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2582 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2583 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2584 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2585 break;
2885 } 2586 }
2886 else if (tmp->type == FLESH) 2587 else if (tmp->type == FLESH)
2887 flesh = tmp; 2588 flesh = tmp;
2888 } /* End if paid for object */ 2589 } /* End if paid for object */
2889 } /* end of for loop */ 2590 } /* end of for loop */
2591
2890 /* If player is still starving, it means they don't have any food, so 2592 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2593 * eat flesh instead.
2892 */ 2594 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2595 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2596 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2597 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2598 manual_apply (op, flesh, 0);
2897 } 2599 }
2898 } /* end if player is starving */ 2600 }
2899 2601
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2602 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2603 op->stats.food++, op->stats.hp--;
2902 2604
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2605 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2606 kill_player (op);
2607 }
2905} 2608}
2906
2907
2908 2609
2909/* If the player should die (lack of hp, food, etc), we call this. 2610/* 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 2611 * 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 2612 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2613 * file.
2930 object *tmp; 2631 object *tmp;
2931 2632
2932 if (save_life (op)) 2633 if (save_life (op))
2933 return; 2634 return;
2934 2635
2935
2936 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2636 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2937 * in cities ONLY!!! It is very important that this doesn't get abused. 2637 * in cities ONLY!!! It is very important that this doesn't get abused.
2938 * Look at op_on_battleground() for more info --AndreasV 2638 * Look at op_on_battleground() for more info --AndreasV
2939 */ 2639 */
2940 if (op_on_battleground (op, &x, &y)) 2640 if (op_on_battleground (op, &x, &y))
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2642 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..."); 2643 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2644
2945 /* restore player */ 2645 /* restore player */
2946 at = archetype::find ("poisoning"); 2646 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2647 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2648 {
2950 tmp->destroy (); 2649 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2650 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2651 }
2953 2652
2954 at = archetype::find ("confusion"); 2653 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2654 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2655 {
2958 tmp->destroy (); 2656 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2657 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2658 }
2961 2659
2963 op->stats.hp = op->stats.maxhp; 2661 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2662 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2663 op->stats.food = 999;
2966 2664
2967 /* create a bodypart-trophy to make the winner happy */ 2665 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2666 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2667 {
2971 sprintf (buf, "%s's finger", &op->name); 2668 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2669 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2670 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2671 " 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); 2672 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2673 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2674 tmp->value = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2675 tmp->materialname = "organics";
2979 tmp->x = op->x, tmp->y = op->y; 2676 tmp->insert_at (op, tmp);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2677 }
2982 2678
2983 /* teleport defeated player to new destination */ 2679 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2680 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2681 op->contr->braced = 0;
2990 2686
2991 command_kill_pets (op, 0); 2687 command_kill_pets (op, 0);
2992 2688
2993 if (op->stats.food < 0) 2689 if (op->stats.food < 0)
2994 { 2690 {
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); 2691 sprintf (buf, "%s starved to death.", &op->name);
3003 strcpy (op->contr->killer, "starvation"); 2692 strcpy (op->contr->killer, "starvation");
3004 } 2693 }
3005 else 2694 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); 2695 sprintf (buf, "%s died.", &op->name);
3015 } 2696
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2697 op->contr->play_sound (sound_find ("player_dies"));
3017 2698
3018 /* save the map location for corpse, gravestone */ 2699 /* save the map location for corpse, gravestone */
3019 x = op->x; 2700 x = op->x;
3020 y = op->y; 2701 y = op->y;
3021 map = op->map; 2702 map = op->map;
3022 2703
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2704 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2705 * 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. 2706 * See the config.h file for a little more in depth detail about this.
3029 */ 2707 */
3030 2708
3031 /* Basically two ways to go - remove a stat permanently, or just 2709 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2710 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2711 * of death.
3034 */ 2712 */
3035#ifndef COZY_SERVER 2713#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2714 if (settings.balanced_stat_loss)
3037 { 2715 {
3038 /* If stat loss is permanent, lose one stat only. */ 2716 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2717 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2718 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2719 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2720 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2721 little bit harder. */
3044 /* GD */ 2722 /* GD */
3045 if (settings.stat_loss_on_death) 2723 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2724 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2725 else
3051 { 2726 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 }
2728 else
3052 num_stats_lose = 1; 2729 num_stats_lose = 1;
3053 } 2730
3054 lost_a_stat = 0; 2731 lost_a_stat = 0;
3055 2732
3056 for (z = 0; z < num_stats_lose; z++) 2733 for (z = 0; z < num_stats_lose; z++)
3057 { 2734 {
3058 i = RANDOM () % NUM_STATS; 2735 i = RANDOM () % NUM_STATS;
3059 2736
3060 if (settings.stat_loss_on_death) 2737 if (settings.stat_loss_on_death)
2738 {
2739 /* Pick a random stat and take a point off it. Tell the player
2740 * what he lost.
2741 */
2742 change_attr_value (&(op->stats), i, -1);
2743 check_stat_bounds (&(op->stats));
2744 change_attr_value (&(op->contr->orig_stats), i, -1);
2745 check_stat_bounds (&(op->contr->orig_stats));
2746 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2747 lost_a_stat = 1;
2748 }
2749 else
2750 {
2751 /* deplete a stat */
2752 archetype *deparch = archetype::find ("depletion");
2753 object *dep;
2754
2755 dep = present_arch_in_ob (deparch, op);
2756 if (!dep)
3061 { 2757 {
3062 /* Pick a random stat and take a point off it. Tell the player 2758 dep = arch_to_object (deparch);
3063 * what he lost. 2759 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 } 2760 }
3072 else 2761 lose_this_stat = 1;
2762 if (settings.balanced_stat_loss)
3073 { 2763 {
3074 /* deplete a stat */ 2764 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2765 /* Get the stat that we're about to deplete. */
3076 object *dep; 2766 this_stat = get_attr_value (&(dep->stats), i);
3077 2767 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2768 {
3081 dep = arch_to_object (deparch); 2769 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2770 int keep_chance = this_stat * this_stat;
3083 } 2771
3084 lose_this_stat = 1; 2772 /* 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) 2773 if (keep_chance < 1)
2774 keep_chance = 1;
2775
2776 /* There is a maximum depletion total per level. */
2777 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2778 {
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; 2779 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2780 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2781 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 } 2782 }
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 */ 2783 else
3126 if (this_stat >= -50)
3127 { 2784 {
3128 change_attr_value (&(dep->stats), i, -1); 2785 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; 2786 lose_this_stat = 0;
2787 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2788 this_stat, keep_chance, loss_chance,
2789 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2790 }
3134 } 2791 }
3135 } 2792 }
2793
2794 if (lose_this_stat)
2795 {
2796 this_stat = get_attr_value (&(dep->stats), i);
2797 /* We could try to do something clever like find another
2798 * stat to reduce if this fails. But chances are, if
2799 * stats have been depleted to -50, all are pretty low
2800 * and should be roughly the same, so it shouldn't make a
2801 * difference.
2802 */
2803 if (this_stat >= -50)
2804 {
2805 change_attr_value (&(dep->stats), i, -1);
2806 SET_FLAG (dep, FLAG_APPLIED);
2807 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2808 op->update_stats ();
2809 lost_a_stat = 1;
2810 }
3136 } 2811 }
2812 }
2813 }
3137 /* If no stat lost, tell the player. */ 2814 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2815 if (!lost_a_stat)
3139 { 2816 {
3140 /* determine_god() seems to not work sometimes... why is this? 2817 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2818 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2819 const char *god = determine_god (op);
3143 2820
3144 if (god && (strcmp (god, "none"))) 2821 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); 2822 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2823 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2824 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2825 }
3149#else 2826#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2827 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2828#endif
3152 2829
3153 /* Put a gravestone up where the character 'almost' died. List the 2830 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2831 * exp loss on the stone.
3155 */ 2832 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2833 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2834 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2835 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2836 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2837 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); 2838 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; 2839 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2840 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2841 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2842
3166 /**************************************/ 2843 /**************************************/
3167 /* */ 2844 /* */
3168 /* Subtract the experience points, */ 2845 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2846 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2847 /* food, and reset HP's... */
3171 /* */ 2848 /* */
3172 /**************************************/ 2849 /**************************************/
3173 2850
3174 /* remove any poisoning and confusion the character may be suffering. */ 2851 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2852 /* restore player */
3176 at = archetype::find ("poisoning"); 2853 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2854 tmp = present_arch_in_ob (at, op);
3178 2855
3179 if (tmp) 2856 if (tmp)
3180 { 2857 {
3181 tmp->destroy (); 2858 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2859 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2860 }
3184 2861
3185 at = archetype::find ("confusion"); 2862 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2864 if (tmp)
3188 { 2865 {
3189 tmp->destroy (); 2866 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2867 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2868 }
3192 2869
3193 cure_disease (op, 0); /* remove any disease */ 2870 cure_disease (op, 0); /* remove any disease */
3194 2871
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2872 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2873 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2874 if (op->stats.food < 100)
3198 op->stats.food = 900; 2875 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2876 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2877 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2878 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2879
3203 /* 2880 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2881 * 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 2882 * and put them back in the map.
3206 * in the map. 2883 */
3207 */ 2884 op->drop_unpaid_items ();
3208 2885
3209 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op);
3211
3212 /****************************************/ 2886 /****************************************/
3213 /* */ 2887 /* */
3214 /* Move player to his current respawn- */ 2888 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2889 /* position (usually last savebed) */
3216 /* */ 2890 /* */
3217 /****************************************/ 2891 /****************************************/
3218 2892
3219 enter_player_savebed (op); 2893 enter_player_savebed (op);
3220 2894
3221 /* Save the player before inserting the force to reduce
3222 * chance of abuse.
3223 */
3224 op->contr->braced = 0; 2895 op->contr->braced = 0;
3225 save_player (op, 1);
3226 2896
3227 /* it is possible that the player has blown something up 2897 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2898 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2899 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2900 * on the space that might harm the player.
3231 */ 2901 */
3232 will_kill_again = 0; 2902 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2903 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 2904 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 2905 will_kill_again |= tmp->attacktype;
3236 2906
3237 if (will_kill_again) 2907 if (will_kill_again)
3238 { 2908 {
3239 object *force; 2909 object *force;
3240 int at; 2910 int at;
3241 2911
3242 force = get_archetype (FORCE_NAME); 2912 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 2913 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 2914 force->speed = 0.1f;
3245 force->speed_left = -5.0; 2915 force->speed_left = -5.f;
3246 SET_FLAG (force, FLAG_APPLIED); 2916 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 2917 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 2918 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 2919 force->resist[at] = 100;
3250 2920
3251 insert_ob_in_ob (force, op); 2921 insert_ob_in_ob (force, op);
3252 fix_player (op); 2922 op->update_stats ();
3253 2923
3254 } 2924 }
3255 2925
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2926 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} 2927}
3325
3326 2928
3327void 2929void
3328loot_object (object *op) 2930loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 2931{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 2932 object *tmp, *tmp2, *next;
3331 2933
3332 if (op->container) 2934 op->close_container (); /* close open sack first */
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container);
3335 }
3336 2935
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 2936 for (tmp = op->inv; tmp; tmp = next)
3338 { 2937 {
3339 next = tmp->below; 2938 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 2939
2940 if (tmp->invisible)
3341 continue; 2941 continue;
2942
3342 tmp->remove (); 2943 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 2944 tmp->x = op->x, tmp->y = op->y;
2945
3344 if (tmp->type == CONTAINER) 2946 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 2947 loot_object (tmp); /* empty container to ground */
3346 loot_object (tmp); 2948
3347 }
3348 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2949 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3349 { 2950 {
3350 if (tmp->nrof > 1) 2951 if (tmp->nrof > 1)
3351 { 2952 {
3352 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2953 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3353 tmp2->destroy (); 2954 tmp2->destroy ();
3364/* 2965/*
3365 * fix_weight(): Check recursively the weight of all players, and fix 2966 * fix_weight(): Check recursively the weight of all players, and fix
3366 * what needs to be fixed. Refresh windows and fix speed if anything 2967 * what needs to be fixed. Refresh windows and fix speed if anything
3367 * was changed. 2968 * was changed.
3368 */ 2969 */
3369
3370void 2970void
3371fix_weight (void) 2971fix_weight (void)
3372{ 2972{
3373 player *pl; 2973 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 2974 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2975 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 2976
3379 if (old == sum) 2977 if (old == sum)
3380 continue; 2978 continue;
3381 fix_player (pl->ob); 2979 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2980 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 2981 }
3384} 2982}
3385 2983
3386void 2984void
3387fix_luck (void) 2985fix_luck (void)
3388{ 2986{
3389 player *pl; 2987 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 2988 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 2989 pl->ob->change_luck (0);
3394} 2990}
3395
3396 2991
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 2992/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 2993 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 2994 * just treat this as any other spell casting object.
3400 */ 2995 */
3401
3402void 2996void
3403cast_dust (object *op, object *throw_ob, int dir) 2997cast_dust (object *op, object *throw_ob, int dir)
3404{ 2998{
3405 object *skop, *spob; 2999 object *skop, *spob;
3406 3000
3440 if (op->type == PLAYER) 3034 if (op->type == PLAYER)
3441 { 3035 {
3442 op->contr->tmp_invis = 0; 3036 op->contr->tmp_invis = 0;
3443 op->contr->invis_race = 0; 3037 op->contr->invis_race = 0;
3444 } 3038 }
3039
3445 update_object (op, UP_OBJ_FACE); 3040 update_object (op, UP_OBJ_CHANGE);
3446} 3041}
3447 3042
3448int 3043int
3449is_true_undead (object *op) 3044is_true_undead (object *op)
3450{ 3045{
3451 object *tmp = NULL;
3452
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3046 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3454 return 1; 3047 return 1;
3455 3048
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; 3049 return 0;
3462} 3050}
3463 3051
3464/* look at the surrounding terrain to determine 3052/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3053 * the hideability of this object. Positive levels
3507/* For Hidden creatures - a chance of becoming 'unhidden' 3095/* For Hidden creatures - a chance of becoming 'unhidden'
3508 * every time they move - as we subtract off 'invisibility' 3096 * every time they move - as we subtract off 'invisibility'
3509 * AND, for players, if they move into a ridiculously unhideable 3097 * AND, for players, if they move into a ridiculously unhideable
3510 * spot (surrounded by clear terrain in broad daylight). -b.t. 3098 * spot (surrounded by clear terrain in broad daylight). -b.t.
3511 */ 3099 */
3512
3513void 3100void
3514do_hidden_move (object *op) 3101do_hidden_move (object *op)
3515{ 3102{
3516 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3103 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3517 object *skop; 3104 object *skop;
3521 3108
3522 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3109 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3523 3110
3524 /* its *extremely* hard to run and sneak/hide at the same time! */ 3111 /* its *extremely* hard to run and sneak/hide at the same time! */
3525 if (op->type == PLAYER && op->contr->run_on) 3112 if (op->type == PLAYER && op->contr->run_on)
3526 {
3527 if (!skop || num >= skop->level) 3113 if (!skop || num >= skop->level)
3528 { 3114 {
3529 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3115 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3530 make_visible (op); 3116 make_visible (op);
3531 return; 3117 return;
3532 } 3118 }
3533 else 3119 else
3534 num += 20; 3120 num += 20;
3535 } 3121
3536 num += op->map->difficulty; 3122 num += op->map->difficulty;
3537 hide = hideability (op); /* modify by terrain hidden level */ 3123 hide = hideability (op); /* modify by terrain hidden level */
3538 num -= hide; 3124 num -= hide;
3125
3539 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3126 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3540 { 3127 {
3541 make_visible (op); 3128 make_visible (op);
3542 if (op->type == PLAYER) 3129 if (op->type == PLAYER)
3543 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3130 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3544 } 3131 }
3545 else if (op->type == PLAYER && skop) 3132 else if (op->type == PLAYER && skop)
3546 {
3547 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3133 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3548 }
3549} 3134}
3550 3135
3551/* determine if who is standing near a hostile creature. */ 3136/* determine if who is standing near a hostile creature. */
3552 3137
3553int 3138int
3580 if (mflags & P_OUT_OF_MAP) 3165 if (mflags & P_OUT_OF_MAP)
3581 continue; 3166 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3167 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3168 continue;
3584 3169
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3170 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3171 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3172 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3173 return 1;
3589 else if (tmp->type == PLAYER) 3174 else if (tmp->type == PLAYER)
3590 { 3175 {
3620 if (pl->type != PLAYER) 3205 if (pl->type != PLAYER)
3621 { 3206 {
3622 LOG (llevError, "player_can_view() called for non-player object\n"); 3207 LOG (llevError, "player_can_view() called for non-player object\n");
3623 return -1; 3208 return -1;
3624 } 3209 }
3210
3625 if (!pl || !op) 3211 if (!pl || !op)
3626 return 0; 3212 return 0;
3627 3213
3628 if (op->head)
3629 {
3630 op = op->head; 3214 op = op->head_ ();
3631 } 3215
3632 get_rangevector (pl, op, &rv, 0x1); 3216 get_rangevector (pl, op, &rv, 0x1);
3633 3217
3634 /* starting with the 'head' part, lets loop 3218 /* starting with the 'head' part, lets loop
3635 * through the object and find if it has any 3219 * through the object and find if it has any
3636 * part that is in the los array but isnt on 3220 * part that is in the los array but isnt on
3637 * a blocked los square. 3221 * a blocked los square.
3638 * we use the archetype to figure out offsets. 3222 * we use the archetype to figure out offsets.
3639 */ 3223 */
3640 while (op) 3224 while (op)
3641 { 3225 {
3642 dx = rv.distance_x + op->arch->clone.x; 3226 dx = rv.distance_x + op->arch->x;
3643 dy = rv.distance_y + op->arch->clone.y; 3227 dy = rv.distance_y + op->arch->y;
3644 3228
3645 /* only the viewable area the player sees is updated by LOS 3229 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3230 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3231 * for any meaningful values.
3648 */ 3232 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3233 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3234 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3235 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3236 return 1;
3653 op = op->more; 3237 op = op->more;
3654 } 3238 }
3655 return 0; 3239 return 0;
3656} 3240}
3753 char buf[MAX_BUF]; /* tmp. string buffer */ 3337 char buf[MAX_BUF]; /* tmp. string buffer */
3754 int i = 0, j = 0; 3338 int i = 0, j = 0;
3755 3339
3756 /* get the appropriate treasurelist */ 3340 /* get the appropriate treasurelist */
3757 if (atnr == ATNR_FIRE) 3341 if (atnr == ATNR_FIRE)
3758 trlist = find_treasurelist ("dragon_ability_fire"); 3342 trlist = treasurelist::find ("dragon_ability_fire");
3759 else if (atnr == ATNR_COLD) 3343 else if (atnr == ATNR_COLD)
3760 trlist = find_treasurelist ("dragon_ability_cold"); 3344 trlist = treasurelist::find ("dragon_ability_cold");
3761 else if (atnr == ATNR_ELECTRICITY) 3345 else if (atnr == ATNR_ELECTRICITY)
3762 trlist = find_treasurelist ("dragon_ability_elec"); 3346 trlist = treasurelist::find ("dragon_ability_elec");
3763 else if (atnr == ATNR_POISON) 3347 else if (atnr == ATNR_POISON)
3764 trlist = find_treasurelist ("dragon_ability_poison"); 3348 trlist = treasurelist::find ("dragon_ability_poison");
3765 3349
3766 if (trlist == NULL || who->type != PLAYER) 3350 if (trlist == NULL || who->type != PLAYER)
3767 return; 3351 return;
3768 3352
3769 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3353 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3770 3354
3771 if (tr == NULL || tr->item == NULL) 3355 if (!tr || !tr->item)
3772 { 3356 {
3773 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3357 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3774 return; 3358 return;
3775 } 3359 }
3776 3360
3777 /* everything seems okay - now bring on the gift: */ 3361 /* everything seems okay - now bring on the gift: */
3778 item = &(tr->item->clone); 3362 item = tr->item;
3779 3363
3780 if (item->type == SPELL) 3364 if (item->type == SPELL)
3781 { 3365 {
3782 if (check_spell_known (who, item->name)) 3366 if (check_spell_known (who, item->name))
3783 return; 3367 return;
3842 { 3426 {
3843 /* forces in the treasurelist can alter the player's stats */ 3427 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3428 object *skin;
3845 3429
3846 /* first get the dragon skin force */ 3430 /* first get the dragon skin force */
3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3431 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3432 ;
3433
3848 if (skin == NULL) 3434 if (!skin)
3849 return; 3435 return;
3850 3436
3851 /* adding new spellpath attunements */ 3437 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3438 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3439 {
3898 * not readied. 3484 * not readied.
3899 */ 3485 */
3900void 3486void
3901player_unready_range_ob (player *pl, object *ob) 3487player_unready_range_ob (player *pl, object *ob)
3902{ 3488{
3903 rangetype i; 3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3904 3491
3905 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3492 if (pl->combat_ob == ob)
3906 { 3493 pl->combat_ob = 0;
3494
3907 if (pl->ranges[i] == ob) 3495 if (pl->ranged_ob == ob)
3908 { 3496 pl->ranged_ob = 0;
3909 pl->ranges[i] = NULL;
3910 if (pl->shoottype == i)
3911 {
3912 pl->shoottype = range_none;
3913 }
3914 }
3915 }
3916} 3497}
3498
3499sint8
3500player::visibility_at (maptile *map, int x, int y) const
3501{
3502 if (!ns)
3503 return 0;
3504
3505 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3507 return 0;
3508
3509 x += dx - ns->current_x + ns->mapx / 2;
3510 y += dy - ns->current_y + ns->mapy / 2;
3511
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0;
3514
3515 return 100 - blocked_los [x][y];
3516}

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