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Comparing deliantra/server/server/player.C (file contents):
Revision 1.52 by root, Thu Dec 21 23:37:06 2006 UTC vs.
Revision 1.158 by root, Mon Aug 13 15:46:45 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->ns->monitor_spells; // what a hack
250 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->ns->monitor_spells = oldmon;
253 }
254 p->ns->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->ns->update_look = 0;
292 p->ns->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->ns = 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
333 get_name (p->ob);
334
335 return 0; 395 return pl;
336} 396}
337 397
338/* 398/*
339 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
341 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
342 */ 402 */
343archetype * 403archetype *
344get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
345{ 405{
346 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
347 407
348 for (;;) 408 for (;;)
349 { 409 {
350 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
351 at = first_archetype; 411 i = archetypes.begin ();
352 else 412 else if (*i == at)
353 at = at->next; 413 cleanup ("not a single player archetype found");
354 414
355 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
356 return at; 416 return *i;
357
358 if (at == start)
359 {
360 LOG (llevError, "No Player archetypes\n");
361 exit (-1);
362 }
363 } 417 }
364} 418}
365 419
366object * 420object *
367get_nearest_player (object *mon) 421get_nearest_player (object *mon)
368{ 422{
369 object *op = NULL; 423 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 424 objectlink *ol;
372 unsigned lastdist; 425 unsigned lastdist;
373 rv_vector rv; 426 rv_vector rv;
374 427
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 429 {
377 /* 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
378 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 437 object *tmp = ol->ob;
385 438
386 /* 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
387 * itself will have been cleared. 440 * itself will have been cleared.
388 */ 441 */
389 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 ());
390 ol = ol->next; 444 ol = ol->next;
391 remove_friendly_object (tmp); 445 remove_friendly_object (tmp);
392 if (!ol) 446 if (!ol)
393 return op; 447 return op;
394 } 448 }
407 { 461 {
408 op = ol->ob; 462 op = ol->ob;
409 lastdist = rv.distance; 463 lastdist = rv.distance;
410 } 464 }
411 } 465 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 466
413 { 467 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 468 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 469 if (lastdist > rv.distance)
418 { 470 {
419 op = pl->ob; 471 op = pl->ob;
420 lastdist = rv.distance; 472 lastdist = rv.distance;
421 } 473 }
422 } 474
423 }
424#if 0 475#if 0
425 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)");
426#endif 477#endif
427 return op; 478 return op;
428} 479}
446 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
447 * 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
448 * is probably not a good thing. 499 * is probably not a good thing.
449 */ 500 */
450#define MAX_SPACES 50 501#define MAX_SPACES 50
451
452 502
453/* 503/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * 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
456 * 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
487 x = mon->x; 537 x = mon->x;
488 y = mon->y; 538 y = mon->y;
489 m = mon->map; 539 m = mon->map;
490 dir = rv.direction; 540 dir = rv.direction;
491 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 */
492 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
493 /* 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. */
494 if (diff > max) 545 if (diff > max)
495 return 0; 546 return 0;
547
496 while (diff > 1 && max > 0) 548 while (diff > 1 && max > 0)
497 { 549 {
498 lastx = x; 550 lastx = x;
499 lasty = y; 551 lasty = y;
500 lastmap = m; 552 lastmap = m;
582 max--; 634 max--;
583 lastdir = dir; 635 lastdir = dir;
584 if (!firstdir) 636 if (!firstdir)
585 firstdir = dir; 637 firstdir = dir;
586 } 638 }
639
587 if (diff <= 1) 640 if (diff <= 1)
588 { 641 {
589 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 643 * headed toward player for entire distance.
591 */ 644 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
593 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));
594 } 647 }
648
595 if (diff > max) 649 if (diff > max)
596 return 0; 650 return 0;
597 } 651 }
652
598 /* 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 */
599 if (!max) 654 if (!max)
600 return 0; 655 return 0;
601 656
602 return firstdir; 657 return firstdir;
695 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
696 link_player_skills (pl); 751 link_player_skills (pl);
697} 752}
698 753
699void 754void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->ns->state = ST_GET_NAME;
704 send_query (op->contr->ns, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->ns->state = ST_GET_PASSWORD;
712 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->ns->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->ns->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 755get_party_password (object *op, partylist *party)
785{ 756{
786 if (party == NULL) 757 if (party == NULL)
787 { 758 {
788 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);
789 return; 760 return;
790 } 761 }
762
791 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 767}
796 768
797
798/* 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. */
799int 770static int
800roll_stat (void) 771roll_stat (void)
801{ 772{
802 int a[4], i, j, k; 773 int a[4], i, j, k;
803 774
804 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 776 a[i] = (int) rndm (6) + 1;
806 777
807 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 779 if (a[i] < k)
809 k = a[i], j = i; 780 k = a[i], j = i;
810 781
811 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 783 if (i != j)
814 k += a[i]; 784 k += a[i];
815 } 785
816 return k; 786 return k;
817} 787}
818 788
819void 789void
820roll_stats (object *op) 790object::roll_stats ()
821{ 791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
822 int sum = 0; 796 int sum = 0;
823 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
824 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
825 799
826 do 800 if (sum >= 82 && sum <= 116)
801 break;
827 { 802 }
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 }
837 while (sum < 82 || sum > 116);
838 803
839 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 806
848 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
849 do 808 stats.stat (i) = statsort [i];
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864 809
865 op->stats.Str = statsort[0];
866 op->stats.Dex = statsort[1];
867 op->stats.Con = statsort[2];
868 op->stats.Int = statsort[3];
869 op->stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6];
872
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 810 stats.exp = 0;
884 op->stats.ac = 0; 811 stats.ac = 0;
885 812
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 813 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 814 stats.sp = stats.maxsp;
893 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
894 op->contr->orig_stats = op->stats; 823 contr->orig_stats = stats;
824 }
895} 825}
896 826
897void 827void
898Roll_Again (object *op) 828object::swap_stats (int a, int b)
899{ 829{
900 esrv_new_player (op->contr, 0); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
903}
904 831
905void 832 for (int i = 0; i < NUM_STATS; ++i)
906Swap_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)
907{ 859{
908 signed char tmp;
909 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
910 861
911 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->ns->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 866}
1026 867
1027/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1031 * not the class. 872 * not the class.
1032 */ 873 */
1033 874void
1034int 875player::chargen_race_done ()
1035key_change_class (object *op, char key)
1036{ 876{
1037 int tmp_loop;
1038
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D')
1046 {
1047 char buf[MAX_BUF];
1048
1049 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1051 879
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 881 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
1055 883
1056 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
1058 886
1059 op->contr->ns->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
1060 888
1061 if (op->msg) 889 if (ob->msg)
1062 op->msg = NULL; 890 ob->msg = 0;
1063 891
1064 /* 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
1065 * to save here. 893 * to save here.
1066 */ 894 */
895 {
896 char buf[MAX_BUF];
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1068 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
1069 900
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 901 start_info (ob);
1074 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
1076 link_player_skills (op); 904 link_player_skills (ob);
1077 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
1078 fix_player (op); 906 ob->update_stats ();
1079 907
1080 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1081 * is one for this race 909 * is one for this race
1082 */ 910 */
1083 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1084 { 912 {
1085 object *tmp; 913 object *tmp;
1086 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1087 915
1088 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);
1089 tmp = object::create (); 917 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
1092 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
1093 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;
1094 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1095 * default initial map */ 923 * default initial map */
1096 tmp->destroy (); 924 tmp->destroy ();
1097 } 925 }
1098 else 926 else
1099 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
1100 929
1101 return 0; 930void
1102 } 931player::chargen_race_next ()
1103 932{
1104 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
1105 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
1106 */ 935 */
1107 936
1108 tmp_loop = 0; 937 do
1109 while (!tmp_loop)
1110 { 938 {
1111 shstr name = op->name; 939 shstr name = ob->name;
1112 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
1113 941
1114 remove_statbonus (op); 942 ob->remove_statbonus ();
1115 op->remove (); 943 ob->remove ();
1116 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
1117 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
1118 op->instantiate (); 946 ob->instantiate ();
1119 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
1120 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
1121 op->x = x; 949 ob->x = x;
1122 op->y = y; 950 ob->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
1125 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
1126 add_statbonus (op); 954 ob->add_statbonus ();
1127 tmp_loop = allowed_class (op);
1128 } 955 }
956 while (!allowed_class (ob));
1129 957
1130 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
1132 fix_player (op); 960 ob->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
1135 op->stats.grace = 0; 963 ob->stats.grace = 0;
1136
1137 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139
1140 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1141 return 0;
1142}
1143
1144int
1145key_confirm_quit (object *op, char key)
1146{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1151 op->contr->ns->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1;
1154 }
1155
1156 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr);
1158
1159 terminate_all_pets (op);
1160 leave_map (op);
1161 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163
1164 strcpy (op->contr->killer, "quit");
1165 check_score (op);
1166 op->contr->party = NULL;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0';
1169
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1;
1191} 964}
1192 965
1193void 966void
1194flee_player (object *op) 967flee_player (object *op)
1195{ 968{
1242 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1243 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1244 op->enemy = NULL; 1017 op->enemy = NULL;
1245} 1018}
1246 1019
1247
1248/* 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.
1249 * 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
1250 * stop. 1022 * stop.
1251 */ 1023 */
1252int 1024int
1253check_pick (object *op) 1025check_pick (object *op)
1254{ 1026{
1255 object *tmp, *next; 1027 object *tmp, *next;
1256 int stop = 0; 1028 int stop = 0;
1257 int j, k, wvratio; 1029 int wvratio;
1258 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1259 1031
1260 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1262 return 1; 1034 return 1;
1263 1035
1331 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &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))));
1334 else 1106 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &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
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 } 1111 }
1112
1368 /* philosophy: 1113 /* philosophy:
1369 * 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
1370 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1372 * 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
1373 * example. 1118 * example.
1374 * 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
1375 * 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
1376 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1443 pick_up (op, tmp); 1188 pick_up (op, tmp);
1444 continue; 1189 continue;
1445 } 1190 }
1446 1191
1447 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1448 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1449 { 1194 {
1450 pick_up (op, tmp); 1195 pick_up (op, tmp);
1451 continue; 1196 continue;
1452 } 1197 }
1453 1198
1561 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1562 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1563 { 1308 {
1564 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1565 { 1310 {
1566 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 &&
1567 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1568 { 1313 {
1569 pick_up (op, tmp); 1314 pick_up (op, tmp);
1570 continue; 1315 continue;
1571 } 1316 }
1572 } 1317 }
1573 1318
1574 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1575 { 1320 {
1576 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)
1577 { 1322 {
1578 pick_up (op, tmp); 1323 pick_up (op, tmp);
1579 continue; 1324 continue;
1580 } 1325 }
1581 } 1326 }
1606 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1607 { 1352 {
1608 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1609 } 1354 }
1610 else 1355 else
1611 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1612 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1613 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))));
1614#endif 1359#endif
1615 continue; 1360 continue;
1616 } 1361 }
1627 * found object is returned. 1372 * found object is returned.
1628 */ 1373 */
1629object * 1374object *
1630find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1631{ 1376{
1632 object *tmp = NULL; 1377 object *tmp = 0;
1633 1378
1634 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1635 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))
1636 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1638 return op; 1383 return op;
1384
1639 return tmp; 1385 return tmp;
1640} 1386}
1641 1387
1642/* 1388/*
1643 * 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
1644 * 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
1645 * 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
1646 * 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.
1647 */ 1393 */
1648
1649object * 1394object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1396{
1652 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1686 else 1431 else
1687 { 1432 {
1688 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1689 { 1434 {
1690 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1691 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1692 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)
1693 { 1438 {
1694 tmp = arrow; 1439 tmp = arrow;
1695 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;
1696 } 1441 }
1697 } 1442 }
1698 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1699 { 1444 {
1700 tmp = arrow; 1445 tmp = arrow;
1719 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1720 * op = the shooter 1465 * op = the shooter
1721 * type = bow->race 1466 * type = bow->race
1722 * dir = fire direction 1467 * dir = fire direction
1723 */ 1468 */
1724
1725object * 1469object *
1726pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1727{ 1471{
1728 object *tmp = NULL; 1472 object *tmp = NULL;
1729 maptile *m; 1473 maptile *m;
1794 */ 1538 */
1795int 1539int
1796fire_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)
1797{ 1541{
1798 object *left, *bow; 1542 object *left, *bow;
1799 int bowspeed, mflags; 1543 int mflags;
1800 maptile *m; 1544 maptile *m;
1801 1545
1802 if (!dir) 1546 if (!dir)
1803 { 1547 {
1804 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!");
1805 return 0; 1549 return 0;
1806 } 1550 }
1807 1551
1808 if (op->type == PLAYER) 1552 if (op->contr)
1809 bow = op->contr->ranges[range_bow]; 1553 bow = op->current_weapon;
1810 else 1554 else
1811 { 1555 {
1812 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1813 /* 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
1814 * 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.
1819 if (!bow) 1563 if (!bow)
1820 { 1564 {
1821 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822 return 0; 1566 return 0;
1823 } 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
1824 } 1576 }
1825 1577
1826 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1827 { 1579 {
1828 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);
1829 return 0; 1581 return 0;
1830 } 1582 }
1831
1832 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1833
1834 /* penalize ROF for bestarrow */
1835 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1836 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837
1838 if (bowspeed < 1)
1839 bowspeed = 1;
1840 1583
1841 if (arrow == NULL) 1584 if (arrow == NULL)
1842 { 1585 {
1843 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1844 { 1587 {
1845 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1846 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);
1847 /* 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 */
1848 else 1591 else
1849 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1850 return 0; 1594 return 0;
1851 } 1595 }
1852 } 1596 }
1853 1597
1854 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1876 return 0; 1620 return 0;
1877 } 1621 }
1878 1622
1879 arrow->set_owner (op); 1623 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1625 arrow->direction = dir;
1883 arrow->x = sx; 1626
1884 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;
1885 1659
1886 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1887 { 1661 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op);
1890 }
1891
1892 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam;
1895 arrow->stats.grace = arrow->attacktype;
1896 if (arrow->slaying != NULL)
1897 arrow->spellarg = strdup (arrow->slaying);
1898
1899 /* Note that this was different for monsters - they got their level
1900 * added to the damage. I think the strength bonus is more proper.
1901 */
1902
1903 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1904
1905 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908
1909 if (arrow->speed < 1.0)
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0;
1913
1914 if (op->type == PLAYER)
1915 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1917 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1918 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1919
1920 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;
1921 } 1669 }
1922 else 1670 else
1923 { 1671 {
1924 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925 arrow->level = op->level; 1672 arrow->level = op->level;
1926 } 1673 arrow->stats.wc -= bow->magic;
1927 1674
1928 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1929 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1930 1680
1931 if (bow->slaying) 1681 wc -= arrow->level;
1932 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1933 1683
1934 arrow->map = m; 1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1935 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1687
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1939 insert_ob_in_map (arrow, m, op, 0); 1689 m->insert (arrow, sx, sy, op);
1940 1690
1941 if (!arrow->destroyed ()) 1691 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1692 move_arrow (arrow);
1943 1693
1944 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1964{ 1714{
1965 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1966 1716
1967 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1968 { 1718 {
1969 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);
1970 } 1720 }
1971 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)
1972 { 1722 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1724 wcmod = -1;
1725
1975 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);
1976 } 1727 }
1977 else if (op->contr->bowtype == bow_threewide) 1728 else if (op->contr->bowtype == bow_threewide)
1978 { 1729 {
1979 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);
1983 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1984 { 1735 {
1985 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);
1986 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);
1987 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);
1988
1989 } 1739 }
1990 else 1740 else
1991 { 1741 {
1992 /* Simple case */ 1742 /* Simple case */
1993 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);
1994 } 1744 }
1745
1995 return ret; 1746 return ret;
1996} 1747}
1997
1998 1748
1999/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
2000 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
2001 */ 1751 */
2002void 1752void
2003fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
2004{ 1754{
2005 object *item; 1755 object *item = op->contr->ranged_ob;
2006 1756
2007 if (!op->contr->ranges[range_misc]) 1757 if (!item)
2008 { 1758 {
2009 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.");
2010 return; 1760 return;
2011 } 1761 }
2012 1762
2013 item = op->contr->ranges[range_misc];
2014 if (!item->inv) 1763 if (!item->inv)
2015 { 1764 {
2016 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017 return; 1766 return;
2018 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
2019 if (item->type == WAND) 1772 if (item->type == WAND)
2020 { 1773 {
2021 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
2022 { 1775 {
2023 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 op->contr->play_sound (sound_find ("wand_poof"));
2024 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
2025 return; 1779 return;
2026 } 1780 }
2027 } 1781 }
2028 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
2029 { 1783 {
2030 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))
2031 { 1785 {
2032 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
2033 if (item->type == ROD) 1788 if (item->type == ROD)
2034 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));
2035 else 1790 else
2036 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
2037 return; 1793 return;
2038 } 1794 }
2039 } 1795 }
2040 1796
2041 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
2048 object *tmp; 1804 object *tmp;
2049 1805
2050 if (item->arch) 1806 if (item->arch)
2051 { 1807 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
2054 item->speed = 0; 1810 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1811 }
1812
2057 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1815 }
2060 } 1816 }
2061 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1818 drain_rod_charge (item);
2064 }
2065 } 1819 }
2066} 1820}
2067 1821
2068/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2069 */ 1823 */
2070void 1824bool
2071fire (object *op, int dir) 1825fire (object *op, int dir)
2072{ 1826{
2073 int spellcost = 0; 1827 int spellcost = 0;
2074 1828
2075 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
2076 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
2077 make_visible (op); 1831 make_visible (op);
2078 1832
2079 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;
2080 { 1839 }
2081 case range_none:
2082 return;
2083 1840
2084 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:
2085 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
2086 return; 1858 break;
2087 1859
2088 case range_magic: /* Casting spells */ 1860 case SPELL:
2089 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);
2090 return; 1862 break;
2091 1863
2092 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:
2093 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2094 return; 1874 break;
2095
2096 case range_golem: /* Control summoned monsters from scrolls */
2097 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2098 {
2099 op->contr->ranges[range_golem] = 0;
2100 op->contr->shoottype = range_none;
2101 }
2102 else
2103 control_golem (op->contr->ranges[range_golem], dir);
2104 return;
2105
2106 case range_skill:
2107 if (!op->chosen_skill)
2108 {
2109 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return;
2112 }
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return;
2115 case range_builder:
2116 apply_map_builder (op, dir);
2117 return;
2118 default:
2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2120 return;
2121 } 1875 }
2122}
2123 1876
2124 1877 return true;
1878}
2125 1879
2126/* find_key 1880/* find_key
2127 * 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
2128 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1885 * pl is the player,
2132 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
2135 */ 1889 */
2136
2137object * 1890object *
2138find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
2139{ 1892{
2140 object *tmp, *key; 1893 object *tmp, *key;
2141 1894
2142 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1896 if (!container->inv)
2144 return NULL; 1897 return 0;
2145 1898
2146 /* 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 */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1901 {
2149 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1903 break;
2151 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
2153 */ 1906 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1908 break;
2156 } 1909 }
1910
2157 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
2158 /* 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.
2159 * 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
2160 * a key, return 1914 * a key, return
2161 */ 1915 */
2162 if (!tmp) 1916 if (!tmp)
2163 { 1917 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1919 {
2166 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1922 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
2170 return key; 1924 return key;
2171 } 1925 }
2172 } 1926 }
1927
2173 if (!tmp) 1928 if (!tmp)
2174 return NULL; 1929 return NULL;
2175 } 1930 }
1931
2176 /* 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,
2177 * see if we actually want to use it 1933 * see if we actually want to use it
2178 */ 1934 */
2179 if (pl != container) 1935 if (pl != container)
2180 { 1936 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2202 "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));
2203 return NULL; 1959 return NULL;
2204 } 1960 }
2205 } 1961 }
1962
2206 return tmp; 1963 return tmp;
2207} 1964}
2208 1965
2209/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
2212 * 0 otherwise 1969 * 0 otherwise
2213 */ 1970 */
2214static int 1971static int
2215player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
2216{ 1973{
2217 /* 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,
2218 * 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 -
2219 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
2220 */ 1977 */
2221 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
2222 1979
2223 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
2224 if (key) 1981 if (key)
2225 { 1982 {
2226 object *container = key->env; 1983 object *container = key->env;
2227 1984
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2229 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2230 make_visible (op); 1986 make_visible (op);
1987
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1990
2233 if (door->type == DOOR) 1991 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2238 { 1994 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2240 remove_door2 (door); /* remove door without violence ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1997 }
1998
2242 /* Do this after we print the message */ 1999 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2245 if (container != op) 2002 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2247 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2248 } 2006 }
2249 else if (door->type == LOCKED_DOOR) 2007 else if (door->type == LOCKED_DOOR)
2250 { 2008 {
2251 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 2011 return 1;
2254 } 2012 }
2013
2255 return 0; 2014 return 0;
2256} 2015}
2257 2016
2258/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2260 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2261 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2262 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2263 */ 2022 */
2264void 2023bool
2265move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2266{ 2025{
2267 object *tmp, *mon;
2268 sint16 nx, ny;
2269 int on_battleground; 2026 int on_battleground;
2270 maptile *m;
2271 2027
2272 nx = freearr_x[dir] + op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2274 2030
2275 on_battleground = op_on_battleground (op, 0, 0); 2031 on_battleground = op_on_battleground (op, 0, 0);
2032
2033 if (out_of_map (op->map, nx, ny))
2034 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2276 2041
2277 /* If braced, or can't move to the square, and it is not out of the 2042 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2043 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2044 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2045 * 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 2046 * 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 2047 * 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 2048 * quite a bit of processing. However, it probably is less than what
2284 * move_ob uses. 2049 * move_ob uses.
2285 */ 2050 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2051 maptile *m = op->map->xy_find (nx, ny);
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 2052
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 move there.\n"); */
2300 return;
2301 }
2302
2303 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2053 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack. 2054 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters 2055 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2056 * on the space
2308 */ 2057 */
2309 while (tmp) 2058 object *mon;
2310 { 2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2311 if (tmp == op) 2060 {
2312 { 2061 if ((mon->flag [FLAG_ALIVE]
2313 tmp = tmp->above; 2062 || mon->type == LOCKED_DOOR
2314 continue; 2063 || mon->flag [FLAG_CAN_ROLL])
2315 }
2316
2317 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318 {
2319 mon = tmp; 2064 && mon != op)
2320 break; 2065 break;
2321 } 2066 }
2322 2067
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) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2069 return false; /* into a wall */
2331 2070
2332 if (mon->head)
2333 mon = mon->head; 2071 mon = mon->head_ ();
2334 2072
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2073 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2074 if (op->contr->weapon_sp_left > 0.f)
2336 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2076 {
2077 --op->contr->weapon_sp_left;
2337 return; 2078 return true;
2079 }
2338 2080
2339 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2340 * or frienddly creatures. Basically, all players are considered 2082 * or friendly creatures. Basically, all players are considered
2341 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2342 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2343 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2344 * and thus will not push them. 2086 * and thus will not push them.
2345 */ 2087 */
2346 2088
2347 /* If the creature is a pet, push it even if the player is not 2089 /* If the creature is a pet, push it even if the player is not
2348 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2349 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2350 */ 2092 */
2351 if ((op->type == PLAYER) 2093 if (op->type == PLAYER
2352#if COZY_SERVER
2353 &&
2354 ((mon->owner && mon->owner->contr 2094 && ((mon->owner && mon->owner->contr
2355 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2095 && same_party (mon->owner->contr->party, op->contr->party))
2356#else
2357 && mon->owner == op 2096 || mon->owner == op)
2358#endif
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2098 {
2361 /* If we're braced, we don't want to switch places with it */ 2099 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2100 if (op->contr->braced)
2363 return; 2101 return false;
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102
2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 op->play_sound (sound_find ("push_player"));
2365 (void) push_ob (mon, dir, op); 2108 push_ob (mon, dir, op);
2109
2366 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2111 make_visible (op);
2112
2368 return; 2113 return true;
2369 } 2114 }
2115 else
2116 return false;
2117 }
2370 2118
2371 /* in certain circumstances, you shouldn't attack friendly 2119 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2120 * creatures. Note that if you are braced, you can't push
2373 * someone, but put it inside this loop so that you won't 2121 * someone, but put it inside this loop so that you won't
2374 * attack them either. 2122 * attack them either.
2375 */ 2123 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2124 if ((mon->type == PLAYER || mon->enemy != op)
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2125 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2378#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2126 && ((op->contr->peaceful
2380 || (mon->type == PLAYER 2127 || (mon->type == PLAYER && mon->contr->peaceful))
2381 && mon->contr->
2382 peaceful)) &&
2383#else
2384 op->contr->peaceful &&
2385#endif
2386 !on_battleground)) 2128 && !on_battleground))
2129 {
2130 if (op->speed_left > 0.f)
2387 { 2131 {
2132 --op->speed_left;
2133
2388 if (!op->contr->braced) 2134 if (!op->contr->braced)
2389 { 2135 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2136 op->play_sound (sound_find ("push_player"));
2391 (void) push_ob (mon, dir, op); 2137 push_ob (mon, dir, op);
2392 } 2138 }
2393 else 2139 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2395 2141
2396 if (op->contr->tmp_invis || op->hide) 2142 if (op->contr->tmp_invis || op->hide)
2397 make_visible (op); 2143 make_visible (op);
2398 }
2399 2144
2145 return true;
2146 }
2147 }
2400 /* If the object is a boulder or other rollable object, then 2148 /* If the object is a boulder or other rollable object, then
2401 * roll it if not braced. You can't roll it if you are braced. 2149 * roll it if not braced. You can't roll it if you are braced.
2402 */ 2150 */
2403 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2151 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2152 {
2153 if (op->speed_left > 0.f)
2404 { 2154 {
2155 --op->speed_left;
2156
2405 recursive_roll (mon, dir, op); 2157 recursive_roll (mon, dir, op);
2406 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2407 make_visible (op); 2159 make_visible (op);
2408 }
2409 2160
2161 return true;
2162 }
2163 }
2410 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2411 * Way it works is like this: First, it must have some hit points 2165 * Way it works is like this: First, it must have some hit points
2412 * and be living. Then, it must be one of the following: 2166 * and be living. Then, it must be one of the following:
2413 * 1) Not a player, 2) A player, but of a different party. Note 2167 * 1) Not a player, 2) A player, but of a different party. Note
2414 * that party_number -1 is no party, so attacks can still happen. 2168 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2169 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2418 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2172 {
2420 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2421 /* If the player hasn't hit something this tick, and does
2422 * so, give them speed boost based on weapon speed. Doing
2423 * it here is better than process_players2, which basically
2424 * incurred a 1 tick offset.
2425 */
2426 if (!op->contr->has_hit)
2427 { 2174 {
2428 op->speed_left += op->speed / op->contr->weapon_sp; 2175 --op->contr->weapon_sp_left;
2429
2430 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 }
2432 2176
2433 skill_attack (mon, op, 0, 0, 0); 2177 skill_attack (mon, op, 0, 0, 0);
2434
2435 /* If attacking another player, that player gets automatic
2436 * hitback, and doesn't loose luck either.
2437 * Disable hitback on the battleground or if the target is
2438 * the wiz.
2439 */
2440 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2441 {
2442 short luck = mon->stats.luck;
2443
2444 mon->contr->has_hit = 1;
2445 skill_attack (op, mon, 0, 0, 0);
2446 mon->stats.luck = luck;
2447 }
2448 2178
2449 if (action_makes_visible (op)) 2179 if (action_makes_visible (op))
2450 make_visible (op); 2180 make_visible (op);
2451 }
2452 } /* if player should attack something */
2453}
2454 2181
2455int 2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2456move_player (object *op, int dir) 2190move_player (object *op, int dir)
2457{ 2191{
2458 int pick; 2192 int pick;
2459 2193
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2195 return 0;
2462 2196
2463 /* Sanity check: make sure dir is valid */ 2197 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2198 if ((dir < 0) || (dir >= 9))
2465 { 2199 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2200 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2201 return 0;
2468 } 2202 }
2469 2203
2470 /* peterm: added following line */ 2204 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2206 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2207
2474 op->facing = dir; 2208 op->facing = dir;
2475 2209
2476 if (op->hide) 2210 if (op->hide)
2477 do_hidden_move (op); 2211 do_hidden_move (op);
2478 2212
2213 bool retval;
2214
2479 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480 /*nop */ ; 2216 retval = RESULT_INT (0);
2481 else if (op->contr->fire_on) 2217 else if (op->contr->fire_on)
2482 fire (op, dir); 2218 retval = fire (op, dir);
2483 else 2219 else
2484 { 2220 {
2485 move_player_attack (op, dir); 2221 retval = move_player_attack (op, dir);
2486 pick = check_pick (op); 2222 pick = check_pick (op);
2487 } 2223 }
2488 2224
2489 /* Add special check for newcs players and fire on - this way, the 2225 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2226 * server can handle repeat firing.
2497 /* Update how the player looks. Use the facing, so direction may 2233 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2234 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2235 * for players.
2500 */ 2236 */
2501 animate_object (op, op->facing); 2237 animate_object (op, op->facing);
2502 return 0; 2238
2239 return retval;
2503} 2240}
2504 2241
2505/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2506 * new client/server stuff. 2243 * new client/server stuff.
2507 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2508 * the new speed values for commands. 2245 * the new speed values for commands.
2509 * 2246 *
2510 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do. Should not do
2248 * many actions in a row, as that would be too unfair to other
2249 * players.
2511 */ 2250 */
2512int 2251bool
2513handle_newcs_player (object *op) 2252handle_newcs_player (object *op)
2514{ 2253{
2515 if (op->contr->hidden)
2516 {
2517 op->invisible = 1000;
2518 /* the socket code flashes the player visible/invisible
2519 * depending on the value of invisible, so we need to
2520 * alternate it here for it to work correctly.
2521 */
2522 if (pticks & 2)
2523 op->invisible--;
2524 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2527 op->invisible--;
2528 if (!op->invisible)
2529 {
2530 make_visible (op);
2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2532 }
2533 }
2534
2535 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2255 {
2537 flee_player (op); 2256 if (op->speed_left > 0.f)
2538 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2257 {
2541 op->speed_left--; 2258 --op->speed_left;
2259 flee_player (op);
2260
2542 return 0; 2261 return true;
2543 } 2262 }
2263 else
2264 return false;
2544 } 2265 }
2545
2546 /* I've been seeing crashes where the golem has been destroyed, but
2547 * the player object still points to the defunct golem. The code that
2548 * destroys the golem looks correct, and it doesn't always happen, so
2549 * put this in a a workaround to clean up the golem pointer.
2550 */
2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2552 op->contr->ranges[range_golem] = 0;
2553 2266
2554 /* call this here - we also will call this in do_ericserver, but 2267 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2269 * called, so we recheck it here.
2557 */ 2270 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2271 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2560 ;
2561
2562 if (op->speed_left < 0)
2563 return 0; 2272 return true;
2564 2273
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 {
2567 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--;
2569
2570 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff.
2573 */
2574 move_player (op, op->direction); 2275 return move_player (op, op->direction);
2575 if (op->speed_left > 0)
2576 return 1;
2577 else
2578 return 0;
2579 }
2580 2276
2581 return 0; 2277 return false;
2582} 2278}
2583 2279
2584int 2280int
2585save_life (object *op) 2281save_life (object *op)
2586{ 2282{
2588 return 0; 2284 return 0;
2589 2285
2590 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2591 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2592 { 2288 {
2593 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2289 op->play_sound (sound_find ("ob_evaporate"));
2594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2595 2291
2596 if (op->contr) 2292 if (op->contr)
2597 esrv_del_item (op->contr, tmp->count); 2293 esrv_del_item (op->contr, tmp->count);
2598 2294
2603 op->stats.hp = op->stats.maxhp; 2299 op->stats.hp = op->stats.maxhp;
2604 2300
2605 if (op->stats.food < 0) 2301 if (op->stats.food < 0)
2606 op->stats.food = 999; 2302 op->stats.food = 999;
2607 2303
2608 fix_player (op); 2304 op->update_stats ();
2609 return 1; 2305 return 1;
2610 } 2306 }
2611 2307
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2308 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2309 CLEAR_FLAG (op, FLAG_LIFESAVE);
2618/* This goes throws the inventory and removes unpaid objects, and puts them 2314/* This goes throws the inventory and removes unpaid objects, and puts them
2619 * back in the map (location and map determined by values of env). This 2315 * back in the map (location and map determined by values of env). This
2620 * function will descend into containers. op is the object to start the search 2316 * function will descend into containers. op is the object to start the search
2621 * from. 2317 * from.
2622 */ 2318 */
2623void 2319static void
2624remove_unpaid_objects (object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2625{ 2321{
2626 object *next;
2627
2628 while (op) 2322 while (op)
2629 { 2323 {
2630 next = op->below; /* Make sure we have a good value, in case 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2325
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2327 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2328 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2330
2331 op->insert_at (env);
2641 } 2332 }
2642 else if (op->inv) 2333 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2334 drop_unpaid_items (op->inv, env);
2644 2335
2645 op = next; 2336 op = next;
2646 } 2337 }
2647} 2338}
2648 2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2345}
2649 2346
2650/* 2347/*
2651 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2350 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2385 strcat (buf2, buf);
2689 2386
2690 return buf2; 2387 return buf2;
2691} 2388}
2692
2693
2694 2389
2695void 2390void
2696do_some_living (object *op) 2391do_some_living (object *op)
2697{ 2392{
2698 int last_food = op->stats.food; 2393 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2399 int rate_grace = 2000;
2705 const int max_hp = 1; 2400 const int max_hp = 1;
2706 const int max_sp = 1; 2401 const int max_sp = 1;
2707 const int max_grace = 1; 2402 const int max_grace = 1;
2708 2403
2709 if (op->contr->outputs_sync) 2404 if (op->contr->hidden)
2405 {
2406 op->invisible = 1000;
2407 /* the socket code flashes the player visible/invisible
2408 * depending on the value of invisible, so we need to
2409 * alternate it here for it to work correctly.
2410 */
2411 if (pticks & 2)
2412 op->invisible--;
2710 { 2413 }
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2414 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2415 {
2713 flush_output_element (op, &op->contr->outputs[i]); 2416 if (!op->invisible--)
2417 {
2418 make_visible (op);
2419 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2420 }
2714 } 2421 }
2715 2422
2716 if (op->contr->ns->state == ST_PLAYING) 2423 if (op->contr->ns->state == ST_PLAYING)
2717 { 2424 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2426 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2427 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2428 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2429 else
2724 { 2430 {
2725 gen_hp = op->stats.maxhp; 2431 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2432 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2433 }
2434
2728 if (op->contr->gen_sp >= 0) 2435 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2436 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2437 else
2731 { 2438 {
2732 gen_sp = op->stats.maxsp; 2439 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2440 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2441 }
2442
2735 if (op->contr->gen_grace >= 0) 2443 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2445 else
2738 { 2446 {
2739 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2740 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741 } 2449 }
2742 2450
2743 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2744 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2452 if (!op->contr->golem && --op->last_sp < 0)
2745 { 2453 {
2746 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2454 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2747 if (op->stats.sp < op->stats.maxsp) 2455 if (op->stats.sp < op->stats.maxsp)
2748 { 2456 {
2749 op->stats.sp++; 2457 op->stats.sp++;
2755 op->stats.food += op->contr->digestion; 2463 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2464 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2465 op->stats.food = last_food;
2758 } 2466 }
2759 } 2467 }
2468
2760 if (max_sp > 1) 2469 if (max_sp > 1)
2761 { 2470 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2471 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2472 if (over_sp > 0)
2764 { 2473 {
2765 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2766 { 2475 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2478 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2479 op->stats.sp--;
2480
2770 if (op->stats.sp > op->stats.maxsp) 2481 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2482 op->stats.sp = op->stats.maxsp;
2772 } 2483 }
2773 op->last_sp = 0; 2484 op->last_sp = 0;
2774 } 2485 }
2775 else 2486 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2488 }
2780 else 2489 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2491 }
2785 2492
2786 /* Regenerate Grace */ 2493 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2495 if (--op->last_grace < 0)
2789 { 2496 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2497 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2498 op->stats.grace++; /* no penalty in food for regaining grace */
2499
2792 if (max_grace > 1) 2500 if (max_grace > 1)
2793 { 2501 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2502 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2503 if (over_grace > 0)
2796 { 2504 {
2824 op->stats.food += op->contr->digestion; 2532 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2534 op->stats.food = last_food;
2827 } 2535 }
2828 } 2536 }
2537
2829 if (max_hp > 1) 2538 if (max_hp > 1)
2830 { 2539 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2541 if (over_hp > 0)
2833 { 2542 {
2846 } 2555 }
2847 2556
2848 /* Digestion */ 2557 /* Digestion */
2849 if (--op->last_eat < 0) 2558 if (--op->last_eat < 0)
2850 { 2559 {
2851#ifdef COZY_SERVER 2560 int bonus = max (0, op->contr->digestion),
2852 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2561 penalty = max (0, -op->contr->digestion);
2853 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2854#else
2855 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2856#endif
2857 2562
2858 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2563 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2860 else 2564
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2862 /* dms do not consume food */ 2565 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2567 op->stats.food--;
2865 } 2568 }
2866 }
2867 2569
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2571 {
2870 object *tmp, *flesh = NULL; 2572 object *tmp, *flesh = 0;
2871 2573
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2575 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2577 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2581 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2583 break;
2882 } 2584 }
2883 else if (tmp->type == FLESH) 2585 else if (tmp->type == FLESH)
2884 flesh = tmp; 2586 flesh = tmp;
2885 } /* End if paid for object */ 2587 } /* End if paid for object */
2886 } /* end of for loop */ 2588 } /* end of for loop */
2589
2887 /* If player is still starving, it means they don't have any food, so 2590 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2591 * eat flesh instead.
2889 */ 2592 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2594 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2596 manual_apply (op, flesh, 0);
2894 } 2597 }
2895 } /* end if player is starving */ 2598 }
2896 2599
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2899 2602
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2604 kill_player (op);
2605 }
2902} 2606}
2903
2904
2905 2607
2906/* If the player should die (lack of hp, food, etc), we call this. 2608/* If the player should die (lack of hp, food, etc), we call this.
2907 * op is the player in jeopardy. If the player can not be saved (not 2609 * op is the player in jeopardy. If the player can not be saved (not
2908 * permadeath, no lifesave), this will take care of removing the player 2610 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2611 * file.
2927 object *tmp; 2629 object *tmp;
2928 2630
2929 if (save_life (op)) 2631 if (save_life (op))
2930 return; 2632 return;
2931 2633
2932
2933 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2934 * in cities ONLY!!! It is very important that this doesn't get abused. 2635 * in cities ONLY!!! It is very important that this doesn't get abused.
2935 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2936 */ 2637 */
2937 if (op_on_battleground (op, &x, &y)) 2638 if (op_on_battleground (op, &x, &y))
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2642
2942 /* restore player */ 2643 /* restore player */
2943 at = archetype::find ("poisoning"); 2644 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2646 {
2947 tmp->destroy (); 2647 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2649 }
2950 2650
2951 at = archetype::find ("confusion"); 2651 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2652 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2653 {
2955 tmp->destroy (); 2654 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2656 }
2958 2657
2960 op->stats.hp = op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2660 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2661 op->stats.food = 999;
2963 2662
2964 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2665 {
2968 sprintf (buf, "%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2667 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " the %s, when he was defeated at\n level %d by %s.\n",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2671 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2672 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2675 }
2979 2676
2980 /* teleport defeated player to new destination */ 2677 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2679 op->contr->braced = 0;
2987 2684
2988 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2989 2686
2990 if (op->stats.food < 0) 2687 if (op->stats.food < 0)
2991 { 2688 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.food = 999;
2997 return;
2998 }
2999 sprintf (buf, "%s starved to death.", &op->name); 2689 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2690 strcpy (op->contr->killer, "starvation");
3001 } 2691 }
3002 else 2692 else
3003 {
3004 if (op->contr->explore)
3005 {
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3008 op->stats.hp = op->stats.maxhp;
3009 return;
3010 }
3011 sprintf (buf, "%s died.", &op->name); 2693 sprintf (buf, "%s died.", &op->name);
3012 } 2694
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2695 op->contr->play_sound (sound_find ("player_dies"));
3014 2696
3015 /* save the map location for corpse, gravestone */ 2697 /* save the map location for corpse, gravestone */
3016 x = op->x; 2698 x = op->x;
3017 y = op->y; 2699 y = op->y;
3018 map = op->map; 2700 map = op->map;
3019 2701
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2703 * life if they are dead - it takes some exp and a random stat.
3025 * See the config.h file for a little more in depth detail about this. 2704 * See the config.h file for a little more in depth detail about this.
3026 */ 2705 */
3027 2706
3028 /* Basically two ways to go - remove a stat permanently, or just 2707 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2708 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2709 * of death.
3031 */ 2710 */
3032#ifndef COZY_SERVER 2711#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2712 if (settings.balanced_stat_loss)
3034 { 2713 {
3035 /* If stat loss is permanent, lose one stat only. */ 2714 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2715 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2716 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2717 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2718 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2719 little bit harder. */
3041 /* GD */ 2720 /* GD */
3042 if (settings.stat_loss_on_death) 2721 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2722 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2723 else
3048 { 2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725 }
2726 else
3049 num_stats_lose = 1; 2727 num_stats_lose = 1;
3050 } 2728
3051 lost_a_stat = 0; 2729 lost_a_stat = 0;
3052 2730
3053 for (z = 0; z < num_stats_lose; z++) 2731 for (z = 0; z < num_stats_lose; z++)
3054 { 2732 {
3055 i = RANDOM () % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
3056 2734
3057 if (settings.stat_loss_on_death) 2735 if (settings.stat_loss_on_death)
2736 {
2737 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost.
2739 */
2740 change_attr_value (&(op->stats), i, -1);
2741 check_stat_bounds (&(op->stats));
2742 change_attr_value (&(op->contr->orig_stats), i, -1);
2743 check_stat_bounds (&(op->contr->orig_stats));
2744 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2745 lost_a_stat = 1;
2746 }
2747 else
2748 {
2749 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion");
2751 object *dep;
2752
2753 dep = present_arch_in_ob (deparch, op);
2754 if (!dep)
3058 { 2755 {
3059 /* Pick a random stat and take a point off it. Tell the player 2756 dep = arch_to_object (deparch);
3060 * what he lost. 2757 insert_ob_in_ob (dep, op);
3061 */
3062 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1;
3068 } 2758 }
3069 else 2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss)
3070 { 2761 {
3071 /* deplete a stat */ 2762 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2763 /* Get the stat that we're about to deplete. */
3073 object *dep; 2764 this_stat = get_attr_value (&(dep->stats), i);
3074 2765 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2766 {
3078 dep = arch_to_object (deparch); 2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2768 int keep_chance = this_stat * this_stat;
3080 } 2769
3081 lose_this_stat = 1; 2770 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0) 2771 if (keep_chance < 1)
2772 keep_chance = 1;
2773
2774 /* There is a maximum depletion total per level. */
2775 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2776 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2777 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2778 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2779 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2780 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2781 else
3123 if (this_stat >= -50)
3124 { 2782 {
3125 change_attr_value (&(dep->stats), i, -1); 2783 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 lost_a_stat = 1; 2784 lose_this_stat = 0;
2785 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786 this_stat, keep_chance, loss_chance,
2787 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2788 }
3131 } 2789 }
3132 } 2790 }
2791
2792 if (lose_this_stat)
2793 {
2794 this_stat = get_attr_value (&(dep->stats), i);
2795 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a
2799 * difference.
2800 */
2801 if (this_stat >= -50)
2802 {
2803 change_attr_value (&(dep->stats), i, -1);
2804 SET_FLAG (dep, FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats ();
2807 lost_a_stat = 1;
2808 }
3133 } 2809 }
2810 }
2811 }
3134 /* If no stat lost, tell the player. */ 2812 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2813 if (!lost_a_stat)
3136 { 2814 {
3137 /* determine_god() seems to not work sometimes... why is this? 2815 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2816 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2817 const char *god = determine_god (op);
3140 2818
3141 if (god && (strcmp (god, "none"))) 2819 if (god && (strcmp (god, "none")))
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2821 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2823 }
3146#else 2824#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2826#endif
3149 2827
3150 /* Put a gravestone up where the character 'almost' died. List the 2828 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2829 * exp loss on the stone.
3152 */ 2830 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2831 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2832 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2833 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2834 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2835 tmp->name_pl = buf;
3158 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2836 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3159 tmp->msg = buf; 2837 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2838 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2840
3163 /**************************************/ 2841 /**************************************/
3164 /* */ 2842 /* */
3165 /* Subtract the experience points, */ 2843 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2844 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2845 /* food, and reset HP's... */
3168 /* */ 2846 /* */
3169 /**************************************/ 2847 /**************************************/
3170 2848
3171 /* remove any poisoning and confusion the character may be suffering. */ 2849 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2850 /* restore player */
3173 at = archetype::find ("poisoning"); 2851 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2852 tmp = present_arch_in_ob (at, op);
3175 2853
3176 if (tmp) 2854 if (tmp)
3177 { 2855 {
3178 tmp->destroy (); 2856 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2858 }
3181 2859
3182 at = archetype::find ("confusion"); 2860 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2862 if (tmp)
3185 { 2863 {
3186 tmp->destroy (); 2864 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2866 }
3189 2867
3190 cure_disease (op, 0); /* remove any disease */ 2868 cure_disease (op, 0); /* remove any disease */
3191 2869
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2870 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2871 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2872 if (op->stats.food < 100)
3195 op->stats.food = 900; 2873 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2877
3200 /* 2878 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2879 * Check to see if the player has any unpaid items. If so, remove them
3202 * the player has any unpaid items. If so, remove them and put them back 2880 * and put them back in the map.
3203 * in the map. 2881 */
3204 */ 2882 op->drop_unpaid_items ();
3205 2883
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op);
3208
3209 /****************************************/ 2884 /****************************************/
3210 /* */ 2885 /* */
3211 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
3213 /* */ 2888 /* */
3214 /****************************************/ 2889 /****************************************/
3215 2890
3216 enter_player_savebed (op); 2891 enter_player_savebed (op);
3217 2892
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2893 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2894
3224 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2898 * on the space that might harm the player.
3228 */ 2899 */
3229 will_kill_again = 0; 2900 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2901 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2902 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2903 will_kill_again |= tmp->attacktype;
3233 2904
3234 if (will_kill_again) 2905 if (will_kill_again)
3235 { 2906 {
3236 object *force; 2907 object *force;
3237 int at; 2908 int at;
3238 2909
3239 force = get_archetype (FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2912 force->speed = 0.1f;
3242 force->speed_left = -5.0; 2913 force->speed_left = -5.f;
3243 SET_FLAG (force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2915 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2917 force->resist[at] = 100;
3247 2918
3248 insert_ob_in_ob (force, op); 2919 insert_ob_in_ob (force, op);
3249 fix_player (op); 2920 op->update_stats ();
3250 2921
3251 } 2922 }
3252 2923
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 {
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261
3262 op->contr->party = NULL;
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 2925}
3322
3323 2926
3324void 2927void
3325loot_object (object *op) 2928loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2929{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2930 object *tmp, *tmp2, *next;
3328 2931
3329 if (op->container) 2932 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2933
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2934 for (tmp = op->inv; tmp; tmp = next)
3335 { 2935 {
3336 next = tmp->below; 2936 next = tmp->below;
2937
3337 if (tmp->invisible) 2938 if (tmp->invisible)
3338 continue; 2939 continue;
2940
3339 tmp->remove (); 2941 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
2943
3341 if (tmp->type == CONTAINER) 2944 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2945 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2946
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2948 {
3347 if (tmp->nrof > 1) 2949 if (tmp->nrof > 1)
3348 { 2950 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2952 tmp2->destroy ();
3361/* 2963/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2966 * was changed.
3365 */ 2967 */
3366
3367void 2968void
3368fix_weight (void) 2969fix_weight (void)
3369{ 2970{
3370 player *pl; 2971 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 2972 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 2974
3376 if (old == sum) 2975 if (old == sum)
3377 continue; 2976 continue;
3378 fix_player (pl->ob); 2977 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 2979 }
3381} 2980}
3382 2981
3383void 2982void
3384fix_luck (void) 2983fix_luck (void)
3385{ 2984{
3386 player *pl; 2985 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 2986 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 2987 pl->ob->change_luck (0);
3391} 2988}
3392
3393 2989
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 2991 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 2992 * just treat this as any other spell casting object.
3397 */ 2993 */
3398
3399void 2994void
3400cast_dust (object *op, object *throw_ob, int dir) 2995cast_dust (object *op, object *throw_ob, int dir)
3401{ 2996{
3402 object *skop, *spob; 2997 object *skop, *spob;
3403 2998
3437 if (op->type == PLAYER) 3032 if (op->type == PLAYER)
3438 { 3033 {
3439 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3441 } 3036 }
3037
3442 update_object (op, UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3443} 3039}
3444 3040
3445int 3041int
3446is_true_undead (object *op) 3042is_true_undead (object *op)
3447{ 3043{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3451 return 1; 3045 return 1;
3452 3046
3453 return 0; 3047 return 0;
3454} 3048}
3455 3049
3499/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3500 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3501 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3502 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3503 */ 3097 */
3504
3505void 3098void
3506do_hidden_move (object *op) 3099do_hidden_move (object *op)
3507{ 3100{
3508 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3509 object *skop; 3102 object *skop;
3513 3106
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3108
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3110 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3111 if (!skop || num >= skop->level)
3520 { 3112 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3113 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3114 make_visible (op);
3523 return; 3115 return;
3524 } 3116 }
3525 else 3117 else
3526 num += 20; 3118 num += 20;
3527 } 3119
3528 num += op->map->difficulty; 3120 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3121 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3122 num -= hide;
3123
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3125 {
3533 make_visible (op); 3126 make_visible (op);
3534 if (op->type == PLAYER) 3127 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3129 }
3537 else if (op->type == PLAYER && skop) 3130 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3132}
3542 3133
3543/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3544 3135
3545int 3136int
3612 if (pl->type != PLAYER) 3203 if (pl->type != PLAYER)
3613 { 3204 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3206 return -1;
3616 } 3207 }
3208
3617 if (!pl || !op) 3209 if (!pl || !op)
3618 return 0; 3210 return 0;
3619 3211
3620 if (op->head)
3621 {
3622 op = op->head; 3212 op = op->head_ ();
3623 } 3213
3624 get_rangevector (pl, op, &rv, 0x1); 3214 get_rangevector (pl, op, &rv, 0x1);
3625 3215
3626 /* starting with the 'head' part, lets loop 3216 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3217 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3218 * part that is in the los array but isnt on
3629 * a blocked los square. 3219 * a blocked los square.
3630 * we use the archetype to figure out offsets. 3220 * we use the archetype to figure out offsets.
3631 */ 3221 */
3632 while (op) 3222 while (op)
3633 { 3223 {
3634 dx = rv.distance_x + op->arch->clone.x; 3224 dx = rv.distance_x + op->arch->x;
3635 dy = rv.distance_y + op->arch->clone.y; 3225 dy = rv.distance_y + op->arch->y;
3636 3226
3637 /* only the viewable area the player sees is updated by LOS 3227 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3228 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3229 * for any meaningful values.
3640 */ 3230 */
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3336 int i = 0, j = 0;
3747 3337
3748 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3751 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3753 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3755 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3757 3347
3758 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3759 return; 3349 return;
3760 3350
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3352
3763 if (tr == NULL || tr->item == NULL) 3353 if (!tr || !tr->item)
3764 { 3354 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3356 return;
3767 } 3357 }
3768 3358
3769 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3770 item = &(tr->item->clone); 3360 item = tr->item;
3771 3361
3772 if (item->type == SPELL) 3362 if (item->type == SPELL)
3773 { 3363 {
3774 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3775 return; 3365 return;
3834 { 3424 {
3835 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3426 object *skin;
3837 3427
3838 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3839 shstr_cmp dragon_skin_force ("dragon_skin_force");
3840 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3841 ; 3430 ;
3842 3431
3843 if (!skin) 3432 if (!skin)
3844 return; 3433 return;
3845 3434
3893 * not readied. 3482 * not readied.
3894 */ 3483 */
3895void 3484void
3896player_unready_range_ob (player *pl, object *ob) 3485player_unready_range_ob (player *pl, object *ob)
3897{ 3486{
3898 rangetype i; 3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3899 3489
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3490 if (pl->combat_ob == ob)
3901 { 3491 pl->combat_ob = 0;
3492
3902 if (pl->ranges[i] == ob) 3493 if (pl->ranged_ob == ob)
3903 { 3494 pl->ranged_ob = 0;
3904 pl->ranges[i] = NULL;
3905 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none;
3908 }
3909 }
3910 }
3911} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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