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Comparing deliantra/server/server/player.C (file contents):
Revision 1.44 by root, Sat Dec 16 03:21:08 2006 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 37
76void 38void
77display_motd (const object *op) 39display_motd (const object *op)
78{ 40{
79 char buf[MAX_BUF]; 41 char buf[MAX_BUF];
87 return; 49 return;
88 50
89 motd[0] = '\0'; 51 motd[0] = '\0';
90 size = 0; 52 size = 0;
91 53
92 while (fgets (buf, MAX_BUF, fp) != NULL) 54 while (fgets (buf, MAX_BUF, fp))
93 { 55 {
94 if (*buf == '#') 56 if (*buf == '#')
95 continue; 57 continue;
96 58
97 strncat (motd + size, buf, HUGE_BUF - size); 59 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 78 return;
117 79
118 rules[0] = '\0'; 80 rules[0] = '\0';
119 size = 0; 81 size = 0;
120 82
121 while (fgets (buf, MAX_BUF, fp) != NULL) 83 while (fgets (buf, MAX_BUF, fp))
122 { 84 {
123 if (*buf == '#') 85 if (*buf == '#')
124 continue; 86 continue;
125 87
126 if (size + strlen (buf) >= HUGE_BUF) 88 if (size + strlen (buf) >= HUGE_BUF)
153 115
154 news[0] = '\0'; 116 news[0] = '\0';
155 subject[0] = '\0'; 117 subject[0] = '\0';
156 size = 0; 118 size = 0;
157 119
158 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
159 { 121 {
160 if (*buf == '#') 122 if (*buf == '#')
161 continue; 123 continue;
162 124
163 if (*buf == '%') 125 if (*buf == '%')
164 { /* send one news */ 126 { /* send one news */
165 if (size > 0) 127 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
167 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
168 strip_endline (subject); 131 strip_endline (subject);
169 size = 0; 132 size = 0;
170 news[0] = '\0'; 133 news[0] = '\0';
171 } 134 }
180 size += strlen (buf); 143 size += strlen (buf);
181 } 144 }
182 } 145 }
183 146
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
186 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
187} 150}
188 151
189int 152float
190playername_ok (const char *cp) 153player::weapon_speed () const
191{ 154{
192 /* Don't allow - or _ as first character in the name */ 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268 p->no_shout = 0; /* default can shout */
269
270 assign (p->title, op->arch->clone.name);
271 op->race = op->arch->clone.race;
272
273 CLEAR_FLAG (op, FLAG_READY_SKILL);
274
275 /* we need to clear these to -1 and not zero - otherwise,
276 * if a player quits and starts a new character, we wont
277 * send new values to the client, as things like exp start
278 * at zero.
279 */
280 for (i = 0; i < NUM_SKILLS; i++)
281 {
282 p->last_skill_exp[i] = -1;
283 p->last_skill_ob[i] = NULL;
284 }
285
286 for (i = 0; i < NROFATTACKS; i++)
287 p->last_resist[i] = -1;
288
289 p->last_stats.exp = -1;
290 p->last_weight = (uint32) - 1;
291
292 p->socket->update_look = 0;
293 p->socket->look_position = 0;
294
295 return p;
296} 156}
297 157
298/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
299static void 159static void
300set_first_map (object *op) 160set_first_map (object *op)
301{ 161{
302 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
303 op->x = -1; 163 op->x = -1;
304 op->y = -1; 164 op->y = -1;
305 enter_exit (op, NULL);
306} 165}
307 166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case WAND:
278 case ROD:
279 case HORN:
280 case BOW:
281 case SKILL_TOOL:
282 case WEAPON:
283 op->flag [FLAG_APPLIED] = false;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats ();
294
295 ns->floorbox_update ();
296 esrv_send_inventory (ob, ob);
297 esrv_add_spells (this, 0);
298
299 activate ();
300
301 send_rules (ob);
302 send_news (ob);
303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
306 INVOKE_PLAYER (LOGIN, this);
307}
308
309void
310player::disconnect ()
311{
312 if (ns)
313 {
314 if (active)
315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316
317 INVOKE_PLAYER (DISCONNECT, this);
318
319 ns->reset_stats ();
320 ns->pl = 0;
321 ns = 0;
322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
326
327 deactivate ();
328}
329
330// the need for this function can be explained
331// by load_object not returning the object
332void
333player::set_object (object *op)
334{
335 ob = op;
336 ob->contr = this; /* this aren't yet in archetype */
337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341}
342
343player::player ()
344{
345 /* There are some elements we want initialised to non zero value -
346 * we deal with that below this point.
347 */
348 outputs_sync = 4;
349 outputs_count = 4;
350 unapply = unapply_nochoice;
351
352 savebed_map = first_map_path; /* Init. respawn position */
353
354 gen_sp_armour = 10;
355 bowtype = bow_normal;
356 petmode = pet_normal;
357 listening = 10;
358 usekeys = containers;
359 peaceful = 1; /* default peaceful */
360 do_los = 1;
361}
362
363void
364player::do_destroy ()
365{
366 disconnect ();
367
368 attachable::do_destroy ();
369
370 if (ob)
371 {
372 ob->destroy_inv (false);
373 ob->destroy ();
374 }
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
308/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
309 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
310 * mode. 385 * mode.
311 */ 386 */
312 387player *
313int 388player::create ()
314add_player (client *ns)
315{ 389{
316 player *p = new player; 390 player *pl = new player;
317 391
318 p->socket = ns; 392 pl->set_object (arch_to_object (get_player_archetype (0)));
319 ns->pl = p;
320 393
321 p->next = first_player; 394 pl->ob->roll_stats ();
322 first_player = p; 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
323 397
324 p = get_player (p);
325
326 set_first_map (p->ob); 398 set_first_map (pl->ob);
327 399
328 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
329 add_friendly_object (p->ob);
330 send_rules (p->ob);
331 send_news (p->ob);
332 display_motd (p->ob);
333 get_name (p->ob);
334
335 return 0; 400 return pl;
336} 401}
337 402
338/* 403/*
339 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
349 { 414 {
350 if (at == NULL || at->next == NULL) 415 if (at == NULL || at->next == NULL)
351 at = first_archetype; 416 at = first_archetype;
352 else 417 else
353 at = at->next; 418 at = at->next;
419
354 if (at->clone.type == PLAYER) 420 if (at->clone.type == PLAYER)
355 return at; 421 return at;
422
356 if (at == start) 423 if (at == start)
357 { 424 {
358 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 426 exit (-1);
360 } 427 }
361 } 428 }
362} 429}
363 430
364
365object * 431object *
366get_nearest_player (object *mon) 432get_nearest_player (object *mon)
367{ 433{
368 object *op = NULL; 434 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 435 objectlink *ol;
371 unsigned lastdist; 436 unsigned lastdist;
372 rv_vector rv; 437 rv_vector rv;
373 438
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 440 {
376 /* We should not find free objects on this friendly list, but it 441 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 448 object *tmp = ol->ob;
384 449
385 /* Can't do much more other than log the fact, because the object 450 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 451 * itself will have been cleared.
387 */ 452 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
389 ol = ol->next; 455 ol = ol->next;
390 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
391 if (!ol) 457 if (!ol)
392 return op; 458 return op;
393 } 459 }
406 { 472 {
407 op = ol->ob; 473 op = ol->ob;
408 lastdist = rv.distance; 474 lastdist = rv.distance;
409 } 475 }
410 } 476 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 477
412 { 478 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 479 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 480 if (lastdist > rv.distance)
417 { 481 {
418 op = pl->ob; 482 op = pl->ob;
419 lastdist = rv.distance; 483 lastdist = rv.distance;
420 } 484 }
421 } 485
422 }
423#if 0 486#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 487 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 488#endif
426 return op; 489 return op;
427} 490}
445 * circling behaviour. Unfortunately, this function is also used to determined 508 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 509 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 510 * is probably not a good thing.
448 */ 511 */
449#define MAX_SPACES 50 512#define MAX_SPACES 50
450
451 513
452/* 514/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 516 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 517 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 548 x = mon->x;
487 y = mon->y; 549 y = mon->y;
488 m = mon->map; 550 m = mon->map;
489 dir = rv.direction; 551 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 552 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 553 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
554
492 /* If we can't solve it within the search distance, return now. */ 555 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 556 if (diff > max)
494 return 0; 557 return 0;
558
495 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
496 { 560 {
497 lastx = x; 561 lastx = x;
498 lasty = y; 562 lasty = y;
499 lastmap = m; 563 lastmap = m;
581 max--; 645 max--;
582 lastdir = dir; 646 lastdir = dir;
583 if (!firstdir) 647 if (!firstdir)
584 firstdir = dir; 648 firstdir = dir;
585 } 649 }
650
586 if (diff <= 1) 651 if (diff <= 1)
587 { 652 {
588 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 654 * headed toward player for entire distance.
590 */ 655 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 658 }
659
594 if (diff > max) 660 if (diff > max)
595 return 0; 661 return 0;
596 } 662 }
663
597 /* If we reached the max, didn't find a direction in time */ 664 /* If we reached the max, didn't find a direction in time */
598 if (!max) 665 if (!max)
599 return 0; 666 return 0;
600 667
601 return firstdir; 668 return firstdir;
694 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
695 link_player_skills (pl); 762 link_player_skills (pl);
696} 763}
697 764
698void 765void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 766get_party_password (object *op, partylist *party)
783{ 767{
784 if (party == NULL) 768 if (party == NULL)
785 { 769 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 770 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 771 return;
788 } 772 }
773
789 op->contr->write_buf[0] = '\0'; 774 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 777 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 778}
794
795 779
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 780/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 781static int
798roll_stat (void) 782roll_stat (void)
799{ 783{
800 int a[4], i, j, k; 784 int a[4], i, j, k;
801 785
802 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
804 788
805 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 790 if (a[i] < k)
807 k = a[i], j = i; 791 k = a[i], j = i;
808 792
809 for (i = 0, k = 0; i < 4; i++) 793 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 794 if (i != j)
812 k += a[i]; 795 k += a[i];
813 } 796
814 return k; 797 return k;
815} 798}
816 799
817void 800void
818roll_stats (object *op) 801object::roll_stats ()
819{ 802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
820 int sum = 0; 807 int sum = 0;
821 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
823 810
824 do 811 if (sum >= 82 && sum <= 116)
812 break;
825 { 813 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 814
837 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 817
846 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
847 do 819 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 820
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 821 stats.exp = 0;
882 op->stats.ac = 0; 822 stats.ac = 0;
883 823
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
830 contr->levhp[1] = 9;
831 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3;
833
892 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
835 }
893} 836}
894 837
895void 838void
896Roll_Again (object *op) 839object::swap_stats (int a, int b)
897{ 840{
898 esrv_new_player (op->contr, 0); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 842
903void 843 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 844 stats.stat (i) = contr->orig_stats.stat (i);
845
846 //TODO: the following code looks so borked and should, at the very least,
847 // be merged with the similar code in roll_stats
848 stats.ac = 0;
849
850 level = 1;
851 stats.exp = 0;
852 stats.ac = 0;
853
854 stats.hp = stats.maxhp;
855 stats.sp = stats.maxsp;
856 stats.grace = stats.maxgrace;
857
858 if (contr)
859 {
860 contr->levhp[1] = 9;
861 contr->levsp[1] = 6;
862 contr->levgrace[1] = 3;
863
864 contr->orig_stats = stats;
865 }
866}
867
868static void
869start_info (object *op)
905{ 870{
906 signed char tmp;
907 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
908 872
909 if (op->contr->Swap_First == -1) 873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 877}
1024 878
1025/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
1029 * not the class. 883 * not the class.
1030 */ 884 */
1031 885void
1032int 886player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 887{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 890
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 891 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 892 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 893 create_treasure (tl, ob, 0, 0, 0);
1053 894
1054 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
1056 897
1057 op->contr->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
1058 899
1059 if (op->msg) 900 if (ob->msg)
1060 op->msg = NULL; 901 ob->msg = 0;
1061 902
1062 /* We create this now because some of the unique maps will need it 903 /* We create this now because some of the unique maps will need it
1063 * to save here. 904 * to save here.
1064 */ 905 */
906 {
907 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
1067 911
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 912 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 915 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
1076 fix_player (op); 917 ob->update_stats ();
1077 918
1078 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
1079 * is one for this race 920 * is one for this race
1080 */ 921 */
1081 if (*first_map_ext_path) 922 if (*first_map_ext_path)
1082 { 923 {
1083 object *tmp; 924 object *tmp;
1084 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
1085 926
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1087 tmp = object::create (); 928 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
1093 * default initial map */ 934 * default initial map */
1094 tmp->destroy (); 935 tmp->destroy ();
1095 } 936 }
1096 else 937 else
1097 {
1098 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
1099 } 939}
1100 return 0;
1101 }
1102 940
941void
942player::chargen_race_next ()
943{
1103 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
1104 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
1105 */ 946 */
1106 947
1107 tmp_loop = 0; 948 do
1108 while (!tmp_loop)
1109 { 949 {
1110 shstr name = op->name; 950 shstr name = ob->name;
1111 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
1112 952
1113 remove_statbonus (op); 953 ob->remove_statbonus ();
1114 op->remove (); 954 ob->remove ();
1115 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
1116 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
1117 op->instantiate (); 957 ob->instantiate ();
1118 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
1119 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
1120 op->x = x; 960 ob->x = x;
1121 op->y = y; 961 ob->y = y;
1122 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
1123 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
1124 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
1125 add_statbonus (op); 965 ob->add_statbonus ();
1126 tmp_loop = allowed_class (op);
1127 } 966 }
967 while (!allowed_class (ob));
1128 968
1129 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
1130 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
1131 fix_player (op); 971 ob->update_stats ();
1132 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
1133 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
1134 op->stats.grace = 0; 974 ob->stats.grace = 0;
1135
1136 if (op->msg)
1137 new_draw_info (NDI_BLUE, 0, op, op->msg);
1138
1139 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1140 return 0;
1141}
1142
1143int
1144key_confirm_quit (object *op, char key)
1145{
1146 char buf[MAX_BUF];
1147
1148 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1149 {
1150 op->contr->state = ST_PLAYING;
1151 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1152 return 1;
1153 }
1154
1155 INVOKE_PLAYER (LOGOUT, op->contr);
1156 INVOKE_PLAYER (QUIT, op->contr);
1157
1158 terminate_all_pets (op);
1159 leave_map (op);
1160 op->direction = 0;
1161 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1162
1163 strcpy (op->contr->killer, "quit");
1164 check_score (op);
1165 op->contr->party = NULL;
1166 if (settings.set_title == TRUE)
1167 op->contr->own_title[0] = '\0';
1168
1169 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1170 {
1171 maptile *mp, *next;
1172
1173 /* We need to hunt for any per player unique maps in memory and
1174 * get rid of them. The trailing slash in the path is intentional,
1175 * so that players named 'Ab' won't match against players 'Abe' pathname
1176 */
1177 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1178 for (mp = first_map; mp != NULL; mp = next)
1179 {
1180 next = mp->next;
1181 if (!strncmp (mp->path, buf, strlen (buf)))
1182 delete_map (mp);
1183 }
1184
1185 delete_character (op->name, 1);
1186 }
1187
1188 play_again (op);
1189 return 1;
1190} 975}
1191 976
1192void 977void
1193flee_player (object *op) 978flee_player (object *op)
1194{ 979{
1224 { 1009 {
1225 op->enemy = NULL; 1010 op->enemy = NULL;
1226 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1227 return; 1012 return;
1228 } 1013 }
1014
1229 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1230 1016
1231 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1232 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1233 { 1019 {
1234 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1235 1021
1236 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1237 {
1238 return; 1023 return;
1239 }
1240 } 1024 }
1025
1241 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1242 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1243 op->enemy = NULL; 1028 op->enemy = NULL;
1244} 1029}
1245 1030
1246
1247/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* check_pick sees if there is stuff to be picked up/picks up stuff.
1248 * IT returns 1 if the player should keep on moving, 0 if he should 1032 * It returns 1 if the player should keep on moving, 0 if he should
1249 * stop. 1033 * stop.
1250 */ 1034 */
1251int 1035int
1252check_pick (object *op) 1036check_pick (object *op)
1253{ 1037{
1254 object *tmp, *next; 1038 object *tmp, *next;
1255 int stop = 0; 1039 int stop = 0;
1256 int j, k, wvratio; 1040 int wvratio;
1257 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1258 1042
1259 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1260 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1261 return 1; 1045 return 1;
1262 1046
1331 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1332 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1333 else 1117 else
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1336 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1337
1338 sprintf (putstring, "...flags: ");
1339 for (k = 0; k < 4; k++)
1340 {
1341 for (j = 0; j < 32; j++)
1342 {
1343 if ((tmp->flags[k] >> j) & 0x01)
1344 {
1345 sprintf (tmpstr, "%d ", k * 32 + j);
1346 strcat (putstring, tmpstr);
1347 }
1348 }
1349 }
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352#if 0
1353 /* print the flags too */
1354 for (k = 0; k < 4; k++)
1355 {
1356 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1357 for (j = 0; j < 32; j++)
1358 {
1359 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1360 if (!((j + 1) % 4))
1361 fprintf (stderr, " ");
1362 }
1363 fprintf (stderr, " [%d]\n", k * 32);
1364 }
1365#endif
1366 } 1122 }
1123
1367 /* philosophy: 1124 /* philosophy:
1368 * It's easy to grab an item type from a pile, as long as it's 1125 * It's easy to grab an item type from a pile, as long as it's
1369 * generic. This takes no game-time. For more detailed pickups 1126 * generic. This takes no game-time. For more detailed pickups
1370 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1371 * grab-as-you-run type mode that's really useful for arrows for 1128 * grab-as-you-run type mode that's really useful for arrows for
1372 * example. 1129 * example.
1373 * The drawback: right now it has no frontend, so you need to 1130 * The drawback: right now it has no frontend, so you need to
1374 * stick the bits you want into a calculator in hex mode and then 1131 * stick the bits you want into a calculator in hex mode and then
1375 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1626 * found object is returned. 1383 * found object is returned.
1627 */ 1384 */
1628object * 1385object *
1629find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1630{ 1387{
1631 object *tmp = NULL; 1388 object *tmp = 0;
1632 1389
1633 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1634 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1635 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1636 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1637 return op; 1394 return op;
1395
1638 return tmp; 1396 return tmp;
1639} 1397}
1640 1398
1641/* 1399/*
1642 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1643 * against the target. A full test is not performed, simply a basic test 1401 * against the target. A full test is not performed, simply a basic test
1644 * of resistances. The archer is making a quick guess at what he sees down 1402 * of resistances. The archer is making a quick guess at what he sees down
1645 * the hall. Failing that it does it's best to pick the highest plus arrow. 1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1646 */ 1404 */
1647
1648object * 1405object *
1649find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1650{ 1407{
1651 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1652 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1718 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1719 * op = the shooter 1476 * op = the shooter
1720 * type = bow->race 1477 * type = bow->race
1721 * dir = fire direction 1478 * dir = fire direction
1722 */ 1479 */
1723
1724object * 1480object *
1725pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1726{ 1482{
1727 object *tmp = NULL; 1483 object *tmp = NULL;
1728 maptile *m; 1484 maptile *m;
1793 */ 1549 */
1794int 1550int
1795fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1796{ 1552{
1797 object *left, *bow; 1553 object *left, *bow;
1798 int bowspeed, mflags; 1554 int mflags;
1799 maptile *m; 1555 maptile *m;
1800 1556
1801 if (!dir) 1557 if (!dir)
1802 { 1558 {
1803 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1804 return 0; 1560 return 0;
1805 } 1561 }
1806 if (op->type == PLAYER) 1562
1807 bow = op->contr->ranges[range_bow]; 1563 if (op->contr)
1564 bow = op->current_weapon;
1808 else 1565 else
1809 { 1566 {
1810 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1569 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1574 if (!bow)
1818 { 1575 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1577 return 0;
1821 } 1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1822 } 1587 }
1588
1823 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1824 { 1590 {
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1826 return 0; 1592 return 0;
1827 } 1593 }
1828
1829 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1830
1831 /* penalize ROF for bestarrow */
1832 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1833 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1834 if (bowspeed < 1)
1835 bowspeed = 1;
1836 1594
1837 if (arrow == NULL) 1595 if (arrow == NULL)
1838 { 1596 {
1839 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1840 { 1598 {
1841 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1843 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1844 else 1602 else
1845 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1846 return 0; 1605 return 0;
1847 } 1606 }
1848 } 1607 }
1608
1849 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1850 if (mflags & P_OUT_OF_MAP) 1610 if (mflags & P_OUT_OF_MAP)
1851 {
1852 return 0; 1611 return 0;
1853 } 1612
1854 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1855 { 1614 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1615 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1857 return 0; 1616 return 0;
1858 } 1617 }
1864 return 0; 1623 return 0;
1865 } 1624 }
1866 1625
1867 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1868 arrow = get_split_ob (arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1869 if (arrow == NULL) 1628 if (!arrow)
1870 { 1629 {
1871 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1630 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1872 return 0; 1631 return 0;
1873 } 1632 }
1633
1874 arrow->set_owner (op); 1634 arrow->set_owner (op);
1875 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1876
1877 arrow->direction = dir; 1636 arrow->direction = dir;
1878 arrow->x = sx; 1637
1879 arrow->y = sy; 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641
1642 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 if (player *pl = op->contr)
1646 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1666
1667 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1669 + bow->stats.dam / 7.0;
1670
1671 arrow->set_speed (max (arrow->speed, 2.0));
1672 arrow->speed_left = 0;
1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1880 1675
1881 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1882 { 1677 {
1883 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1884 fix_player (op);
1885 }
1886
1887 SET_ANIMATION (arrow, arrow->direction);
1888 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1889 arrow->stats.hp = arrow->stats.dam;
1890 arrow->stats.grace = arrow->attacktype;
1891 if (arrow->slaying != NULL)
1892 arrow->spellarg = strdup (arrow->slaying);
1893
1894 /* Note that this was different for monsters - they got their level
1895 * added to the damage. I think the strength bonus is more proper.
1896 */
1897
1898 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1899
1900 /* update the speed */
1901 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1902 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1903
1904 if (arrow->speed < 1.0)
1905 arrow->speed = 1.0;
1906 update_ob_speed (arrow);
1907 arrow->speed_left = 0;
1908
1909 if (op->type == PLAYER)
1910 {
1911 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1913 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1914
1915 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1679 wc -= dex_bonus[op->stats.Dex];
1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1916 } 1685 }
1917 else 1686 else
1918 { 1687 {
1919 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1920 arrow->level = op->level; 1688 arrow->level = op->level;
1921 } 1689 arrow->stats.wc -= bow->magic;
1922 1690
1923 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1924 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1925 1696
1926 if (bow->slaying != NULL) 1697 wc -= arrow->level;
1927 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1928 1699
1929 arrow->map = m; 1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1930 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1931 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1932 1703
1933 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1934 insert_ob_in_map (arrow, m, op, 0); 1705 m->insert (arrow, sx, sy, op);
1935 1706
1936 if (!arrow->destroyed ()) 1707 if (!arrow->destroyed ())
1937 move_arrow (arrow); 1708 move_arrow (arrow);
1938 1709
1939 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1959{ 1730{
1960 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1961 1732
1962 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1963 { 1734 {
1964 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1965 } 1736 }
1966 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1967 { 1738 {
1968 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1969 wcmod = -1; 1740 wcmod = -1;
1741
1970 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1971 } 1743 }
1972 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
1973 { 1745 {
1974 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1978 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1979 { 1751 {
1980 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1982 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1983
1984 } 1755 }
1985 else 1756 else
1986 { 1757 {
1987 /* Simple case */ 1758 /* Simple case */
1988 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1989 } 1760 }
1761
1990 return ret; 1762 return ret;
1991} 1763}
1992
1993 1764
1994/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1995 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1996 */ 1767 */
1997void 1768void
1998fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
1999{ 1770{
2000 object *item; 1771 object *item = op->contr->ranged_ob;
2001 1772
2002 if (!op->contr->ranges[range_misc]) 1773 if (!item)
2003 { 1774 {
2004 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2005 return; 1776 return;
2006 } 1777 }
2007 1778
2008 item = op->contr->ranges[range_misc];
2009 if (!item->inv) 1779 if (!item->inv)
2010 { 1780 {
2011 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2012 return; 1782 return;
2013 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
2014 if (item->type == WAND) 1788 if (item->type == WAND)
2015 { 1789 {
2016 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
2017 { 1791 {
2018 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2019 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
2020 return; 1795 return;
2021 } 1796 }
2022 } 1797 }
2023 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2024 { 1799 {
2025 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2026 { 1801 {
2027 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
2028 if (item->type == ROD) 1804 if (item->type == ROD)
2029 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2030 else 1806 else
2031 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1808
2032 return; 1809 return;
2033 } 1810 }
2034 } 1811 }
2035 1812
2036 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
2044 1821
2045 if (item->arch) 1822 if (item->arch)
2046 { 1823 {
2047 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
2048 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
2049 item->speed = 0; 1826 item->set_speed (0);
2050 update_ob_speed (item);
2051 } 1827 }
1828
2052 if ((tmp = is_player_inv (item))) 1829 if ((tmp = item->in_player ()))
2053 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
2054 } 1831 }
2055 } 1832 }
2056 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
2057 {
2058 drain_rod_charge (item); 1834 drain_rod_charge (item);
2059 }
2060 } 1835 }
2061} 1836}
2062 1837
2063/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
2064 */ 1839 */
2069 1844
2070 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
2071 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
2072 make_visible (op); 1847 make_visible (op);
2073 1848
2074 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
2075 { 1852 {
2076 case range_none: 1853 control_golem (op->contr->golem, dir);
2077 return; 1854 return;
1855 }
2078 1856
2079 case range_bow: 1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type)
1866 {
1867 case BOW:
2080 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
2081 return; 1869 break;
2082 1870
2083 case range_magic: /* Casting spells */ 1871 case SPELL:
2084 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2085 return; 1873 break;
2086 1874
2087 case range_misc: 1875 case BUILDER:
1876 apply_map_builder (op, dir);
1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
1883 default:
2088 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2089 return; 1885 break;
2090
2091 case range_golem: /* Control summoned monsters from scrolls */
2092 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2093 {
2094 op->contr->ranges[range_golem] = 0;
2095 op->contr->shoottype = range_none;
2096 }
2097 else
2098 control_golem (op->contr->ranges[range_golem], dir);
2099 return;
2100
2101 case range_skill:
2102 if (!op->chosen_skill)
2103 {
2104 if (op->type == PLAYER)
2105 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2106 return;
2107 }
2108 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2109 return;
2110 case range_builder:
2111 apply_map_builder (op, dir);
2112 return;
2113 default:
2114 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2115 return;
2116 } 1886 }
2117} 1887}
2118
2119
2120 1888
2121/* find_key 1889/* find_key
2122 * We try to find a key for the door as passed. If we find a key 1890 * We try to find a key for the door as passed. If we find a key
2123 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
2124 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
2126 * pl is the player, 1894 * pl is the player,
2127 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
2128 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
2129 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
2130 */ 1898 */
2131
2132object * 1899object *
2133find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
2134{ 1901{
2135 object *tmp, *key; 1902 object *tmp, *key;
2136 1903
2137 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
2138 if (container->inv == NULL) 1905 if (!container->inv)
2139 return NULL; 1906 return 0;
2140 1907
2141 /* First, lets try to find a key in the top level inventory */ 1908 /* First, lets try to find a key in the top level inventory */
2142 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
2143 { 1910 {
2144 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
2145 break; 1912 break;
2146 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
2147 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
2148 */ 1915 */
2149 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2150 break; 1917 break;
2151 } 1918 }
1919
2152 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
2153 /* If we find and use a key in an inventory, return at that time. 1921 /* If we find and use a key in an inventory, return at that time.
2154 * otherwise, if we search all the inventories and still don't find 1922 * otherwise, if we search all the inventories and still don't find
2155 * a key, return 1923 * a key, return
2156 */ 1924 */
2157 if (!tmp) 1925 if (!tmp)
2158 { 1926 {
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1928 {
2161 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
2162 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
2163 { 1931 {
2164 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
2165 return key; 1933 return key;
2166 } 1934 }
2167 } 1935 }
1936
2168 if (!tmp) 1937 if (!tmp)
2169 return NULL; 1938 return NULL;
2170 } 1939 }
1940
2171 /* We get down here if we have found a key. Now if its in a container, 1941 /* We get down here if we have found a key. Now if its in a container,
2172 * see if we actually want to use it 1942 * see if we actually want to use it
2173 */ 1943 */
2174 if (pl != container) 1944 if (pl != container)
2175 { 1945 {
2196 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2197 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2198 return NULL; 1968 return NULL;
2199 } 1969 }
2200 } 1970 }
1971
2201 return tmp; 1972 return tmp;
2202} 1973}
2203 1974
2204/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2205 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2207 * 0 otherwise 1978 * 0 otherwise
2208 */ 1979 */
2209static int 1980static int
2210player_attack_door (object *op, object *door) 1981player_attack_door (object *op, object *door)
2211{ 1982{
2212
2213 /* If its a door, try to find a use a key. If we do destroy the door, 1983 /* If its a door, try to find a use a key. If we do destroy the door,
2214 * might as well return immediately as there is nothing more to do - 1984 * might as well return immediately as there is nothing more to do -
2215 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
2216 */ 1986 */
2217 object *key = find_key (op, op, door); 1987 object *key = find_key (op, op, door);
2220 if (key) 1990 if (key)
2221 { 1991 {
2222 object *container = key->env; 1992 object *container = key->env;
2223 1993
2224 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995
2225 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2226 make_visible (op); 1997 make_visible (op);
1998
2227 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2228 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2229 if (door->type == DOOR) 2002 if (door->type == DOOR)
2230 {
2231 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2232 }
2233 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2234 { 2005 {
2235 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2236 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2237 } 2008 }
2009
2238 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2239 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2240 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2241 if (container != op) 2013 if (container != op)
2242 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2243 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2244 } 2017 }
2245 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2246 { 2019 {
2247 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2248 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2249 return 1; 2022 return 1;
2250 } 2023 }
2024
2251 return 0; 2025 return 0;
2252} 2026}
2253 2027
2254/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2255 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2256 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2257 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2258 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2259 */ 2033 */
2260
2261void 2034void
2262move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2263{ 2036{
2264 object *tmp, *mon; 2037 object *tmp, *mon;
2265 sint16 nx, ny;
2266 int on_battleground; 2038 int on_battleground;
2267 maptile *m; 2039 maptile *m;
2268 2040
2269 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2270 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2271 2043
2272 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2273 2045
2274 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2275 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2276 * want to be calling move_ob if braced, because move_ob will move the 2048 * want to be calling move_ob if braced, because move_ob will move the
2277 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2282 */ 2054 */
2283 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2284 { 2056 {
2285 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2286 { 2058 {
2287 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2288 if (!m) 2060 if (!m)
2289 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2290 } 2062 }
2291 else 2063 else
2292 m = op->map; 2064 m = op->map;
2293 2065
2294 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2295 {
2296 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2297 return; 2067 return;
2298 }
2299 2068
2300 mon = NULL; 2069 mon = 0;
2301 /* Go through all the objects, and find ones of interest. Only stop if 2070 /* Go through all the objects, and find ones of interest. Only stop if
2302 * we find a monster - that is something we know we want to attack. 2071 * we find a monster - that is something we know we want to attack.
2303 * if its a door or barrel (can roll) see if there may be monsters 2072 * if its a door or barrel (can roll) see if there may be monsters
2304 * on the space 2073 * on the space
2305 */ 2074 */
2306 while (tmp != NULL) 2075 while (tmp)
2307 { 2076 {
2308 if (tmp == op) 2077 if (tmp == op)
2309 { 2078 {
2310 tmp = tmp->above; 2079 tmp = tmp->above;
2311 continue; 2080 continue;
2321 mon = tmp; 2090 mon = tmp;
2322 2091
2323 tmp = tmp->above; 2092 tmp = tmp->above;
2324 } 2093 }
2325 2094
2326 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2327 return; /* into a wall */ 2096 return; /* into a wall */
2328 2097
2329 if (mon->head != NULL) 2098 if (mon->head)
2330 mon = mon->head; 2099 mon = mon->head;
2331 2100
2332 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2333 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2334 return; 2103 return;
2343 2112
2344 /* If the creature is a pet, push it even if the player is not 2113 /* If the creature is a pet, push it even if the player is not
2345 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2346 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2347 */ 2116 */
2348 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2349#if COZY_SERVER
2350 &&
2351 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2352 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2353#else
2354 && mon->owner == op 2120 || mon->owner == op)
2355#endif
2356 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2357 { 2122 {
2358 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2359 if (op->contr->braced) 2124 if (op->contr->braced)
2360 return; 2125 return;
2126
2361 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2362 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2363 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2364 make_visible (op); 2130 make_visible (op);
2131
2365 return; 2132 return;
2366 } 2133 }
2367 2134
2368 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2369 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2370 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2371 * attack them either. 2138 * attack them either.
2372 */ 2139 */
2373 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2374 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2375#ifdef PROHIBIT_PLAYERKILL 2142 && ((op->contr->peaceful
2376 (op->contr->peaceful 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2377 || (mon->type == PLAYER 2144 && !on_battleground))
2378 && mon->contr->
2379 peaceful)) &&
2380#else
2381 op->contr->peaceful &&
2382#endif
2383 !on_battleground))
2384 { 2145 {
2385 if (!op->contr->braced) 2146 if (!op->contr->braced)
2386 { 2147 {
2387 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2388 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2389 } 2150 }
2390 else 2151 else
2391 {
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2393 } 2153
2394 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2395 make_visible (op); 2155 make_visible (op);
2396 } 2156 }
2397 2157
2398 /* If the object is a boulder or other rollable object, then 2158 /* If the object is a boulder or other rollable object, then
2409 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2410 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2411 * 1) Not a player, 2) A player, but of a different party. Note 2171 * 1) Not a player, 2) A player, but of a different party. Note
2412 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2413 */ 2173 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417 { 2176 {
2418
2419 /* If the player hasn't hit something this tick, and does
2420 * so, give them speed boost based on weapon speed. Doing
2421 * it here is better than process_players2, which basically
2422 * incurred a 1 tick offset.
2423 */
2424 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2425 { 2178 {
2179 op->contr->has_hit = 1;
2426 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2427
2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2429 } 2181 }
2430 2182
2431 skill_attack (mon, op, 0, NULL, NULL); 2183 skill_attack (mon, op, 0, 0, 0);
2432 2184
2433 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2434 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2435 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2436 * the wiz. 2188 * the wiz.
2438 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2439 { 2191 {
2440 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2441 2193
2442 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2443 skill_attack (op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2444 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2445 } 2197 }
2198
2446 if (action_makes_visible (op)) 2199 if (action_makes_visible (op))
2447 make_visible (op); 2200 make_visible (op);
2448 } 2201 }
2449 } /* if player should attack something */ 2202 } /* if player should attack something */
2450} 2203}
2452int 2205int
2453move_player (object *op, int dir) 2206move_player (object *op, int dir)
2454{ 2207{
2455 int pick; 2208 int pick;
2456 2209
2457 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2458 return 0; 2211 return 0;
2459 2212
2460 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2461 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2462 { 2215 {
2463 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2464 return 0; 2217 return 0;
2465 } 2218 }
2466 2219
2467 /* peterm: added following line */ 2220 /* peterm: added following line */
2468 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2469 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2470 2223
2471 op->facing = dir; 2224 op->facing = dir;
2472 2225
2473 if (op->hide) 2226 if (op->hide)
2474 do_hidden_move (op); 2227 do_hidden_move (op);
2485 2238
2486 /* Add special check for newcs players and fire on - this way, the 2239 /* Add special check for newcs players and fire on - this way, the
2487 * server can handle repeat firing. 2240 * server can handle repeat firing.
2488 */ 2241 */
2489 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2490 {
2491 op->direction = dir; 2243 op->direction = dir;
2492 }
2493 else 2244 else
2494 {
2495 op->direction = 0; 2245 op->direction = 0;
2496 } 2246
2497 /* Update how the player looks. Use the facing, so direction may 2247 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2248 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2249 * for players.
2500 */ 2250 */
2501 animate_object (op, op->facing); 2251 animate_object (op, op->facing);
2510 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2511 */ 2261 */
2512int 2262int
2513handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2514{ 2264{
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)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2266 {
2537 flee_player (op); 2267 flee_player (op);
2268
2538 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2540 { 2271 {
2541 op->speed_left--; 2272 --op->speed_left;
2542 return 0; 2273 return 0;
2543 } 2274 }
2544 } 2275 }
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 2276
2554 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2279 * called, so we recheck it here.
2557 */ 2280 */
2558 op->contr->socket->handle_command (); 2281 if (op->contr->ns->handle_command ())
2559 if (op->speed_left < 0)
2560 return 0; 2282 return 1;
2561 2283
2284 if (op->speed_left > 0.f)
2285 {
2562 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2563 { 2287 {
2564 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2565 op->speed_left--; 2289 --op->speed_left;
2566 2290
2567 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2568 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2569 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2570 */ 2294 */
2571 move_player (op, op->direction); 2295 move_player (op, op->direction);
2572 if (op->speed_left > 0) 2296
2573 return 1; 2297 return op->speed_left > 0.f;
2574 else 2298 }
2575 return 0;
2576 } 2299 }
2577 2300
2578 return 0; 2301 return 0;
2579} 2302}
2580 2303
2600 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2601 2324
2602 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2603 op->stats.food = 999; 2326 op->stats.food = 999;
2604 2327
2605 fix_player (op); 2328 op->update_stats ();
2606 return 1; 2329 return 1;
2607 } 2330 }
2608 2331
2609 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2610 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2618 * from. 2341 * from.
2619 */ 2342 */
2620void 2343void
2621remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2622{ 2345{
2623 object *next;
2624
2625 while (op) 2346 while (op)
2626 { 2347 {
2627 next = op->below; /* Make sure we have a good value, in case 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2628 * we remove object 'op' 2349
2629 */
2630 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2631 { 2351 {
2632 op->remove ();
2633 op->x = env->x;
2634 op->y = env->y;
2635 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2636 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2637 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2638 } 2356 }
2639 else if (op->inv) 2357 else if (op->inv)
2640 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2641 2359
2642 op = next; 2360 op = next;
2643 } 2361 }
2644} 2362}
2645
2646 2363
2647/* 2364/*
2648 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2649 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2650 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2402 strcat (buf2, buf);
2686 2403
2687 return buf2; 2404 return buf2;
2688} 2405}
2689
2690
2691 2406
2692void 2407void
2693do_some_living (object *op) 2408do_some_living (object *op)
2694{ 2409{
2695 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2701 int rate_grace = 2000; 2416 int rate_grace = 2000;
2702 const int max_hp = 1; 2417 const int max_hp = 1;
2703 const int max_sp = 1; 2418 const int max_sp = 1;
2704 const int max_grace = 1; 2419 const int max_grace = 1;
2705 2420
2706 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2707 {
2708 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2709 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2710 flush_output_element (op, &op->contr->outputs[i]);
2711 } 2422 {
2423 op->invisible = 1000;
2424 /* the socket code flashes the player visible/invisible
2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2430 }
2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2432 {
2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2438 }
2712 2439
2713 if (op->contr->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2714 { 2441 {
2715
2716 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2717 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2718 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2719 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2720 else 2446 else
2721 { 2447 {
2722 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2723 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2724 } 2450 }
2451
2725 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2726 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2727 else 2454 else
2728 { 2455 {
2729 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2730 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2731 } 2458 }
2459
2732 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2733 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2734 else 2462 else
2735 { 2463 {
2736 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2737 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2738 } 2466 }
2739 2467
2740 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2741 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2742 { 2470 {
2743 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2744 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2745 { 2473 {
2746 op->stats.sp++; 2474 op->stats.sp++;
2752 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2753 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2754 op->stats.food = last_food; 2482 op->stats.food = last_food;
2755 } 2483 }
2756 } 2484 }
2485
2757 if (max_sp > 1) 2486 if (max_sp > 1)
2758 { 2487 {
2759 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2760 if (over_sp > 0) 2489 if (over_sp > 0)
2761 { 2490 {
2762 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2763 { 2492 {
2764 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2765 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2766 op->stats.sp--; 2496 op->stats.sp--;
2497
2767 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2768 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2769 } 2500 }
2770 op->last_sp = 0; 2501 op->last_sp = 0;
2771 } 2502 }
2772 else 2503 else
2773 {
2774 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2775 }
2776 } 2505 }
2777 else 2506 else
2778 {
2779 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780 }
2781 } 2508 }
2782 2509
2783 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2784 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2785 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2786 { 2513 {
2787 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2788 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2789 if (max_grace > 1) 2517 if (max_grace > 1)
2790 { 2518 {
2791 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2792 if (over_grace > 0) 2520 if (over_grace > 0)
2793 { 2521 {
2821 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2822 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2823 op->stats.food = last_food; 2551 op->stats.food = last_food;
2824 } 2552 }
2825 } 2553 }
2554
2826 if (max_hp > 1) 2555 if (max_hp > 1)
2827 { 2556 {
2828 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2829 if (over_hp > 0) 2558 if (over_hp > 0)
2830 { 2559 {
2843 } 2572 }
2844 2573
2845 /* Digestion */ 2574 /* Digestion */
2846 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2847 { 2576 {
2848#ifdef COZY_SERVER
2849 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2850 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2851#else
2852 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2853#endif
2854 2578
2855 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2856 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2857 else 2581 else
2858 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2859 /* dms do not consume food */ 2584 /* dms do not consume food */
2860 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2861 op->stats.food--; 2586 op->stats.food--;
2862 } 2587 }
2863 }
2864 2588
2865 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2866 { 2590 {
2867 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2868 2592
2869 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2870 { 2594 {
2871 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2872 {
2873 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2874 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2875 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2876 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2877 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2878 break; 2602 break;
2879 } 2603 }
2880 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2881 flesh = tmp; 2605 flesh = tmp;
2882 } /* End if paid for object */ 2606 } /* End if paid for object */
2883 } /* end of for loop */ 2607 } /* end of for loop */
2608
2884 /* If player is still starving, it means they don't have any food, so 2609 /* If player is still starving, it means they don't have any food, so
2885 * eat flesh instead. 2610 * eat flesh instead.
2886 */ 2611 */
2887 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2888 { 2613 {
2889 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2890 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2891 } 2616 }
2892 } /* end if player is starving */ 2617 }
2893 2618
2894 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2895 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2896 2621
2897 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2898 kill_player (op); 2623 kill_player (op);
2624 }
2899} 2625}
2900
2901
2902 2626
2903/* If the player should die (lack of hp, food, etc), we call this. 2627/* If the player should die (lack of hp, food, etc), we call this.
2904 * op is the player in jeopardy. If the player can not be saved (not 2628 * op is the player in jeopardy. If the player can not be saved (not
2905 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2906 * file. 2630 * file.
2936 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2938 2662
2939 /* restore player */ 2663 /* restore player */
2940 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2941 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2666 {
2944 tmp->destroy (); 2667 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2946 } 2669 }
2947 2670
2948 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2949 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2673 {
2952 tmp->destroy (); 2674 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2954 } 2676 }
2955 2677
2957 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2958 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2959 op->stats.food = 999; 2681 op->stats.food = 999;
2960 2682
2961 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2962 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2963 if (tmp != NULL)
2964 { 2685 {
2965 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2966 tmp->name = buf; 2687 tmp->name = buf;
2967 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2968 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
2969 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2970 tmp->msg = buf; 2691 tmp->msg = buf;
2971 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2972 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2973 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2974 insert_ob_in_map (tmp, op->map, op, 0);
2975 } 2695 }
2976 2696
2977 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2978 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2979 op->contr->braced = 0; 2699 op->contr->braced = 0;
2984 2704
2985 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2986 2706
2987 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
2988 { 2708 {
2989 if (op->contr->explore)
2990 {
2991 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2992 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2993 op->stats.food = 999;
2994 return;
2995 }
2996 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
2997 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
2998 } 2711 }
2999 else 2712 else
3000 {
3001 if (op->contr->explore)
3002 {
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005 op->stats.hp = op->stats.maxhp;
3006 return;
3007 }
3008 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
3009 } 2714
3010 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3011 2716
3012 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3013 x = op->x; 2718 x = op->x;
3014 y = op->y; 2719 y = op->y;
3015 map = op->map; 2720 map = op->map;
3016 2721
3017
3018 if (settings.not_permadeth == TRUE)
3019 {
3020 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3021 * life if they are dead - it takes some exp and a random stat. 2723 * life if they are dead - it takes some exp and a random stat.
3022 * See the config.h file for a little more in depth detail about this. 2724 * See the config.h file for a little more in depth detail about this.
3023 */ 2725 */
3024 2726
3025 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3026 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3027 * of death. 2729 * of death.
3028 */ 2730 */
3029#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3030 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3031 { 2733 {
3032 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3033 /* Lower level chars don't lose as many stats because they suffer 2735 /* Lower level chars don't lose as many stats because they suffer
3034 more if they do. */ 2736 more if they do. */
3035 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3036 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3037 little bit harder. */ 2739 little bit harder. */
3038 /* GD */ 2740 /* GD */
3039 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3040 num_stats_lose = 1; 2742 num_stats_lose = 1;
3041 else
3042 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3043 }
3044 else 2743 else
3045 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3046 num_stats_lose = 1; 2747 num_stats_lose = 1;
3047 } 2748
3048 lost_a_stat = 0; 2749 lost_a_stat = 0;
3049 2750
3050 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3051 { 2752 {
3052 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3053 2754
3054 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3055 { 2756 {
3056 /* Pick a random stat and take a point off it. Tell the player 2757 /* Pick a random stat and take a point off it. Tell the player
3057 * what he lost. 2758 * what he lost.
3058 */ 2759 */
3059 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3060 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3061 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3062 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3063 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3064 lost_a_stat = 1; 2765 lost_a_stat = 1;
2766 }
2767 else
2768 {
2769 /* deplete a stat */
2770 archetype *deparch = archetype::find ("depletion");
2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2775 {
2776 dep = arch_to_object (deparch);
2777 insert_ob_in_ob (dep, op);
3065 } 2778 }
3066 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3067 { 2781 {
3068 /* deplete a stat */ 2782 /* GD */
3069 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3070 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3071 2785 if (this_stat < 0)
3072 dep = present_arch_in_ob (deparch, op);
3073 if (!dep)
3074 { 2786 {
3075 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3076 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3077 } 2789
3078 lose_this_stat = 1; 2790 /* Yes, I am paranoid. Sue me. */
3079 if (settings.balanced_stat_loss)
3080 {
3081 /* GD */
3082 /* Get the stat that we're about to deplete. */
3083 this_stat = get_attr_value (&(dep->stats), i);
3084 if (this_stat < 0) 2791 if (keep_chance < 1)
2792 keep_chance = 1;
2793
2794 /* There is a maximum depletion total per level. */
2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3085 { 2796 {
3086 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 int keep_chance = this_stat * this_stat;
3088
3089 /* Yes, I am paranoid. Sue me. */
3090 if (keep_chance < 1)
3091 keep_chance = 1;
3092
3093 /* There is a maximum depletion total per level. */
3094 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3095 {
3096 lose_this_stat = 0; 2797 lose_this_stat = 0;
3097 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3098 retain the stat. */ 2799 retain the stat. */
3099 }
3100 else
3101 {
3102 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3103 lose_this_stat = 0;
3104 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3105 this_stat, keep_chance, loss_chance,
3106 lose_this_stat?"LOSE":"KEEP"); */
3107 }
3108 } 2800 }
3109 }
3110
3111 if (lose_this_stat)
3112 {
3113 this_stat = get_attr_value (&(dep->stats), i);
3114 /* We could try to do something clever like find another
3115 * stat to reduce if this fails. But chances are, if
3116 * stats have been depleted to -50, all are pretty low
3117 * and should be roughly the same, so it shouldn't make a
3118 * difference.
3119 */ 2801 else
3120 if (this_stat >= -50)
3121 { 2802 {
3122 change_attr_value (&(dep->stats), i, -1); 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3123 SET_FLAG (dep, FLAG_APPLIED);
3124 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3125 fix_player (op);
3126 lost_a_stat = 1; 2804 lose_this_stat = 0;
2805 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806 this_stat, keep_chance, loss_chance,
2807 lose_this_stat?"LOSE":"KEEP"); */
3127 } 2808 }
3128 } 2809 }
3129 } 2810 }
2811
2812 if (lose_this_stat)
2813 {
2814 this_stat = get_attr_value (&(dep->stats), i);
2815 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low
2818 * and should be roughly the same, so it shouldn't make a
2819 * difference.
2820 */
2821 if (this_stat >= -50)
2822 {
2823 change_attr_value (&(dep->stats), i, -1);
2824 SET_FLAG (dep, FLAG_APPLIED);
2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2826 op->update_stats ();
2827 lost_a_stat = 1;
2828 }
3130 } 2829 }
2830 }
2831 }
3131 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3132 if (!lost_a_stat) 2833 if (!lost_a_stat)
3133 { 2834 {
3134 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3135 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3136 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3137 2838
3138 if (god && (strcmp (god, "none"))) 2839 if (god && (strcmp (god, "none")))
3139 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3140 else 2841 else
3141 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3142 } 2843 }
3143#else 2844#else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3145#endif 2846#endif
3146 2847
3147 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3148 * exp loss on the stone. 2849 * exp loss on the stone.
3149 */ 2850 */
3150 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3151 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3152 tmp->name = buf; 2853 tmp->name = buf;
3153 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3154 tmp->name_pl = buf; 2855 tmp->name_pl = buf;
3155 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); 2856 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);
3156 tmp->msg = buf; 2857 tmp->msg = buf;
3157 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3158 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3159 2860
3160 /**************************************/ 2861 /**************************************/
3161 /* */ 2862 /* */
3162 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3163 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3164 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3165 /* */ 2866 /* */
3166 /**************************************/ 2867 /**************************************/
3167 2868
3168 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3169 /* restore player */ 2870 /* restore player */
3170 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3171 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3172 2873
3173 if (tmp) 2874 if (tmp)
3174 { 2875 {
3175 tmp->destroy (); 2876 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3177 } 2878 }
3178 2879
3179 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3180 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3181 if (tmp) 2882 if (tmp)
3182 { 2883 {
3183 tmp->destroy (); 2884 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3185 } 2886 }
3186 2887
3187 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3188 2889
3189 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3190 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3191 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3192 op->stats.food = 900; 2893 op->stats.food = 900;
3193 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3194 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3195 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3196 2897
3197 /* 2898 /*
3198 * Check to see if the player is in a shop. IF so, then check to see if 2899 * Check to see if the player has any unpaid items. If so, remove them
3199 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3200 * in the map. 2901 */
3201 */
3202
3203 if (is_in_shop (op))
3204 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3205 2903
3206 /****************************************/ 2904 /****************************************/
3207 /* */ 2905 /* */
3208 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3209 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3210 /* */ 2908 /* */
3211 /****************************************/ 2909 /****************************************/
3212 2910
3213 enter_player_savebed (op); 2911 enter_player_savebed (op);
3214 2912
3215 /* Save the player before inserting the force to reduce
3216 * chance of abuse.
3217 */
3218 op->contr->braced = 0; 2913 op->contr->braced = 0;
3219 save_player (op, 1);
3220 2914
3221 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3222 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3223 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3224 * on the space that might harm the player. 2918 * on the space that might harm the player.
3225 */ 2919 */
3226 will_kill_again = 0; 2920 will_kill_again = 0;
3227 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2921 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3228 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3229 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3230 2924
3231 if (will_kill_again) 2925 if (will_kill_again)
3232 { 2926 {
3233 object *force; 2927 object *force;
3234 int at; 2928 int at;
3235 2929
3236 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3237 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3238 force->speed = 0.1; 2932 force->speed = 0.1f;
3239 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3240 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3241 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3242 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3243 force->resist[at] = 100; 2937 force->resist[at] = 100;
3244 2938
3245 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3246 fix_player (op); 2940 op->update_stats ();
3247 2941
3248 } 2942 }
3249 2943
3250 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3251 return;
3252 } /* NOT_PERMADETH */
3253 else
3254 {
3255 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3256 * should probably be embedded in an else statement.
3257 */
3258
3259 op->contr->party = NULL;
3260 if (settings.set_title == TRUE)
3261 op->contr->own_title[0] = '\0';
3262 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3263 check_score (op);
3264
3265 if (op->contr->ranges[range_golem])
3266 {
3267 remove_friendly_object (op->contr->ranges[range_golem]);
3268 op->contr->ranges[range_golem]->destroy ();
3269 op->contr->ranges[range_golem] = 0;
3270 }
3271
3272 loot_object (op); /* Remove some of the items for good */
3273 op->remove ();
3274 op->direction = 0;
3275
3276 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3277 {
3278 delete_character (op->name, 0);
3279 if (settings.resurrection == TRUE)
3280 {
3281 /* save playerfile sans equipment when player dies
3282 ** then save it as player.pl.dead so that future resurrection
3283 ** type spells will work on them nicely
3284 */
3285 delete_character (op->name, 0);
3286 op->stats.hp = op->stats.maxhp;
3287 op->stats.food = 999;
3288
3289 /* set the location of where the person will reappear when */
3290 /* maybe resurrection code should fix map also */
3291 strcpy (op->contr->maplevel, settings.emergency_mapname);
3292 if (op->map != NULL)
3293 op->map = NULL;
3294 op->x = settings.emergency_x;
3295 op->y = settings.emergency_y;
3296 save_player (op, 0);
3297 op->map = map;
3298 /* please see resurrection.c: peterm */
3299 dead_player (op);
3300 }
3301 else
3302 delete_character (op->name, 1);
3303 }
3304
3305 play_again (op);
3306
3307 /* peterm: added to create a corpse at deathsite. */
3308 tmp = arch_to_object (archetype::find ("corpse_pl"));
3309 sprintf (buf, "%s", &op->name);
3310 tmp->name = tmp->name_pl = buf;
3311 tmp->level = op->level;
3312 tmp->x = x;
3313 tmp->y = y;
3314 tmp->msg = gravestone_text (op);
3315 SET_FLAG (tmp, FLAG_UNIQUE);
3316 insert_ob_in_map (tmp, map, NULL, 0);
3317 }
3318} 2945}
3319
3320 2946
3321void 2947void
3322loot_object (object *op) 2948loot_object (object *op)
3323{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3324 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3325 2951
3326 if (op->container) 2952 op->close_container (); /* close open sack first */
3327 { /* close open sack first */
3328 esrv_apply_container (op, op->container);
3329 }
3330 2953
3331 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3332 { 2955 {
3333 next = tmp->below; 2956 next = tmp->below;
3334 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3335 continue; 2959 continue;
2960
3336 tmp->remove (); 2961 tmp->remove ();
3337 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3338 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3339 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3340 loot_object (tmp); 2966
3341 }
3342 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3343 { 2968 {
3344 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3345 { 2970 {
3346 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3347 tmp2->destroy (); 2972 tmp2->destroy ();
3358/* 2983/*
3359 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3360 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3361 * was changed. 2986 * was changed.
3362 */ 2987 */
3363
3364void 2988void
3365fix_weight (void) 2989fix_weight (void)
3366{ 2990{
3367 player *pl; 2991 for_all_players (pl)
3368
3369 for (pl = first_player; pl != NULL; pl = pl->next)
3370 { 2992 {
3371 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3372 2994
3373 if (old == sum) 2995 if (old == sum)
3374 continue; 2996 continue;
3375 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3376 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3377 } 2999 }
3378} 3000}
3379 3001
3380void 3002void
3381fix_luck (void) 3003fix_luck (void)
3382{ 3004{
3383 player *pl; 3005 for_all_players (pl)
3384
3385 for (pl = first_player; pl != NULL; pl = pl->next)
3386 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3387 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3388} 3008}
3389
3390 3009
3391/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3392 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3393 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3394 */ 3013 */
3395
3396void 3014void
3397cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3398{ 3016{
3399 object *skop, *spob; 3017 object *skop, *spob;
3400 3018
3434 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3435 { 3053 {
3436 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3437 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3438 } 3056 }
3057
3439 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3440} 3059}
3441 3060
3442int 3061int
3443is_true_undead (object *op) 3062is_true_undead (object *op)
3444{ 3063{
3445 object *tmp = NULL;
3446
3447 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3448 return 1; 3065 return 1;
3449 3066
3450 if (op->type == PLAYER)
3451 for (tmp = op->inv; tmp; tmp = tmp->below)
3452 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3453 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3454 return 1;
3455 return 0; 3067 return 0;
3456} 3068}
3457 3069
3458/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3459 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3515 3127
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517 3129
3518 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3519 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3522 { 3133 {
3523 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3524 make_visible (op); 3135 make_visible (op);
3525 return; 3136 return;
3526 } 3137 }
3527 else 3138 else
3528 num += 20; 3139 num += 20;
3529 } 3140
3530 num += op->map->difficulty; 3141 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 3143 num -= hide;
3144
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 3146 {
3535 make_visible (op); 3147 make_visible (op);
3536 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3537 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3538 } 3150 }
3539 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3540 {
3541 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3542 }
3543} 3153}
3544 3154
3545/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3546 3156
3547int 3157int
3574 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3575 continue; 3185 continue;
3576 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3186 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3577 continue; 3187 continue;
3578 3188
3579 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3189 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3580 { 3190 {
3581 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3191 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3582 return 1; 3192 return 1;
3583 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3584 { 3194 {
3614 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3615 { 3225 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3227 return -1;
3618 } 3228 }
3229
3619 if (!pl || !op) 3230 if (!pl || !op)
3620 return 0; 3231 return 0;
3621 3232
3622 if (op->head)
3623 {
3624 op = op->head; 3233 op = op->head_ ();
3625 } 3234
3626 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3627 3236
3628 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3238 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3638 3247
3639 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3640 * code, so we need to restrict ourselves to that range of values 3249 * code, so we need to restrict ourselves to that range of values
3641 * for any meaningful values. 3250 * for any meaningful values.
3642 */ 3251 */
3643 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3644 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3645 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3646 return 1; 3255 return 1;
3647 op = op->more; 3256 op = op->more;
3648 } 3257 }
3649 return 0; 3258 return 0;
3650} 3259}
3747 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3748 int i = 0, j = 0; 3357 int i = 0, j = 0;
3749 3358
3750 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3751 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3752 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3753 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3754 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3755 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3756 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3757 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3758 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3759 3368
3760 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3761 return; 3370 return;
3762 3371
3763 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3764 3373
3765 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3766 { 3375 {
3767 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3768 return; 3377 return;
3769 } 3378 }
3770 3379
3836 { 3445 {
3837 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3838 object *skin; 3447 object *skin;
3839 3448
3840 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3841 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 ;
3453
3842 if (skin == NULL) 3454 if (!skin)
3843 return; 3455 return;
3844 3456
3845 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3846 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3847 { 3459 {
3892 * not readied. 3504 * not readied.
3893 */ 3505 */
3894void 3506void
3895player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3896{ 3508{
3897 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3898 3511
3899 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3900 { 3513 pl->combat_ob = 0;
3514
3901 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3902 { 3516 pl->ranged_ob = 0;
3903 pl->ranges[i] = NULL;
3904 if (pl->shoottype == i)
3905 {
3906 pl->shoottype = range_none;
3907 }
3908 }
3909 }
3910} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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