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Comparing deliantra/server/server/player.C (file contents):
Revision 1.45 by root, Sat Dec 16 17:16:52 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
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 156}
296 157
297/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
298static void 159static void
299set_first_map (object *op) 160set_first_map (object *op)
300{ 161{
301 strcpy (op->contr->maplevel, first_map_path); 162 op->contr->maplevel = first_map_path;
302 op->x = -1; 163 op->x = -1;
303 op->y = -1; 164 op->y = -1;
304 enter_exit (op, NULL);
305} 165}
306 166
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
307/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
309 * mode. 385 * mode.
310 */ 386 */
311 387player *
312int 388player::create ()
313add_player (client *ns)
314{ 389{
315 player *p = new player; 390 player *pl = new player;
316 391
317 p->socket = ns; 392 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 393
320 p->next = first_player; 394 pl->ob->roll_stats ();
321 first_player = p; 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
322 397
323 p = get_player (p);
324
325 set_first_map (p->ob); 398 set_first_map (pl->ob);
326 399
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 400 return pl;
335} 401}
336 402
337/* 403/*
338 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
348 { 414 {
349 if (at == NULL || at->next == NULL) 415 if (at == NULL || at->next == NULL)
350 at = first_archetype; 416 at = first_archetype;
351 else 417 else
352 at = at->next; 418 at = at->next;
419
353 if (at->clone.type == PLAYER) 420 if (at->clone.type == PLAYER)
354 return at; 421 return at;
422
355 if (at == start) 423 if (at == start)
356 { 424 {
357 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 426 exit (-1);
359 } 427 }
360 } 428 }
361} 429}
362 430
363
364object * 431object *
365get_nearest_player (object *mon) 432get_nearest_player (object *mon)
366{ 433{
367 object *op = NULL; 434 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 435 objectlink *ol;
370 unsigned lastdist; 436 unsigned lastdist;
371 rv_vector rv; 437 rv_vector rv;
372 438
373 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 { 440 {
375 /* 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
376 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
377 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
378 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
382 object *tmp = ol->ob; 448 object *tmp = ol->ob;
383 449
384 /* 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
385 * itself will have been cleared. 451 * itself will have been cleared.
386 */ 452 */
387 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 ());
388 ol = ol->next; 455 ol = ol->next;
389 remove_friendly_object (tmp); 456 remove_friendly_object (tmp);
390 if (!ol) 457 if (!ol)
391 return op; 458 return op;
392 } 459 }
405 { 472 {
406 op = ol->ob; 473 op = ol->ob;
407 lastdist = rv.distance; 474 lastdist = rv.distance;
408 } 475 }
409 } 476 }
410 for (pl = first_player; pl != NULL; pl = pl->next) 477
411 { 478 for_all_players (pl)
412 if (can_detect_enemy (mon, pl->ob, &rv)) 479 if (can_detect_enemy (mon, pl->ob, &rv))
413 {
414
415 if (lastdist > rv.distance) 480 if (lastdist > rv.distance)
416 { 481 {
417 op = pl->ob; 482 op = pl->ob;
418 lastdist = rv.distance; 483 lastdist = rv.distance;
419 } 484 }
420 } 485
421 }
422#if 0 486#if 0
423 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)");
424#endif 488#endif
425 return op; 489 return op;
426} 490}
444 * circling behaviour. Unfortunately, this function is also used to determined 508 * circling behaviour. Unfortunately, this function is also used to determined
445 * 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
446 * is probably not a good thing. 510 * is probably not a good thing.
447 */ 511 */
448#define MAX_SPACES 50 512#define MAX_SPACES 50
449
450 513
451/* 514/*
452 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * Returns the direction to the player, if valid. Returns 0 otherwise.
453 * 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
454 * 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
485 x = mon->x; 548 x = mon->x;
486 y = mon->y; 549 y = mon->y;
487 m = mon->map; 550 m = mon->map;
488 dir = rv.direction; 551 dir = rv.direction;
489 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 */
490 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
491 /* 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. */
492 if (diff > max) 556 if (diff > max)
493 return 0; 557 return 0;
558
494 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
495 { 560 {
496 lastx = x; 561 lastx = x;
497 lasty = y; 562 lasty = y;
498 lastmap = m; 563 lastmap = m;
580 max--; 645 max--;
581 lastdir = dir; 646 lastdir = dir;
582 if (!firstdir) 647 if (!firstdir)
583 firstdir = dir; 648 firstdir = dir;
584 } 649 }
650
585 if (diff <= 1) 651 if (diff <= 1)
586 { 652 {
587 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
588 * headed toward player for entire distance. 654 * headed toward player for entire distance.
589 */ 655 */
590 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
591 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));
592 } 658 }
659
593 if (diff > max) 660 if (diff > max)
594 return 0; 661 return 0;
595 } 662 }
663
596 /* 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 */
597 if (!max) 665 if (!max)
598 return 0; 666 return 0;
599 667
600 return firstdir; 668 return firstdir;
693 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
694 link_player_skills (pl); 762 link_player_skills (pl);
695} 763}
696 764
697void 765void
698get_name (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_NAME;
702 send_query (op->contr->socket, 0, "What is your name?\n:");
703}
704
705void
706get_password (object *op)
707{
708 op->contr->write_buf[0] = '\0';
709 op->contr->state = ST_GET_PASSWORD;
710 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
711}
712
713void
714play_again (object *op)
715{
716 op->contr->state = ST_PLAY_AGAIN;
717 op->chosen_skill = NULL;
718 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
719 /* a bit of a hack, but there are various places early in th
720 * player creation process that a user can quit (eg, roll
721 * stats) that isn't removing the player. Taking a quick
722 * look, there are many places that call play_again without
723 * removing the player - it probably makes more sense
724 * to leave it to play_again to remove the object in all
725 * cases.
726 */
727 if (!QUERY_FLAG (op, FLAG_REMOVED))
728 op->remove ();
729 /* Need to set this to null - otherwise, it could point to garbage,
730 * and draw() doesn't check to see if the player is removed, only if
731 * the map is null or not swapped out.
732 */
733 op->map = NULL;
734}
735
736int
737receive_play_again (object *op, char key)
738{
739 if (key == 'q' || key == 'Q')
740 {
741 remove_friendly_object (op);
742 leave (op->contr, 0); /* ericserver will draw the message */
743 return 2;
744 }
745 else if (key == 'a' || key == 'A')
746 {
747 player *pl = op->contr;
748 shstr name = op->name;
749
750 op->contr = 0;
751 op->type = 0;
752 op->destroy (1);
753 pl = get_player (pl);
754 op = pl->ob;
755 add_friendly_object (op);
756 op->contr->password[0] = '~';
757 op->name = op->name_pl = 0;
758 /* Lets put a space in here */
759 new_draw_info (NDI_UNIQUE, 0, op, "\n");
760 get_name (op);
761 op->name = op->name_pl = name;
762 set_first_map (op);
763 }
764 else
765 /* user pressed something else so just ask again... */
766 play_again (op);
767
768 return 0;
769}
770
771void
772confirm_password (object *op)
773{
774
775 op->contr->write_buf[0] = '\0';
776 op->contr->state = ST_CONFIRM_PASSWORD;
777 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
778}
779
780void
781get_party_password (object *op, partylist *party) 766get_party_password (object *op, partylist *party)
782{ 767{
783 if (party == NULL) 768 if (party == NULL)
784 { 769 {
785 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);
786 return; 771 return;
787 } 772 }
773
788 op->contr->write_buf[0] = '\0'; 774 op->contr->write_buf[0] = '\0';
789 op->contr->state = ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
790 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
791 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:");
792} 778}
793
794 779
795/* 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. */
796int 781static int
797roll_stat (void) 782roll_stat (void)
798{ 783{
799 int a[4], i, j, k; 784 int a[4], i, j, k;
800 785
801 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
802 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
803 788
804 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
805 if (a[i] < k) 790 if (a[i] < k)
806 k = a[i], j = i; 791 k = a[i], j = i;
807 792
808 for (i = 0, k = 0; i < 4; i++) 793 for (i = 0, k = 0; i < 4; i++)
809 {
810 if (i != j) 794 if (i != j)
811 k += a[i]; 795 k += a[i];
812 } 796
813 return k; 797 return k;
814} 798}
815 799
816void 800void
817roll_stats (object *op) 801object::roll_stats ()
818{ 802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
819 int sum = 0; 807 int sum = 0;
820 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
821 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
822 810
823 do 811 if (sum >= 82 && sum <= 116)
812 break;
824 { 813 }
825 op->stats.Str = roll_stat ();
826 op->stats.Dex = roll_stat ();
827 op->stats.Int = roll_stat ();
828 op->stats.Con = roll_stat ();
829 op->stats.Wis = roll_stat ();
830 op->stats.Pow = roll_stat ();
831 op->stats.Cha = roll_stat ();
832 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
833 }
834 while (sum < 82 || sum > 116);
835 814
836 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
837 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
838 statsort[1] = op->stats.Dex;
839 statsort[2] = op->stats.Int;
840 statsort[3] = op->stats.Con;
841 statsort[4] = op->stats.Wis;
842 statsort[5] = op->stats.Pow;
843 statsort[6] = op->stats.Cha;
844 817
845 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
846 do 819 stats.stat (i) = statsort [i];
847 {
848 if (statsort[i] < statsort[i + 1])
849 {
850 j = statsort[i];
851 statsort[i] = statsort[i + 1];
852 statsort[i + 1] = j;
853 i = 0;
854 }
855 else
856 {
857 i++;
858 }
859 }
860 while (i < 6);
861 820
862 op->stats.Str = statsort[0];
863 op->stats.Dex = statsort[1];
864 op->stats.Con = statsort[2];
865 op->stats.Int = statsort[3];
866 op->stats.Wis = statsort[4];
867 op->stats.Pow = statsort[5];
868 op->stats.Cha = statsort[6];
869
870
871 op->contr->orig_stats.Str = op->stats.Str;
872 op->contr->orig_stats.Dex = op->stats.Dex;
873 op->contr->orig_stats.Int = op->stats.Int;
874 op->contr->orig_stats.Con = op->stats.Con;
875 op->contr->orig_stats.Wis = op->stats.Wis;
876 op->contr->orig_stats.Pow = op->stats.Pow;
877 op->contr->orig_stats.Cha = op->stats.Cha;
878
879 op->level = 1;
880 op->stats.exp = 0; 821 stats.exp = 0;
881 op->stats.ac = 0; 822 stats.ac = 0;
882 823
883 op->contr->levhp[1] = 9;
884 op->contr->levsp[1] = 6;
885 op->contr->levgrace[1] = 3;
886
887 fix_player (op);
888 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
889 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
890 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
891 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
835 }
892} 836}
893 837
894void 838void
895Roll_Again (object *op) 839object::swap_stats (int a, int b)
896{ 840{
897 esrv_new_player (op->contr, 0); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
898 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
899 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
900}
901 842
902void 843 for (int i = 0; i < NUM_STATS; ++i)
903Swap_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)
904{ 870{
905 signed char tmp;
906 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
907 872
908 if (op->contr->Swap_First == -1) 873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
909 {
910 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
911 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
912 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
913 return;
914 }
915
916 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
917
918 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
919
920 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
921
922 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
923 new_draw_info (NDI_UNIQUE, 0, op, buf); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
924 op->stats.Str = op->contr->orig_stats.Str; 875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
925 op->stats.Dex = op->contr->orig_stats.Dex;
926 op->stats.Con = op->contr->orig_stats.Con;
927 op->stats.Int = op->contr->orig_stats.Int;
928 op->stats.Wis = op->contr->orig_stats.Wis;
929 op->stats.Pow = op->contr->orig_stats.Pow;
930 op->stats.Cha = op->contr->orig_stats.Cha;
931 op->stats.ac = 0;
932
933 op->level = 1;
934 op->stats.exp = 0;
935 op->stats.ac = 0;
936
937 op->contr->levhp[1] = 9;
938 op->contr->levsp[1] = 6;
939 op->contr->levgrace[1] = 3;
940
941 fix_player (op);
942 op->stats.hp = op->stats.maxhp;
943 op->stats.sp = op->stats.maxsp;
944 op->stats.grace = op->stats.maxgrace;
945 op->contr->orig_stats = op->stats;
946 op->contr->Swap_First = -1;
947}
948
949
950/* This code has been greatly reduced, because with set_attr_value
951 * and get_attr_value, the stats can be accessed just numeric
952 * ids. stat_trans is a table that translate the number entered
953 * into the actual stat. It is needed because the order the stats
954 * are displayed in the stat window is not the same as how
955 * the number's access that stat. The table does that translation.
956 */
957int
958key_roll_stat (object *op, char key)
959{
960 int keynum = key - '0';
961 char buf[MAX_BUF];
962 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
963
964 if (keynum > 0 && keynum <= 7)
965 {
966 if (op->contr->Swap_First == -1)
967 {
968 op->contr->Swap_First = stat_trans[keynum];
969 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
970 new_draw_info (NDI_UNIQUE, 0, op, buf); 876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
971 }
972 else
973 Swap_Stat (op, stat_trans[keynum]);
974
975 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
976 return 1;
977 }
978 switch (key)
979 {
980 case 'n':
981 case 'N':
982 {
983 SET_FLAG (op, FLAG_WIZ);
984 if (op->map == NULL)
985 {
986 LOG (llevError, "Map == NULL in state 2\n");
987 break;
988 }
989
990#if 0
991 /* So that enter_exit will put us at startx/starty */
992 op->x = -1;
993
994 enter_exit (op, NULL);
995#endif
996 SET_ANIMATION (op, 2); /* So player faces south */
997 /* Enter exit adds a player otherwise */
998 add_statbonus (op);
999 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1000 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1001 op->contr->state = ST_CHANGE_CLASS;
1002 if (op->msg)
1003 new_draw_info (NDI_BLUE, 0, op, op->msg);
1004 return 0;
1005 }
1006 case 'y':
1007 case 'Y':
1008 roll_stats (op);
1009 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1010 return 1;
1011
1012 case 'q':
1013 case 'Q':
1014 play_again (op);
1015 return 1;
1016
1017 default:
1018 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1019 return 0;
1020 }
1021 return 0;
1022} 877}
1023 878
1024/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
1025 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
1026 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
1027 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
1028 * not the class. 883 * not the class.
1029 */ 884 */
1030 885void
1031int 886player::chargen_race_done ()
1032key_change_class (object *op, char key)
1033{ 887{
1034 int tmp_loop;
1035
1036 if (key == 'q' || key == 'Q')
1037 {
1038 op->remove ();
1039 play_again (op);
1040 return 0;
1041 }
1042 if (key == 'd' || key == 'D')
1043 {
1044 char buf[MAX_BUF];
1045
1046 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
1047 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1048 890
1049 treasurelist *tl = find_treasurelist ("starting_wealth"); 891 treasurelist *tl = treasurelist::find ("starting_wealth");
1050 if (tl) 892 if (tl)
1051 create_treasure (tl, op, 0, 0, 0); 893 create_treasure (tl, ob, 0, 0, 0);
1052 894
1053 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
1054 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
1055 897
1056 op->contr->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
1057 899
1058 if (op->msg) 900 if (ob->msg)
1059 op->msg = NULL; 901 ob->msg = 0;
1060 902
1061 /* 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
1062 * to save here. 904 * to save here.
1063 */ 905 */
906 {
907 char buf[MAX_BUF];
1064 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1065 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
1066 911
1067#ifdef AUTOSAVE
1068 op->contr->last_save_tick = pticks;
1069#endif
1070 start_info (op); 912 start_info (ob);
1071 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
1072 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
1073 link_player_skills (op); 915 link_player_skills (ob);
1074 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
1075 fix_player (op); 917 ob->update_stats ();
1076 918
1077 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
1078 * is one for this race 920 * is one for this race
1079 */ 921 */
1080 if (*first_map_ext_path) 922 if (*first_map_ext_path)
1081 { 923 {
1082 object *tmp; 924 object *tmp;
1083 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
1084 926
1085 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);
1086 tmp = object::create (); 928 tmp = object::create ();
1087 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
1088 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
1089 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
1090 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;
1091 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
1092 * default initial map */ 934 * default initial map */
1093 tmp->destroy (); 935 tmp->destroy ();
1094 } 936 }
1095 else 937 else
1096 {
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
1098 } 939}
1099 return 0;
1100 }
1101 940
941void
942player::chargen_race_next ()
943{
1102 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
1104 */ 946 */
1105 947
1106 tmp_loop = 0; 948 do
1107 while (!tmp_loop)
1108 { 949 {
1109 shstr name = op->name; 950 shstr name = ob->name;
1110 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
1111 952
1112 remove_statbonus (op); 953 ob->remove_statbonus ();
1113 op->remove (); 954 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
1116 op->instantiate (); 957 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
1119 op->x = x; 960 ob->x = x;
1120 op->y = y; 961 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
1124 add_statbonus (op); 965 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 966 }
967 while (!allowed_class (ob));
1127 968
1128 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 971 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 974 ob->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 975}
1190 976
1191void 977void
1192flee_player (object *op) 978flee_player (object *op)
1193{ 979{
1223 { 1009 {
1224 op->enemy = NULL; 1010 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1012 return;
1227 } 1013 }
1014
1228 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1229 1016
1230 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1232 { 1019 {
1233 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1234 1021
1235 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)))
1236 {
1237 return; 1023 return;
1238 }
1239 } 1024 }
1025
1240 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1028 op->enemy = NULL;
1243} 1029}
1244 1030
1245
1246/* 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.
1247 * 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
1248 * stop. 1033 * stop.
1249 */ 1034 */
1250int 1035int
1251check_pick (object *op) 1036check_pick (object *op)
1252{ 1037{
1253 object *tmp, *next; 1038 object *tmp, *next;
1254 int stop = 0; 1039 int stop = 0;
1255 int j, k, wvratio; 1040 int wvratio;
1256 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1257 1042
1258 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1260 return 1; 1045 return 1;
1261 1046
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1117 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1122 }
1123
1366 /* philosophy: 1124 /* philosophy:
1367 * 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
1368 * generic. This takes no game-time. For more detailed pickups 1126 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1127 * and selections, select-items should be used. This is a
1370 * 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
1371 * example. 1129 * example.
1372 * 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
1373 * 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
1374 * convert to decimal and then 'pickup <#> 1132 * convert to decimal and then 'pickup <#>
1625 * found object is returned. 1383 * found object is returned.
1626 */ 1384 */
1627object * 1385object *
1628find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1629{ 1387{
1630 object *tmp = NULL; 1388 object *tmp = 0;
1631 1389
1632 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1633 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))
1634 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1636 return op; 1394 return op;
1395
1637 return tmp; 1396 return tmp;
1638} 1397}
1639 1398
1640/* 1399/*
1641 * 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
1642 * 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
1643 * 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
1644 * 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.
1645 */ 1404 */
1646
1647object * 1405object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1407{
1650 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1717 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1476 * op = the shooter
1719 * type = bow->race 1477 * type = bow->race
1720 * dir = fire direction 1478 * dir = fire direction
1721 */ 1479 */
1722
1723object * 1480object *
1724pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1725{ 1482{
1726 object *tmp = NULL; 1483 object *tmp = NULL;
1727 maptile *m; 1484 maptile *m;
1792 */ 1549 */
1793int 1550int
1794fire_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)
1795{ 1552{
1796 object *left, *bow; 1553 object *left, *bow;
1797 int bowspeed, mflags; 1554 int mflags;
1798 maptile *m; 1555 maptile *m;
1799 1556
1800 if (!dir) 1557 if (!dir)
1801 { 1558 {
1802 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!");
1803 return 0; 1560 return 0;
1804 } 1561 }
1805 if (op->type == PLAYER) 1562
1806 bow = op->contr->ranges[range_bow]; 1563 if (op->contr)
1564 bow = op->current_weapon;
1807 else 1565 else
1808 { 1566 {
1809 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1810 /* 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
1811 * 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.
1816 if (!bow) 1574 if (!bow)
1817 { 1575 {
1818 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1819 return 0; 1577 return 0;
1820 } 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
1821 } 1587 }
1588
1822 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1823 { 1590 {
1824 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);
1825 return 0; 1592 return 0;
1826 } 1593 }
1827
1828 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1829
1830 /* penalize ROF for bestarrow */
1831 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1832 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1833 if (bowspeed < 1)
1834 bowspeed = 1;
1835 1594
1836 if (arrow == NULL) 1595 if (arrow == NULL)
1837 { 1596 {
1838 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1839 { 1598 {
1840 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1841 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);
1842 /* 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 */
1843 else 1602 else
1844 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1845 return 0; 1605 return 0;
1846 } 1606 }
1847 } 1607 }
1608
1848 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1849 if (mflags & P_OUT_OF_MAP) 1610 if (mflags & P_OUT_OF_MAP)
1850 {
1851 return 0; 1611 return 0;
1852 } 1612
1853 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1854 { 1614 {
1855 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.");
1856 return 0; 1616 return 0;
1857 } 1617 }
1863 return 0; 1623 return 0;
1864 } 1624 }
1865 1625
1866 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1867 arrow = get_split_ob (arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1868 if (arrow == NULL) 1628 if (!arrow)
1869 { 1629 {
1870 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);
1871 return 0; 1631 return 0;
1872 } 1632 }
1633
1873 arrow->set_owner (op); 1634 arrow->set_owner (op);
1874 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1875
1876 arrow->direction = dir; 1636 arrow->direction = dir;
1877 arrow->x = sx; 1637
1878 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;
1879 1675
1880 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1881 { 1677 {
1882 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1883 fix_player (op);
1884 }
1885
1886 SET_ANIMATION (arrow, arrow->direction);
1887 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1888 arrow->stats.hp = arrow->stats.dam;
1889 arrow->stats.grace = arrow->attacktype;
1890 if (arrow->slaying != NULL)
1891 arrow->spellarg = strdup (arrow->slaying);
1892
1893 /* Note that this was different for monsters - they got their level
1894 * added to the damage. I think the strength bonus is more proper.
1895 */
1896
1897 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1898
1899 /* update the speed */
1900 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1901 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1902
1903 if (arrow->speed < 1.0)
1904 arrow->speed = 1.0;
1905 update_ob_speed (arrow);
1906 arrow->speed_left = 0;
1907
1908 if (op->type == PLAYER)
1909 {
1910 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1911 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1912 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1913
1914 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;
1915 } 1685 }
1916 else 1686 else
1917 { 1687 {
1918 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1919 arrow->level = op->level; 1688 arrow->level = op->level;
1920 } 1689 arrow->stats.wc -= bow->magic;
1921 1690
1922 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1923 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1924 1696
1925 if (bow->slaying != NULL) 1697 wc -= arrow->level;
1926 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1927 1699
1928 arrow->map = m; 1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1929 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1930 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1931 1703
1932 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);
1933 insert_ob_in_map (arrow, m, op, 0); 1705 m->insert (arrow, sx, sy, op);
1934 1706
1935 if (!arrow->destroyed ()) 1707 if (!arrow->destroyed ())
1936 move_arrow (arrow); 1708 move_arrow (arrow);
1937 1709
1938 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1958{ 1730{
1959 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1960 1732
1961 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1962 { 1734 {
1963 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);
1964 } 1736 }
1965 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)
1966 { 1738 {
1967 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1968 wcmod = -1; 1740 wcmod = -1;
1741
1969 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);
1970 } 1743 }
1971 else if (op->contr->bowtype == bow_threewide) 1744 else if (op->contr->bowtype == bow_threewide)
1972 { 1745 {
1973 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);
1977 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1978 { 1751 {
1979 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);
1980 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);
1981 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);
1982
1983 } 1755 }
1984 else 1756 else
1985 { 1757 {
1986 /* Simple case */ 1758 /* Simple case */
1987 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);
1988 } 1760 }
1761
1989 return ret; 1762 return ret;
1990} 1763}
1991
1992 1764
1993/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1994 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1995 */ 1767 */
1996void 1768void
1997fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
1998{ 1770{
1999 object *item; 1771 object *item = op->contr->ranged_ob;
2000 1772
2001 if (!op->contr->ranges[range_misc]) 1773 if (!item)
2002 { 1774 {
2003 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.");
2004 return; 1776 return;
2005 } 1777 }
2006 1778
2007 item = op->contr->ranges[range_misc];
2008 if (!item->inv) 1779 if (!item->inv)
2009 { 1780 {
2010 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2011 return; 1782 return;
2012 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
2013 if (item->type == WAND) 1788 if (item->type == WAND)
2014 { 1789 {
2015 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
2016 { 1791 {
2017 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2018 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
2019 return; 1795 return;
2020 } 1796 }
2021 } 1797 }
2022 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
2023 { 1799 {
2024 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))
2025 { 1801 {
2026 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
2027 if (item->type == ROD) 1804 if (item->type == ROD)
2028 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));
2029 else 1806 else
2030 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
2031 return; 1809 return;
2032 } 1810 }
2033 } 1811 }
2034 1812
2035 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
2043 1821
2044 if (item->arch) 1822 if (item->arch)
2045 { 1823 {
2046 CLEAR_FLAG (item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
2047 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
2048 item->speed = 0; 1826 item->set_speed (0);
2049 update_ob_speed (item);
2050 } 1827 }
1828
2051 if ((tmp = is_player_inv (item))) 1829 if ((tmp = item->in_player ()))
2052 esrv_update_item (UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
2053 } 1831 }
2054 } 1832 }
2055 else if (item->type == ROD || item->type == HORN) 1833 else if (item->type == ROD || item->type == HORN)
2056 {
2057 drain_rod_charge (item); 1834 drain_rod_charge (item);
2058 }
2059 } 1835 }
2060} 1836}
2061 1837
2062/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
2063 */ 1839 */
2068 1844
2069 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
2070 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
2071 make_visible (op); 1847 make_visible (op);
2072 1848
2073 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
2074 { 1852 {
2075 case range_none: 1853 control_golem (op->contr->golem, dir);
2076 return; 1854 return;
1855 }
2077 1856
2078 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:
2079 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
2080 return; 1869 break;
2081 1870
2082 case range_magic: /* Casting spells */ 1871 case SPELL:
2083 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);
2084 return; 1873 break;
2085 1874
2086 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:
2087 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
2088 return; 1885 break;
2089
2090 case range_golem: /* Control summoned monsters from scrolls */
2091 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2092 {
2093 op->contr->ranges[range_golem] = 0;
2094 op->contr->shoottype = range_none;
2095 }
2096 else
2097 control_golem (op->contr->ranges[range_golem], dir);
2098 return;
2099
2100 case range_skill:
2101 if (!op->chosen_skill)
2102 {
2103 if (op->type == PLAYER)
2104 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2105 return;
2106 }
2107 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2108 return;
2109 case range_builder:
2110 apply_map_builder (op, dir);
2111 return;
2112 default:
2113 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2114 return;
2115 } 1886 }
2116} 1887}
2117
2118
2119 1888
2120/* find_key 1889/* find_key
2121 * 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
2122 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
2123 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
2125 * pl is the player, 1894 * pl is the player,
2126 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
2127 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
2128 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
2129 */ 1898 */
2130
2131object * 1899object *
2132find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
2133{ 1901{
2134 object *tmp, *key; 1902 object *tmp, *key;
2135 1903
2136 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
2137 if (container->inv == NULL) 1905 if (!container->inv)
2138 return NULL; 1906 return 0;
2139 1907
2140 /* 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 */
2141 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
2142 { 1910 {
2143 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
2144 break; 1912 break;
2145 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
2146 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
2147 */ 1915 */
2148 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2149 break; 1917 break;
2150 } 1918 }
1919
2151 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
2152 /* 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.
2153 * 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
2154 * a key, return 1923 * a key, return
2155 */ 1924 */
2156 if (!tmp) 1925 if (!tmp)
2157 { 1926 {
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1928 {
2160 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
2161 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
2162 { 1931 {
2163 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
2164 return key; 1933 return key;
2165 } 1934 }
2166 } 1935 }
1936
2167 if (!tmp) 1937 if (!tmp)
2168 return NULL; 1938 return NULL;
2169 } 1939 }
1940
2170 /* 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,
2171 * see if we actually want to use it 1942 * see if we actually want to use it
2172 */ 1943 */
2173 if (pl != container) 1944 if (pl != container)
2174 { 1945 {
2195 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2196 "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));
2197 return NULL; 1968 return NULL;
2198 } 1969 }
2199 } 1970 }
1971
2200 return tmp; 1972 return tmp;
2201} 1973}
2202 1974
2203/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
2204 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
2206 * 0 otherwise 1978 * 0 otherwise
2207 */ 1979 */
2208static int 1980static int
2209player_attack_door (object *op, object *door) 1981player_attack_door (object *op, object *door)
2210{ 1982{
2211
2212 /* 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,
2213 * 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 -
2214 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
2215 */ 1986 */
2216 object *key = find_key (op, op, door); 1987 object *key = find_key (op, op, door);
2219 if (key) 1990 if (key)
2220 { 1991 {
2221 object *container = key->env; 1992 object *container = key->env;
2222 1993
2223 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
2224 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2225 make_visible (op); 1997 make_visible (op);
1998
2226 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2227 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
2228 if (door->type == DOOR) 2002 if (door->type == DOOR)
2229 {
2230 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 */
2231 }
2232 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
2233 { 2005 {
2234 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));
2235 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
2236 } 2008 }
2009
2237 /* Do this after we print the message */ 2010 /* Do this after we print the message */
2238 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
2239 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
2240 if (container != op) 2013 if (container != op)
2241 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2242 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2243 } 2017 }
2244 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
2245 { 2019 {
2246 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2247 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2248 return 1; 2022 return 1;
2249 } 2023 }
2024
2250 return 0; 2025 return 0;
2251} 2026}
2252 2027
2253/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2254 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2255 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2256 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2257 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2258 */ 2033 */
2259
2260void 2034void
2261move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2262{ 2036{
2263 object *tmp, *mon; 2037 object *tmp, *mon;
2264 sint16 nx, ny;
2265 int on_battleground; 2038 int on_battleground;
2266 maptile *m; 2039 maptile *m;
2267 2040
2268 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2269 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2270 2043
2271 on_battleground = op_on_battleground (op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2272 2045
2273 /* 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
2274 * 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
2275 * 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
2276 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2281 */ 2054 */
2282 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))
2283 { 2056 {
2284 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2285 { 2058 {
2286 m = get_map_from_coord (op->map, &nx, &ny); 2059 m = op->map->xy_find (nx, ny);
2287 if (!m) 2060 if (!m)
2288 return; /* Don't think this should happen */ 2061 return; /* Don't think this should happen */
2289 } 2062 }
2290 else 2063 else
2291 m = op->map; 2064 m = op->map;
2292 2065
2293 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2066 if (!(tmp = m->at (nx, ny).bot))
2294 {
2295 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2296 return; 2067 return;
2297 }
2298 2068
2299 mon = NULL; 2069 mon = 0;
2300 /* 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
2301 * 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.
2302 * 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
2303 * on the space 2073 * on the space
2304 */ 2074 */
2305 while (tmp != NULL) 2075 while (tmp)
2306 { 2076 {
2307 if (tmp == op) 2077 if (tmp == op)
2308 { 2078 {
2309 tmp = tmp->above; 2079 tmp = tmp->above;
2310 continue; 2080 continue;
2320 mon = tmp; 2090 mon = tmp;
2321 2091
2322 tmp = tmp->above; 2092 tmp = tmp->above;
2323 } 2093 }
2324 2094
2325 if (mon == NULL) /* This happens anytime the player tries to move */ 2095 if (!mon) /* This happens anytime the player tries to move */
2326 return; /* into a wall */ 2096 return; /* into a wall */
2327 2097
2328 if (mon->head != NULL) 2098 if (mon->head)
2329 mon = mon->head; 2099 mon = mon->head;
2330 2100
2331 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))
2332 if (player_attack_door (op, mon)) 2102 if (player_attack_door (op, mon))
2333 return; 2103 return;
2342 2112
2343 /* 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
2344 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2345 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2346 */ 2116 */
2347 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2348#if COZY_SERVER
2349 &&
2350 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2351 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2352#else
2353 && mon->owner == op 2120 || mon->owner == op)
2354#endif
2355 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2356 { 2122 {
2357 /* 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 */
2358 if (op->contr->braced) 2124 if (op->contr->braced)
2359 return; 2125 return;
2126
2360 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);
2361 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2362 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2363 make_visible (op); 2130 make_visible (op);
2131
2364 return; 2132 return;
2365 } 2133 }
2366 2134
2367 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2368 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2369 * 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
2370 * attack them either. 2138 * attack them either.
2371 */ 2139 */
2372 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2373 (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))
2374#ifdef PROHIBIT_PLAYERKILL 2142 && ((op->contr->peaceful
2375 (op->contr->peaceful 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2376 || (mon->type == PLAYER 2144 && !on_battleground))
2377 && mon->contr->
2378 peaceful)) &&
2379#else
2380 op->contr->peaceful &&
2381#endif
2382 !on_battleground))
2383 { 2145 {
2384 if (!op->contr->braced) 2146 if (!op->contr->braced)
2385 { 2147 {
2386 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);
2387 (void) push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2388 } 2150 }
2389 else 2151 else
2390 {
2391 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2392 } 2153
2393 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2394 make_visible (op); 2155 make_visible (op);
2395 } 2156 }
2396 2157
2397 /* If the object is a boulder or other rollable object, then 2158 /* If the object is a boulder or other rollable object, then
2408 * 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
2409 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2410 * 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
2411 * 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.
2412 */ 2173 */
2413
2414 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2415 ((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)))
2416 { 2176 {
2417
2418 /* If the player hasn't hit something this tick, and does
2419 * so, give them speed boost based on weapon speed. Doing
2420 * it here is better than process_players2, which basically
2421 * incurred a 1 tick offset.
2422 */
2423 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2424 { 2178 {
2179 op->contr->has_hit = 1;
2425 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2426
2427 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2428 } 2181 }
2429 2182
2430 skill_attack (mon, op, 0, NULL, NULL); 2183 skill_attack (mon, op, 0, 0, 0);
2431 2184
2432 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2433 * hitback, and doesn't loose luck either. 2186 * hitback, and doesn't loose luck either.
2434 * Disable hitback on the battleground or if the target is 2187 * Disable hitback on the battleground or if the target is
2435 * the wiz. 2188 * the wiz.
2437 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))
2438 { 2191 {
2439 short luck = mon->stats.luck; 2192 short luck = mon->stats.luck;
2440 2193
2441 mon->contr->has_hit = 1; 2194 mon->contr->has_hit = 1;
2442 skill_attack (op, mon, 0, NULL, NULL); 2195 skill_attack (op, mon, 0, 0, 0);
2443 mon->stats.luck = luck; 2196 mon->stats.luck = luck;
2444 } 2197 }
2198
2445 if (action_makes_visible (op)) 2199 if (action_makes_visible (op))
2446 make_visible (op); 2200 make_visible (op);
2447 } 2201 }
2448 } /* if player should attack something */ 2202 } /* if player should attack something */
2449} 2203}
2451int 2205int
2452move_player (object *op, int dir) 2206move_player (object *op, int dir)
2453{ 2207{
2454 int pick; 2208 int pick;
2455 2209
2456 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2457 return 0; 2211 return 0;
2458 2212
2459 /* Sanity check: make sure dir is valid */ 2213 /* Sanity check: make sure dir is valid */
2460 if ((dir < 0) || (dir >= 9)) 2214 if ((dir < 0) || (dir >= 9))
2461 { 2215 {
2462 LOG (llevError, "move_player: invalid direction %d\n", dir); 2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2463 return 0; 2217 return 0;
2464 } 2218 }
2465 2219
2466 /* peterm: added following line */ 2220 /* peterm: added following line */
2467 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2468 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2469 2223
2470 op->facing = dir; 2224 op->facing = dir;
2471 2225
2472 if (op->hide) 2226 if (op->hide)
2473 do_hidden_move (op); 2227 do_hidden_move (op);
2484 2238
2485 /* 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
2486 * server can handle repeat firing. 2240 * server can handle repeat firing.
2487 */ 2241 */
2488 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2489 {
2490 op->direction = dir; 2243 op->direction = dir;
2491 }
2492 else 2244 else
2493 {
2494 op->direction = 0; 2245 op->direction = 0;
2495 } 2246
2496 /* Update how the player looks. Use the facing, so direction may 2247 /* Update how the player looks. Use the facing, so direction may
2497 * get reset to zero. This allows for full animation capabilities 2248 * get reset to zero. This allows for full animation capabilities
2498 * for players. 2249 * for players.
2499 */ 2250 */
2500 animate_object (op, op->facing); 2251 animate_object (op, op->facing);
2509 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2510 */ 2261 */
2511int 2262int
2512handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2513{ 2264{
2514 if (op->contr->hidden)
2515 {
2516 op->invisible = 1000;
2517 /* the socket code flashes the player visible/invisible
2518 * depending on the value of invisible, so we need to
2519 * alternate it here for it to work correctly.
2520 */
2521 if (pticks & 2)
2522 op->invisible--;
2523 }
2524 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2525 {
2526 op->invisible--;
2527 if (!op->invisible)
2528 {
2529 make_visible (op);
2530 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2531 }
2532 }
2533
2534 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2535 { 2266 {
2536 flee_player (op); 2267 flee_player (op);
2268
2537 /* 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 */
2538 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2539 { 2271 {
2540 op->speed_left--; 2272 --op->speed_left;
2541 return 0; 2273 return 0;
2542 } 2274 }
2543 } 2275 }
2544
2545 /* I've been seeing crashes where the golem has been destroyed, but
2546 * the player object still points to the defunct golem. The code that
2547 * destroys the golem looks correct, and it doesn't always happen, so
2548 * put this in a a workaround to clean up the golem pointer.
2549 */
2550 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2551 op->contr->ranges[range_golem] = 0;
2552 2276
2553 /* 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
2554 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2555 * called, so we recheck it here. 2279 * called, so we recheck it here.
2556 */ 2280 */
2557 op->contr->socket->handle_command (); 2281 if (op->contr->ns->handle_command ())
2558 if (op->speed_left < 0)
2559 return 0; 2282 return 1;
2560 2283
2284 if (op->speed_left > 0.f)
2285 {
2561 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2562 { 2287 {
2563 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2564 op->speed_left--; 2289 --op->speed_left;
2565 2290
2566 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2567 * 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
2568 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2569 */ 2294 */
2570 move_player (op, op->direction); 2295 move_player (op, op->direction);
2571 if (op->speed_left > 0) 2296
2572 return 1; 2297 return op->speed_left > 0.f;
2573 else 2298 }
2574 return 0;
2575 } 2299 }
2576 2300
2577 return 0; 2301 return 0;
2578} 2302}
2579 2303
2599 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2600 2324
2601 if (op->stats.food < 0) 2325 if (op->stats.food < 0)
2602 op->stats.food = 999; 2326 op->stats.food = 999;
2603 2327
2604 fix_player (op); 2328 op->update_stats ();
2605 return 1; 2329 return 1;
2606 } 2330 }
2607 2331
2608 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2609 CLEAR_FLAG (op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2617 * from. 2341 * from.
2618 */ 2342 */
2619void 2343void
2620remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2621{ 2345{
2622 object *next;
2623
2624 while (op) 2346 while (op)
2625 { 2347 {
2626 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' */
2627 * we remove object 'op' 2349
2628 */
2629 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2630 { 2351 {
2631 op->remove ();
2632 op->x = env->x;
2633 op->y = env->y;
2634 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2635 esrv_del_item (env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2636 insert_ob_in_map (op, env->map, NULL, 0); 2354
2355 op->insert_at (env);
2637 } 2356 }
2638 else if (op->inv) 2357 else if (op->inv)
2639 remove_unpaid_objects (op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2640 2359
2641 op = next; 2360 op = next;
2642 } 2361 }
2643} 2362}
2644
2645 2363
2646/* 2364/*
2647 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2648 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2649 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2402 strcat (buf2, buf);
2685 2403
2686 return buf2; 2404 return buf2;
2687} 2405}
2688
2689
2690 2406
2691void 2407void
2692do_some_living (object *op) 2408do_some_living (object *op)
2693{ 2409{
2694 int last_food = op->stats.food; 2410 int last_food = op->stats.food;
2700 int rate_grace = 2000; 2416 int rate_grace = 2000;
2701 const int max_hp = 1; 2417 const int max_hp = 1;
2702 const int max_sp = 1; 2418 const int max_sp = 1;
2703 const int max_grace = 1; 2419 const int max_grace = 1;
2704 2420
2705 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2706 {
2707 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2708 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2709 flush_output_element (op, &op->contr->outputs[i]);
2710 } 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 }
2711 2439
2712 if (op->contr->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2713 { 2441 {
2714
2715 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2716 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2717 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2718 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2719 else 2446 else
2720 { 2447 {
2721 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2722 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2723 } 2450 }
2451
2724 if (op->contr->gen_sp >= 0) 2452 if (op->contr->gen_sp >= 0)
2725 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2726 else 2454 else
2727 { 2455 {
2728 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2729 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2730 } 2458 }
2459
2731 if (op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2732 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2733 else 2462 else
2734 { 2463 {
2735 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2736 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2737 } 2466 }
2738 2467
2739 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2740 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2741 { 2470 {
2742 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);
2743 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2744 { 2473 {
2745 op->stats.sp++; 2474 op->stats.sp++;
2751 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2752 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))
2753 op->stats.food = last_food; 2482 op->stats.food = last_food;
2754 } 2483 }
2755 } 2484 }
2485
2756 if (max_sp > 1) 2486 if (max_sp > 1)
2757 { 2487 {
2758 over_sp = (gen_sp + 10) / rate_sp; 2488 over_sp = (gen_sp + 10) / rate_sp;
2759 if (over_sp > 0) 2489 if (over_sp > 0)
2760 { 2490 {
2761 if (op->stats.sp < op->stats.maxsp) 2491 if (op->stats.sp < op->stats.maxsp)
2762 { 2492 {
2763 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2764 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))
2765 op->stats.sp--; 2496 op->stats.sp--;
2497
2766 if (op->stats.sp > op->stats.maxsp) 2498 if (op->stats.sp > op->stats.maxsp)
2767 op->stats.sp = op->stats.maxsp; 2499 op->stats.sp = op->stats.maxsp;
2768 } 2500 }
2769 op->last_sp = 0; 2501 op->last_sp = 0;
2770 } 2502 }
2771 else 2503 else
2772 {
2773 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);
2774 }
2775 } 2505 }
2776 else 2506 else
2777 {
2778 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);
2779 }
2780 } 2508 }
2781 2509
2782 /* Regenerate Grace */ 2510 /* Regenerate Grace */
2783 /* 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. */
2784 if (--op->last_grace < 0) 2512 if (--op->last_grace < 0)
2785 { 2513 {
2786 if (op->stats.grace < op->stats.maxgrace / 2) 2514 if (op->stats.grace < op->stats.maxgrace / 2)
2787 op->stats.grace++; /* no penalty in food for regaining grace */ 2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2788 if (max_grace > 1) 2517 if (max_grace > 1)
2789 { 2518 {
2790 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2791 if (over_grace > 0) 2520 if (over_grace > 0)
2792 { 2521 {
2820 op->stats.food += op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2821 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))
2822 op->stats.food = last_food; 2551 op->stats.food = last_food;
2823 } 2552 }
2824 } 2553 }
2554
2825 if (max_hp > 1) 2555 if (max_hp > 1)
2826 { 2556 {
2827 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2828 if (over_hp > 0) 2558 if (over_hp > 0)
2829 { 2559 {
2842 } 2572 }
2843 2573
2844 /* Digestion */ 2574 /* Digestion */
2845 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2846 { 2576 {
2847#ifdef COZY_SERVER
2848 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2849 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2850#else
2851 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;
2852#endif
2853 2578
2854 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2855 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);
2856 else 2581 else
2857 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2858 /* dms do not consume food */ 2584 /* dms do not consume food */
2859 if (!QUERY_FLAG (op, FLAG_WIZ)) 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2860 op->stats.food--; 2586 op->stats.food--;
2861 } 2587 }
2862 }
2863 2588
2864 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2865 { 2590 {
2866 object *tmp, *flesh = NULL; 2591 object *tmp, *flesh = 0;
2867 2592
2868 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2869 { 2594 {
2870 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2871 {
2872 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2873 { 2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2874 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.");
2875 manual_apply (op, tmp, 0); 2600 manual_apply (op, tmp, 0);
2876 if (op->stats.food >= 0 || op->stats.hp < 0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2877 break; 2602 break;
2878 } 2603 }
2879 else if (tmp->type == FLESH) 2604 else if (tmp->type == FLESH)
2880 flesh = tmp; 2605 flesh = tmp;
2881 } /* End if paid for object */ 2606 } /* End if paid for object */
2882 } /* end of for loop */ 2607 } /* end of for loop */
2608
2883 /* 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
2884 * eat flesh instead. 2610 * eat flesh instead.
2885 */ 2611 */
2886 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2887 { 2613 {
2888 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.");
2889 manual_apply (op, flesh, 0); 2615 manual_apply (op, flesh, 0);
2890 } 2616 }
2891 } /* end if player is starving */ 2617 }
2892 2618
2893 while (op->stats.food < 0 && op->stats.hp > 0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2894 op->stats.food++, op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2895 2621
2896 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))
2897 kill_player (op); 2623 kill_player (op);
2624 }
2898} 2625}
2899
2900
2901 2626
2902/* 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.
2903 * 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
2904 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2905 * file. 2630 * file.
2935 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!");
2936 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...");
2937 2662
2938 /* restore player */ 2663 /* restore player */
2939 at = archetype::find ("poisoning"); 2664 at = archetype::find ("poisoning");
2940 tmp = present_arch_in_ob (at, op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2666 {
2943 tmp->destroy (); 2667 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2945 } 2669 }
2946 2670
2947 at = archetype::find ("confusion"); 2671 at = archetype::find ("confusion");
2948 tmp = present_arch_in_ob (at, op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2673 {
2951 tmp->destroy (); 2674 tmp->destroy ();
2952 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2953 } 2676 }
2954 2677
2956 op->stats.hp = op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2957 if (op->stats.food <= 0) 2680 if (op->stats.food <= 0)
2958 op->stats.food = 999; 2681 op->stats.food = 999;
2959 2682
2960 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2961 tmp = arch_to_object (archetype::find ("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2962 if (tmp != NULL)
2963 { 2685 {
2964 sprintf (buf, "%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2965 tmp->name = buf; 2687 tmp->name = buf;
2966 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2967 " 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",
2968 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2969 tmp->msg = buf; 2691 tmp->msg = buf;
2970 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2971 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2972 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2973 insert_ob_in_map (tmp, op->map, op, 0);
2974 } 2695 }
2975 2696
2976 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2977 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2978 op->contr->braced = 0; 2699 op->contr->braced = 0;
2983 2704
2984 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2985 2706
2986 if (op->stats.food < 0) 2707 if (op->stats.food < 0)
2987 { 2708 {
2988 if (op->contr->explore)
2989 {
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992 op->stats.food = 999;
2993 return;
2994 }
2995 sprintf (buf, "%s starved to death.", &op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
2996 strcpy (op->contr->killer, "starvation"); 2710 strcpy (op->contr->killer, "starvation");
2997 } 2711 }
2998 else 2712 else
2999 {
3000 if (op->contr->explore)
3001 {
3002 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3003 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3004 op->stats.hp = op->stats.maxhp;
3005 return;
3006 }
3007 sprintf (buf, "%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
3008 } 2714
3009 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3010 2716
3011 /* save the map location for corpse, gravestone */ 2717 /* save the map location for corpse, gravestone */
3012 x = op->x; 2718 x = op->x;
3013 y = op->y; 2719 y = op->y;
3014 map = op->map; 2720 map = op->map;
3015 2721
3016
3017 if (settings.not_permadeth == TRUE)
3018 {
3019 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
3020 * 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.
3021 * 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.
3022 */ 2725 */
3023 2726
3024 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
3025 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
3026 * of death. 2729 * of death.
3027 */ 2730 */
3028#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
3029 if (settings.balanced_stat_loss) 2732 if (settings.balanced_stat_loss)
3030 { 2733 {
3031 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
3032 /* 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
3033 more if they do. */ 2736 more if they do. */
3034 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
3035 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
3036 little bit harder. */ 2739 little bit harder. */
3037 /* GD */ 2740 /* GD */
3038 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
3039 num_stats_lose = 1; 2742 num_stats_lose = 1;
3040 else
3041 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3042 }
3043 else 2743 else
3044 { 2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
3045 num_stats_lose = 1; 2747 num_stats_lose = 1;
3046 } 2748
3047 lost_a_stat = 0; 2749 lost_a_stat = 0;
3048 2750
3049 for (z = 0; z < num_stats_lose; z++) 2751 for (z = 0; z < num_stats_lose; z++)
3050 { 2752 {
3051 i = RANDOM () % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
3052 2754
3053 if (settings.stat_loss_on_death) 2755 if (settings.stat_loss_on_death)
3054 { 2756 {
3055 /* 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
3056 * what he lost. 2758 * what he lost.
3057 */ 2759 */
3058 change_attr_value (&(op->stats), i, -1); 2760 change_attr_value (&(op->stats), i, -1);
3059 check_stat_bounds (&(op->stats)); 2761 check_stat_bounds (&(op->stats));
3060 change_attr_value (&(op->contr->orig_stats), i, -1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
3061 check_stat_bounds (&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
3062 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3063 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);
3064 } 2778 }
3065 else 2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
3066 { 2781 {
3067 /* deplete a stat */ 2782 /* GD */
3068 archetype *deparch = archetype::find ("depletion"); 2783 /* Get the stat that we're about to deplete. */
3069 object *dep; 2784 this_stat = get_attr_value (&(dep->stats), i);
3070 2785 if (this_stat < 0)
3071 dep = present_arch_in_ob (deparch, op);
3072 if (!dep)
3073 { 2786 {
3074 dep = arch_to_object (deparch); 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3075 insert_ob_in_ob (dep, op); 2788 int keep_chance = this_stat * this_stat;
3076 } 2789
3077 lose_this_stat = 1; 2790 /* Yes, I am paranoid. Sue me. */
3078 if (settings.balanced_stat_loss)
3079 {
3080 /* GD */
3081 /* Get the stat that we're about to deplete. */
3082 this_stat = get_attr_value (&(dep->stats), i);
3083 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)
3084 { 2796 {
3085 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3086 int keep_chance = this_stat * this_stat;
3087
3088 /* Yes, I am paranoid. Sue me. */
3089 if (keep_chance < 1)
3090 keep_chance = 1;
3091
3092 /* There is a maximum depletion total per level. */
3093 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 {
3095 lose_this_stat = 0; 2797 lose_this_stat = 0;
3096 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
3097 retain the stat. */ 2799 retain the stat. */
3098 }
3099 else
3100 {
3101 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3102 lose_this_stat = 0;
3103 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3104 this_stat, keep_chance, loss_chance,
3105 lose_this_stat?"LOSE":"KEEP"); */
3106 }
3107 } 2800 }
3108 }
3109
3110 if (lose_this_stat)
3111 {
3112 this_stat = get_attr_value (&(dep->stats), i);
3113 /* We could try to do something clever like find another
3114 * stat to reduce if this fails. But chances are, if
3115 * stats have been depleted to -50, all are pretty low
3116 * and should be roughly the same, so it shouldn't make a
3117 * difference.
3118 */ 2801 else
3119 if (this_stat >= -50)
3120 { 2802 {
3121 change_attr_value (&(dep->stats), i, -1); 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3122 SET_FLAG (dep, FLAG_APPLIED);
3123 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3124 fix_player (op);
3125 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"); */
3126 } 2808 }
3127 } 2809 }
3128 } 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 }
3129 } 2829 }
2830 }
2831 }
3130 /* If no stat lost, tell the player. */ 2832 /* If no stat lost, tell the player. */
3131 if (!lost_a_stat) 2833 if (!lost_a_stat)
3132 { 2834 {
3133 /* determine_god() seems to not work sometimes... why is this? 2835 /* determine_god() seems to not work sometimes... why is this?
3134 Should I be using something else? GD */ 2836 Should I be using something else? GD */
3135 const char *god = determine_god (op); 2837 const char *god = determine_god (op);
3136 2838
3137 if (god && (strcmp (god, "none"))) 2839 if (god && (strcmp (god, "none")))
3138 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);
3139 else 2841 else
3140 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.");
3141 } 2843 }
3142#else 2844#else
3143 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.");
3144#endif 2846#endif
3145 2847
3146 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
3147 * exp loss on the stone. 2849 * exp loss on the stone.
3148 */ 2850 */
3149 tmp = arch_to_object (archetype::find ("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
3150 sprintf (buf, "%s's gravestone", &op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
3151 tmp->name = buf; 2853 tmp->name = buf;
3152 sprintf (buf, "%s's gravestones", &op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
3153 tmp->name_pl = buf; 2855 tmp->name_pl = buf;
3154 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);
3155 tmp->msg = buf; 2857 tmp->msg = buf;
3156 tmp->x = op->x, tmp->y = op->y; 2858 tmp->x = op->x, tmp->y = op->y;
3157 insert_ob_in_map (tmp, op->map, NULL, 0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
3158 2860
3159 /**************************************/ 2861 /**************************************/
3160 /* */ 2862 /* */
3161 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
3162 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
3163 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
3164 /* */ 2866 /* */
3165 /**************************************/ 2867 /**************************************/
3166 2868
3167 /* remove any poisoning and confusion the character may be suffering. */ 2869 /* remove any poisoning and confusion the character may be suffering. */
3168 /* restore player */ 2870 /* restore player */
3169 at = archetype::find ("poisoning"); 2871 at = archetype::find ("poisoning");
3170 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3171 2873
3172 if (tmp) 2874 if (tmp)
3173 { 2875 {
3174 tmp->destroy (); 2876 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3176 } 2878 }
3177 2879
3178 at = archetype::find ("confusion"); 2880 at = archetype::find ("confusion");
3179 tmp = present_arch_in_ob (at, op); 2881 tmp = present_arch_in_ob (at, op);
3180 if (tmp) 2882 if (tmp)
3181 { 2883 {
3182 tmp->destroy (); 2884 tmp->destroy ();
3183 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3184 } 2886 }
3185 2887
3186 cure_disease (op, 0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
3187 2889
3188 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
3189 apply_death_exp_penalty (op); 2891 apply_death_exp_penalty (op);
3190 if (op->stats.food < 100) 2892 if (op->stats.food < 100)
3191 op->stats.food = 900; 2893 op->stats.food = 900;
3192 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
3193 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3194 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3195 2897
3196 /* 2898 /*
3197 * 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
3198 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
3199 * in the map. 2901 */
3200 */
3201
3202 if (is_in_shop (op))
3203 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
3204 2903
3205 /****************************************/ 2904 /****************************************/
3206 /* */ 2905 /* */
3207 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
3208 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3209 /* */ 2908 /* */
3210 /****************************************/ 2909 /****************************************/
3211 2910
3212 enter_player_savebed (op); 2911 enter_player_savebed (op);
3213 2912
3214 /* Save the player before inserting the force to reduce
3215 * chance of abuse.
3216 */
3217 op->contr->braced = 0; 2913 op->contr->braced = 0;
3218 save_player (op, 1);
3219 2914
3220 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
3221 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
3222 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
3223 * on the space that might harm the player. 2918 * on the space that might harm the player.
3224 */ 2919 */
3225 will_kill_again = 0; 2920 will_kill_again = 0;
3226 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)
3227 if (tmp->type == SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
3228 will_kill_again |= tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
3229 2924
3230 if (will_kill_again) 2925 if (will_kill_again)
3231 { 2926 {
3232 object *force; 2927 object *force;
3233 int at; 2928 int at;
3234 2929
3235 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
3236 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
3237 force->speed = 0.1; 2932 force->speed = 0.1f;
3238 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
3239 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
3240 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
3241 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
3242 force->resist[at] = 100; 2937 force->resist[at] = 100;
3243 2938
3244 insert_ob_in_ob (force, op); 2939 insert_ob_in_ob (force, op);
3245 fix_player (op); 2940 op->update_stats ();
3246 2941
3247 } 2942 }
3248 2943
3249 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3250 return;
3251 } /* NOT_PERMADETH */
3252 else
3253 {
3254 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3255 * should probably be embedded in an else statement.
3256 */
3257
3258 op->contr->party = NULL;
3259 if (settings.set_title == TRUE)
3260 op->contr->own_title[0] = '\0';
3261 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3262 check_score (op);
3263
3264 if (op->contr->ranges[range_golem])
3265 {
3266 remove_friendly_object (op->contr->ranges[range_golem]);
3267 op->contr->ranges[range_golem]->destroy ();
3268 op->contr->ranges[range_golem] = 0;
3269 }
3270
3271 loot_object (op); /* Remove some of the items for good */
3272 op->remove ();
3273 op->direction = 0;
3274
3275 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3276 {
3277 delete_character (op->name, 0);
3278 if (settings.resurrection == TRUE)
3279 {
3280 /* save playerfile sans equipment when player dies
3281 ** then save it as player.pl.dead so that future resurrection
3282 ** type spells will work on them nicely
3283 */
3284 delete_character (op->name, 0);
3285 op->stats.hp = op->stats.maxhp;
3286 op->stats.food = 999;
3287
3288 /* set the location of where the person will reappear when */
3289 /* maybe resurrection code should fix map also */
3290 strcpy (op->contr->maplevel, settings.emergency_mapname);
3291 if (op->map != NULL)
3292 op->map = NULL;
3293 op->x = settings.emergency_x;
3294 op->y = settings.emergency_y;
3295 save_player (op, 0);
3296 op->map = map;
3297 /* please see resurrection.c: peterm */
3298 dead_player (op);
3299 }
3300 else
3301 delete_character (op->name, 1);
3302 }
3303
3304 play_again (op);
3305
3306 /* peterm: added to create a corpse at deathsite. */
3307 tmp = arch_to_object (archetype::find ("corpse_pl"));
3308 sprintf (buf, "%s", &op->name);
3309 tmp->name = tmp->name_pl = buf;
3310 tmp->level = op->level;
3311 tmp->x = x;
3312 tmp->y = y;
3313 tmp->msg = gravestone_text (op);
3314 SET_FLAG (tmp, FLAG_UNIQUE);
3315 insert_ob_in_map (tmp, map, NULL, 0);
3316 }
3317} 2945}
3318
3319 2946
3320void 2947void
3321loot_object (object *op) 2948loot_object (object *op)
3322{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
3323 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
3324 2951
3325 if (op->container) 2952 op->close_container (); /* close open sack first */
3326 { /* close open sack first */
3327 esrv_apply_container (op, op->container);
3328 }
3329 2953
3330 for (tmp = op->inv; tmp != NULL; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
3331 { 2955 {
3332 next = tmp->below; 2956 next = tmp->below;
3333 if (tmp->type == EXPERIENCE || tmp->invisible) 2957
2958 if (tmp->invisible)
3334 continue; 2959 continue;
2960
3335 tmp->remove (); 2961 tmp->remove ();
3336 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
3337 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
3338 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
3339 loot_object (tmp); 2966
3340 }
3341 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))))
3342 { 2968 {
3343 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
3344 { 2970 {
3345 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3346 tmp2->destroy (); 2972 tmp2->destroy ();
3357/* 2983/*
3358 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3359 * 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
3360 * was changed. 2986 * was changed.
3361 */ 2987 */
3362
3363void 2988void
3364fix_weight (void) 2989fix_weight (void)
3365{ 2990{
3366 player *pl; 2991 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 { 2992 {
3370 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3371 2994
3372 if (old == sum) 2995 if (old == sum)
3373 continue; 2996 continue;
3374 fix_player (pl->ob); 2997 pl->ob->update_stats ();
3375 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);
3376 } 2999 }
3377} 3000}
3378 3001
3379void 3002void
3380fix_luck (void) 3003fix_luck (void)
3381{ 3004{
3382 player *pl; 3005 for_all_players (pl)
3383
3384 for (pl = first_player; pl != NULL; pl = pl->next)
3385 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3386 change_luck (pl->ob, 0); 3007 pl->ob->change_luck (0);
3387} 3008}
3388
3389 3009
3390/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3391 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3392 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3393 */ 3013 */
3394
3395void 3014void
3396cast_dust (object *op, object *throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3397{ 3016{
3398 object *skop, *spob; 3017 object *skop, *spob;
3399 3018
3433 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3434 { 3053 {
3435 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3436 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3437 } 3056 }
3057
3438 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3439} 3059}
3440 3060
3441int 3061int
3442is_true_undead (object *op) 3062is_true_undead (object *op)
3443{ 3063{
3444 object *tmp = NULL;
3445
3446 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3447 return 1; 3065 return 1;
3448 3066
3449 if (op->type == PLAYER)
3450 for (tmp = op->inv; tmp; tmp = tmp->below)
3451 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3452 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3453 return 1;
3454 return 0; 3067 return 0;
3455} 3068}
3456 3069
3457/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3458 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3514 3127
3515 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3516 3129
3517 /* 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! */
3518 if (op->type == PLAYER && op->contr->run_on) 3131 if (op->type == PLAYER && op->contr->run_on)
3519 {
3520 if (!skop || num >= skop->level) 3132 if (!skop || num >= skop->level)
3521 { 3133 {
3522 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!");
3523 make_visible (op); 3135 make_visible (op);
3524 return; 3136 return;
3525 } 3137 }
3526 else 3138 else
3527 num += 20; 3139 num += 20;
3528 } 3140
3529 num += op->map->difficulty; 3141 num += op->map->difficulty;
3530 hide = hideability (op); /* modify by terrain hidden level */ 3142 hide = hideability (op); /* modify by terrain hidden level */
3531 num -= hide; 3143 num -= hide;
3144
3532 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3533 { 3146 {
3534 make_visible (op); 3147 make_visible (op);
3535 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3536 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!");
3537 } 3150 }
3538 else if (op->type == PLAYER && skop) 3151 else if (op->type == PLAYER && skop)
3539 {
3540 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);
3541 }
3542} 3153}
3543 3154
3544/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3545 3156
3546int 3157int
3573 if (mflags & P_OUT_OF_MAP) 3184 if (mflags & P_OUT_OF_MAP)
3574 continue; 3185 continue;
3575 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)))
3576 continue; 3187 continue;
3577 3188
3578 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)
3579 { 3190 {
3580 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))
3581 return 1; 3192 return 1;
3582 else if (tmp->type == PLAYER) 3193 else if (tmp->type == PLAYER)
3583 { 3194 {
3613 if (pl->type != PLAYER) 3224 if (pl->type != PLAYER)
3614 { 3225 {
3615 LOG (llevError, "player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3616 return -1; 3227 return -1;
3617 } 3228 }
3229
3618 if (!pl || !op) 3230 if (!pl || !op)
3619 return 0; 3231 return 0;
3620 3232
3621 if (op->head)
3622 {
3623 op = op->head; 3233 op = op->head_ ();
3624 } 3234
3625 get_rangevector (pl, op, &rv, 0x1); 3235 get_rangevector (pl, op, &rv, 0x1);
3626 3236
3627 /* starting with the 'head' part, lets loop 3237 /* starting with the 'head' part, lets loop
3628 * through the object and find if it has any 3238 * through the object and find if it has any
3629 * part that is in the los array but isnt on 3239 * part that is in the los array but isnt on
3637 3247
3638 /* only the viewable area the player sees is updated by LOS 3248 /* only the viewable area the player sees is updated by LOS
3639 * 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
3640 * for any meaningful values. 3250 * for any meaningful values.
3641 */ 3251 */
3642 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3643 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3644 !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)])
3645 return 1; 3255 return 1;
3646 op = op->more; 3256 op = op->more;
3647 } 3257 }
3648 return 0; 3258 return 0;
3649} 3259}
3746 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3747 int i = 0, j = 0; 3357 int i = 0, j = 0;
3748 3358
3749 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3750 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3751 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3752 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3753 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3754 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3755 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3756 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3757 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3758 3368
3759 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3760 return; 3370 return;
3761 3371
3762 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++);
3763 3373
3764 if (tr == NULL || tr->item == NULL) 3374 if (!tr || !tr->item)
3765 { 3375 {
3766 /* 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]); */
3767 return; 3377 return;
3768 } 3378 }
3769 3379
3835 { 3445 {
3836 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3837 object *skin; 3447 object *skin;
3838 3448
3839 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3840 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
3841 if (skin == NULL) 3454 if (!skin)
3842 return; 3455 return;
3843 3456
3844 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3845 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3846 { 3459 {
3891 * not readied. 3504 * not readied.
3892 */ 3505 */
3893void 3506void
3894player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3895{ 3508{
3896 rangetype i; 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3897 3511
3898 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3512 if (pl->combat_ob == ob)
3899 { 3513 pl->combat_ob = 0;
3514
3900 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3901 { 3516 pl->ranged_ob = 0;
3902 pl->ranges[i] = NULL;
3903 if (pl->shoottype == i)
3904 {
3905 pl->shoottype = range_none;
3906 }
3907 }
3908 }
3909} 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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