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Comparing deliantra/server/server/player.C (file contents):
Revision 1.50 by elmex, Wed Dec 20 10:31:00 2006 UTC vs.
Revision 1.144 by root, Sat May 26 15:44:08 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}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 150}
296 151
297/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
298static void 153static void
299set_first_map (object *op) 154set_first_map (object *op)
300{ 155{
301 strcpy (op->contr->maplevel, first_map_path); 156 op->contr->maplevel = first_map_path;
302 op->x = -1; 157 op->x = -1;
303 op->y = -1; 158 op->y = -1;
304 enter_exit (op, 0);
305} 159}
306 160
161void
162player::activate ()
163{
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (ob);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325player::player ()
326{
327 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point.
329 */
330 outputs_sync = 4;
331 outputs_count = 4;
332 unapply = unapply_nochoice;
333
334 savebed_map = first_map_path; /* Init. respawn position */
335
336 gen_sp_armour = 10;
337 bowtype = bow_normal;
338 petmode = pet_normal;
339 listening = 10;
340 usekeys = containers;
341 peaceful = 1; /* default peaceful */
342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
346}
347
348void
349player::do_destroy ()
350{
351 disconnect ();
352
353 attachable::do_destroy ();
354
355 if (ob)
356 {
357 ob->destroy_inv (false);
358 ob->destroy ();
359 }
360}
361
362player::~player ()
363{
364 /* Clear item stack */
365 free (stack_items);
366}
367
307/* Tries to add player on the connection passwd in ns. 368/* 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 369 * All we can really get in this is some settings like host and display
309 * mode. 370 * mode.
310 */ 371 */
311 372player *
312int 373player::create ()
313add_player (client *ns)
314{ 374{
315 player *p = new player; 375 player *pl = new player;
316 376
317 p->socket = ns; 377 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 378
320 p->next = first_player; 379 pl->ob->roll_stats ();
321 first_player = p; 380 pl->ob->stats.wc = 2;
381 pl->ob->run_away = 25; /* Then we panick... */
322 382
323 p = get_player (p);
324
325 set_first_map (p->ob); 383 set_first_map (pl->ob);
326 384
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; 385 return pl;
335} 386}
336 387
337/* 388/*
338 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
364 415
365object * 416object *
366get_nearest_player (object *mon) 417get_nearest_player (object *mon)
367{ 418{
368 object *op = NULL; 419 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 420 objectlink *ol;
371 unsigned lastdist; 421 unsigned lastdist;
372 rv_vector rv; 422 rv_vector rv;
373 423
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 425 {
376 /* We should not find free objects on this friendly list, but it 426 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 433 object *tmp = ol->ob;
384 434
385 /* Can't do much more other than log the fact, because the object 435 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 436 * itself will have been cleared.
387 */ 437 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
389 ol = ol->next; 440 ol = ol->next;
390 remove_friendly_object (tmp); 441 remove_friendly_object (tmp);
391 if (!ol) 442 if (!ol)
392 return op; 443 return op;
393 } 444 }
406 { 457 {
407 op = ol->ob; 458 op = ol->ob;
408 lastdist = rv.distance; 459 lastdist = rv.distance;
409 } 460 }
410 } 461 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 462
412 { 463 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 464 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 465 if (lastdist > rv.distance)
417 { 466 {
418 op = pl->ob; 467 op = pl->ob;
419 lastdist = rv.distance; 468 lastdist = rv.distance;
420 } 469 }
421 } 470
422 }
423#if 0 471#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 472 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 473#endif
426 return op; 474 return op;
427} 475}
445 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 494 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 495 * is probably not a good thing.
448 */ 496 */
449#define MAX_SPACES 50 497#define MAX_SPACES 50
450
451 498
452/* 499/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 501 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 502 * player and if path is blocked then see if blockage is close enough to player that
486 x = mon->x; 533 x = mon->x;
487 y = mon->y; 534 y = mon->y;
488 m = mon->map; 535 m = mon->map;
489 dir = rv.direction; 536 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 537 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 538 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
539
492 /* If we can't solve it within the search distance, return now. */ 540 /* If we can't solve it within the search distance, return now. */
493 if (diff > max) 541 if (diff > max)
494 return 0; 542 return 0;
543
495 while (diff > 1 && max > 0) 544 while (diff > 1 && max > 0)
496 { 545 {
497 lastx = x; 546 lastx = x;
498 lasty = y; 547 lasty = y;
499 lastmap = m; 548 lastmap = m;
581 max--; 630 max--;
582 lastdir = dir; 631 lastdir = dir;
583 if (!firstdir) 632 if (!firstdir)
584 firstdir = dir; 633 firstdir = dir;
585 } 634 }
635
586 if (diff <= 1) 636 if (diff <= 1)
587 { 637 {
588 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 639 * headed toward player for entire distance.
590 */ 640 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
593 } 643 }
644
594 if (diff > max) 645 if (diff > max)
595 return 0; 646 return 0;
596 } 647 }
648
597 /* If we reached the max, didn't find a direction in time */ 649 /* If we reached the max, didn't find a direction in time */
598 if (!max) 650 if (!max)
599 return 0; 651 return 0;
600 652
601 return firstdir; 653 return firstdir;
694 /* Need to set up the skill pointers */ 746 /* Need to set up the skill pointers */
695 link_player_skills (pl); 747 link_player_skills (pl);
696} 748}
697 749
698void 750void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 751get_party_password (object *op, partylist *party)
783{ 752{
784 if (party == NULL) 753 if (party == NULL)
785 { 754 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 755 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 756 return;
788 } 757 }
758
789 op->contr->write_buf[0] = '\0'; 759 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 762 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 763}
794
795 764
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 765/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 766static int
798roll_stat (void) 767roll_stat (void)
799{ 768{
800 int a[4], i, j, k; 769 int a[4], i, j, k;
801 770
802 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 772 a[i] = (int) rndm (6) + 1;
804 773
805 for (i = 0, j = 0, k = 7; i < 4; i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 775 if (a[i] < k)
807 k = a[i], j = i; 776 k = a[i], j = i;
808 777
809 for (i = 0, k = 0; i < 4; i++) 778 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 779 if (i != j)
812 k += a[i]; 780 k += a[i];
813 } 781
814 return k; 782 return k;
815} 783}
816 784
817void 785void
818roll_stats (object *op) 786object::roll_stats ()
819{ 787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
820 int sum = 0; 792 int sum = 0;
821 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
822 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
823 795
824 do 796 if (sum >= 82 && sum <= 116)
797 break;
825 { 798 }
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836 799
837 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 802
846 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
847 do 804 stats.stat (i) = statsort [i];
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862 805
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 806 stats.exp = 0;
882 op->stats.ac = 0; 807 stats.ac = 0;
883 808
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 809 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 810 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
815 contr->levhp[1] = 9;
816 contr->levsp[1] = 6;
817 contr->levgrace[1] = 3;
818
892 op->contr->orig_stats = op->stats; 819 contr->orig_stats = stats;
820 }
893} 821}
894 822
895void 823void
896Roll_Again (object *op) 824object::swap_stats (int a, int b)
897{ 825{
898 esrv_new_player (op->contr, 0); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902 827
903void 828 for (int i = 0; i < NUM_STATS; ++i)
904Swap_Stat (object *op, int Swap_Second) 829 stats.stat (i) = contr->orig_stats.stat (i);
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851}
852
853static void
854start_info (object *op)
905{ 855{
906 signed char tmp;
907 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
908 857
909 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 862}
1024 863
1025/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1029 * not the class. 868 * not the class.
1030 */ 869 */
1031 870void
1032int 871player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 872{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 875
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 876 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 877 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 878 create_treasure (tl, ob, 0, 0, 0);
1053 879
1054 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
1056 882
1057 op->contr->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
1058 884
1059 if (op->msg) 885 if (ob->msg)
1060 op->msg = NULL; 886 ob->msg = 0;
1061 887
1062 /* We create this now because some of the unique maps will need it 888 /* We create this now because some of the unique maps will need it
1063 * to save here. 889 * to save here.
1064 */ 890 */
891 {
892 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
1067 896
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 897 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 900 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
1076 fix_player (op); 902 ob->update_stats ();
1077 903
1078 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1079 * is one for this race 905 * is one for this race
1080 */ 906 */
1081 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1082 { 908 {
1083 object *tmp; 909 object *tmp;
1084 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1085 911
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1087 tmp = object::create (); 913 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1093 * default initial map */ 919 * default initial map */
1094 tmp->destroy (); 920 tmp->destroy ();
1095 } 921 }
1096 else 922 else
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
924}
1098 925
1099 return 0; 926void
1100 } 927player::chargen_race_next ()
1101 928{
1102 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
1104 */ 931 */
1105 932
1106 tmp_loop = 0; 933 do
1107 while (!tmp_loop)
1108 { 934 {
1109 shstr name = op->name; 935 shstr name = ob->name;
1110 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
1111 937
1112 remove_statbonus (op); 938 ob->remove_statbonus ();
1113 op->remove (); 939 ob->remove ();
1114 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
1115 op->arch->clone.copy_to (op); 941 ob->arch->clone.copy_to (ob);
1116 op->instantiate (); 942 ob->instantiate ();
1117 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
1118 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
1119 op->x = x; 945 ob->x = x;
1120 op->y = y; 946 ob->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
1123 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
1124 add_statbonus (op); 950 ob->add_statbonus ();
1125 tmp_loop = allowed_class (op);
1126 } 951 }
952 while (!allowed_class (ob));
1127 953
1128 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
1130 fix_player (op); 956 ob->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
1133 op->stats.grace = 0; 959 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} 960}
1190 961
1191void 962void
1192flee_player (object *op) 963flee_player (object *op)
1193{ 964{
1240 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1013 op->enemy = NULL;
1243} 1014}
1244 1015
1245
1246/* check_pick sees if there is stuff to be picked up/picks up stuff. 1016/* 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 1017 * It returns 1 if the player should keep on moving, 0 if he should
1248 * stop. 1018 * stop.
1249 */ 1019 */
1250int 1020int
1251check_pick (object *op) 1021check_pick (object *op)
1252{ 1022{
1253 object *tmp, *next; 1023 object *tmp, *next;
1254 int stop = 0; 1024 int stop = 0;
1255 int j, k, wvratio; 1025 int wvratio;
1256 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1257 1027
1258 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1260 return 1; 1030 return 1;
1261 1031
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1100 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)))); 1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1102 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 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)))); 1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1106 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 } 1107 }
1108
1366 /* philosophy: 1109 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1110 * 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 1111 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1112 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1113 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1114 * example.
1372 * The drawback: right now it has no frontend, so you need to 1115 * 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 1116 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1117 * convert to decimal and then 'pickup <#>
1625 * found object is returned. 1368 * found object is returned.
1626 */ 1369 */
1627object * 1370object *
1628find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1629{ 1372{
1630 object *tmp = NULL; 1373 object *tmp = 0;
1631 1374
1632 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1636 return op; 1379 return op;
1380
1637 return tmp; 1381 return tmp;
1638} 1382}
1639 1383
1640/* 1384/*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1385 * 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 1386 * 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 1387 * 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. 1388 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */ 1389 */
1646
1647object * 1390object *
1648find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1649{ 1392{
1650 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1717 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter 1461 * op = the shooter
1719 * type = bow->race 1462 * type = bow->race
1720 * dir = fire direction 1463 * dir = fire direction
1721 */ 1464 */
1722
1723object * 1465object *
1724pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1725{ 1467{
1726 object *tmp = NULL; 1468 object *tmp = NULL;
1727 maptile *m; 1469 maptile *m;
1792 */ 1534 */
1793int 1535int
1794fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795{ 1537{
1796 object *left, *bow; 1538 object *left, *bow;
1797 int bowspeed, mflags; 1539 int mflags;
1798 maptile *m; 1540 maptile *m;
1799 1541
1800 if (!dir) 1542 if (!dir)
1801 { 1543 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1545 return 0;
1804 } 1546 }
1805 1547
1806 if (op->type == PLAYER) 1548 if (op->contr)
1807 bow = op->contr->ranges[range_bow]; 1549 bow = op->current_weapon;
1808 else 1550 else
1809 { 1551 {
1810 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1817 if (!bow) 1559 if (!bow)
1818 { 1560 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1562 return 0;
1821 } 1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1822 } 1572 }
1823 1573
1824 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1825 { 1575 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0; 1577 return 0;
1828 } 1578 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838 1579
1839 if (arrow == NULL) 1580 if (arrow == NULL)
1840 { 1581 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 { 1583 {
1843 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else 1587 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1848 return 0; 1590 return 0;
1849 } 1591 }
1850 } 1592 }
1851 1593
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1874 return 0; 1616 return 0;
1875 } 1617 }
1876 1618
1877 arrow->set_owner (op); 1619 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1621 arrow->direction = dir;
1881 arrow->x = sx; 1622
1882 arrow->y = sy; 1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype;
1626
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629
1630#if 0
1631 if (player *pl = op->contr)
1632 {
1633 float speed = pl->weapon_sp;
1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643#endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1646
1647 /* update the speed */
1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1649 + bow->stats.dam / 7.f;
1650
1651 arrow->set_speed (max (arrow->speed, 2.f));
1652 arrow->speed_left = 0;
1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1883 1655
1884 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1885 { 1657 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op);
1888 }
1889
1890 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype;
1894 if (arrow->slaying != NULL)
1895 arrow->spellarg = strdup (arrow->slaying);
1896
1897 /* Note that this was different for monsters - they got their level
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1903 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906
1907 if (arrow->speed < 1.0)
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0;
1911
1912 if (op->type == PLAYER)
1913 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1659 wc -= dex_bonus[op->stats.Dex];
1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1919 } 1665 }
1920 else 1666 else
1921 { 1667 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level; 1668 arrow->level = op->level;
1924 } 1669 arrow->stats.wc -= bow->magic;
1925 1670
1926 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1927 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1928 1676
1929 if (bow->slaying) 1677 wc -= arrow->level;
1930 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1931 1679
1932 arrow->map = m; 1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1933 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1683
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1938 1686
1939 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1688 move_arrow (arrow);
1941 1689
1942 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1962{ 1710{
1963 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1964 1712
1965 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1966 { 1714 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1968 } 1716 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 { 1718 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1720 wcmod = -1;
1721
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 } 1723 }
1975 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
1976 { 1725 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1982 { 1731 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 } 1735 }
1988 else 1736 else
1989 { 1737 {
1990 /* Simple case */ 1738 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 } 1740 }
1741
1993 return ret; 1742 return ret;
1994} 1743}
1995
1996 1744
1997/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1999 */ 1747 */
2000void 1748void
2001fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
2002{ 1750{
2003 object *item; 1751 object *item = op->contr->ranged_ob;
2004 1752
2005 if (!op->contr->ranges[range_misc]) 1753 if (!item)
2006 { 1754 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return; 1756 return;
2009 } 1757 }
2010 1758
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv) 1759 if (!item->inv)
2013 { 1760 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return; 1762 return;
2016 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
2017 if (item->type == WAND) 1768 if (item->type == WAND)
2018 { 1769 {
2019 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
2020 { 1771 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
2023 return; 1775 return;
2024 } 1776 }
2025 } 1777 }
2026 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
2027 { 1779 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 { 1781 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
2031 if (item->type == ROD) 1784 if (item->type == ROD)
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else 1786 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1788
2035 return; 1789 return;
2036 } 1790 }
2037 } 1791 }
2038 1792
2039 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
2047 1801
2048 if (item->arch) 1802 if (item->arch)
2049 { 1803 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2052 item->speed = 0; 1806 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1807 }
1808
2055 if ((tmp = item->in_player ())) 1809 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1811 }
2058 } 1812 }
2059 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1814 drain_rod_charge (item);
2062 }
2063 } 1815 }
2064} 1816}
2065 1817
2066/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2067 */ 1819 */
2068void 1820bool
2069fire (object *op, int dir) 1821fire (object *op, int dir)
2070{ 1822{
2071 int spellcost = 0; 1823 int spellcost = 0;
2072 1824
2073 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
2075 make_visible (op); 1827 make_visible (op);
2076 1828
2077 switch (op->contr->shoottype) 1829 player *pl = op->contr;
1830
1831 if (pl->golem)
1832 {
1833 control_golem (op->contr->golem, dir);
1834 return false;
2078 { 1835 }
2079 case range_none:
2080 return;
2081 1836
2082 case range_bow: 1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
2083 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
2084 return; 1854 break;
2085 1855
2086 case range_magic: /* Casting spells */ 1856 case SPELL:
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2088 return; 1858 break;
2089 1859
2090 case range_misc: 1860 case BUILDER:
1861 apply_map_builder (op, dir);
1862 break;
1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
2091 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
2092 return; 1870 break;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return;
2119 } 1871 }
2120}
2121 1872
2122 1873 return true;
1874}
2123 1875
2124/* find_key 1876/* find_key
2125 * We try to find a key for the door as passed. If we find a key 1877 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
2129 * pl is the player, 1881 * pl is the player,
2130 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
2133 */ 1885 */
2134
2135object * 1886object *
2136find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
2137{ 1888{
2138 object *tmp, *key; 1889 object *tmp, *key;
2139 1890
2140 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL) 1892 if (!container->inv)
2142 return NULL; 1893 return 0;
2143 1894
2144 /* First, lets try to find a key in the top level inventory */ 1895 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2146 { 1897 {
2147 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
2148 break; 1899 break;
2149 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
2151 */ 1902 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break; 1904 break;
2154 } 1905 }
1906
2155 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time. 1908 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find 1909 * otherwise, if we search all the inventories and still don't find
2158 * a key, return 1910 * a key, return
2159 */ 1911 */
2160 if (!tmp) 1912 if (!tmp)
2161 { 1913 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
2163 { 1915 {
2164 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
2166 { 1918 {
2167 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
2168 return key; 1920 return key;
2169 } 1921 }
2170 } 1922 }
1923
2171 if (!tmp) 1924 if (!tmp)
2172 return NULL; 1925 return NULL;
2173 } 1926 }
1927
2174 /* We get down here if we have found a key. Now if its in a container, 1928 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it 1929 * see if we actually want to use it
2176 */ 1930 */
2177 if (pl != container) 1931 if (pl != container)
2178 { 1932 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL; 1955 return NULL;
2202 } 1956 }
2203 } 1957 }
1958
2204 return tmp; 1959 return tmp;
2205} 1960}
2206 1961
2207/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
2210 * 0 otherwise 1965 * 0 otherwise
2211 */ 1966 */
2212static int 1967static int
2213player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2214{ 1969{
2215 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
2216 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
2217 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2218 */ 1973 */
2219 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2220 1975
2221 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
2222 if (key) 1977 if (key)
2223 { 1978 {
2224 object *container = key->env; 1979 object *container = key->env;
2225 1980
2226 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
2227 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
2228 make_visible (op); 1984 make_visible (op);
1985
2229 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2230 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
2231 if (door->type == DOOR) 1989 if (door->type == DOOR)
2232 {
2233 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2234 }
2235 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2236 { 1992 {
2237 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2238 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
2239 } 1995 }
1996
2240 /* Do this after we print the message */ 1997 /* Do this after we print the message */
2241 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
2242 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
2243 if (container != op) 2000 if (container != op)
2244 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2245 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2246 } 2004 }
2247 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2248 { 2006 {
2249 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2250 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2251 return 1; 2009 return 1;
2252 } 2010 }
2011
2253 return 0; 2012 return 0;
2254} 2013}
2255 2014
2256/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2257 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2258 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2259 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2260 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2261 */ 2020 */
2262void 2021bool
2263move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2264{ 2023{
2265 object *tmp, *mon;
2266 sint16 nx, ny;
2267 int on_battleground; 2024 int on_battleground;
2268 maptile *m;
2269 2025
2270 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2271 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2272 2028
2273 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2274 2039
2275 /* If braced, or can't move to the square, and it is not out of the 2040 /* If braced, or can't move to the square, and it is not out of the
2276 * map, attack it. Note order of if statement is important - don't 2041 * map, attack it. Note order of if statement is important - don't
2277 * want to be calling move_ob if braced, because move_ob will move the 2042 * want to be calling move_ob if braced, because move_ob will move the
2278 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2279 * move to some space, it then means that if we are braced, we should 2044 * move to some space, it then means that if we are braced, we should
2280 * do nothing at all. As it is, if we are braced, we go through 2045 * do nothing at all. As it is, if we are braced, we go through
2281 * quite a bit of processing. However, it probably is less than what 2046 * quite a bit of processing. However, it probably is less than what
2282 * move_ob uses. 2047 * move_ob uses.
2283 */ 2048 */
2284 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2049 maptile *m = op->map->xy_find (nx, ny);
2285 {
2286 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2287 {
2288 m = get_map_from_coord (op->map, &nx, &ny);
2289 if (!m)
2290 return; /* Don't think this should happen */
2291 }
2292 else
2293 m = op->map;
2294 2050
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2296 {
2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2298 return;
2299 }
2300
2301 mon = 0;
2302 /* Go through all the objects, and find ones of interest. Only stop if 2051 /* Go through all the objects, and find ones of interest. Only stop if
2303 * we find a monster - that is something we know we want to attack. 2052 * we find a monster - that is something we know we want to attack.
2304 * if its a door or barrel (can roll) see if there may be monsters 2053 * if its a door or barrel (can roll) see if there may be monsters
2305 * on the space 2054 * on the space
2306 */ 2055 */
2307 while (tmp) 2056 object *mon;
2308 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2309 if (tmp == op) 2058 {
2310 { 2059 if ((mon->flag [FLAG_ALIVE]
2311 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2312 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2313 }
2314
2315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2316 {
2317 mon = tmp; 2062 && mon != op)
2318 break; 2063 break;
2319 } 2064 }
2320 2065
2321 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2322 mon = tmp;
2323
2324 tmp = tmp->above;
2325 }
2326
2327 if (!mon) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2328 return; /* into a wall */ 2067 return false; /* into a wall */
2329 2068
2330 if (mon->head)
2331 mon = mon->head; 2069 mon = mon->head_ ();
2332 2070
2333 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2334 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2335 return; 2076 return true;
2077 }
2336 2078
2337 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2338 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2339 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2340 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2341 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2342 * and thus will not push them. 2084 * and thus will not push them.
2343 */ 2085 */
2344 2086
2345 /* If the creature is a pet, push it even if the player is not 2087 /* If the creature is a pet, push it even if the player is not
2346 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2347 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2348 */ 2090 */
2349 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2350#if COZY_SERVER
2351 &&
2352 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2353 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2354#else
2355 && mon->owner == op 2094 || mon->owner == op)
2356#endif
2357 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2358 { 2096 {
2359 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2360 if (op->contr->braced) 2098 if (op->contr->braced)
2361 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2362 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2363 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2364 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op); 2109 make_visible (op);
2110
2366 return; 2111 return true;
2367 } 2112 }
2113 else
2114 return false;
2115 }
2368 2116
2369 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2370 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2371 * someone, but put it inside this loop so that you won't 2119 * someone, but put it inside this loop so that you won't
2372 * attack them either. 2120 * attack them either.
2373 */ 2121 */
2374 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2375 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2376#ifdef PROHIBIT_PLAYERKILL
2377 (op->contr->peaceful 2124 && ((op->contr->peaceful
2378 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2379 && mon->contr->
2380 peaceful)) &&
2381#else
2382 op->contr->peaceful &&
2383#endif
2384 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2385 { 2129 {
2130 --op->speed_left;
2131
2386 if (!op->contr->braced) 2132 if (!op->contr->braced)
2387 { 2133 {
2388 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2389 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2390 } 2136 }
2391 else 2137 else
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2393 2139
2394 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2395 make_visible (op); 2141 make_visible (op);
2396 }
2397 2142
2143 return true;
2144 }
2145 }
2398 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2399 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2400 */ 2148 */
2401 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2402 { 2152 {
2153 --op->speed_left;
2154
2403 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2404 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2405 make_visible (op); 2157 make_visible (op);
2406 }
2407 2158
2159 return true;
2160 }
2161 }
2408 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2409 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2410 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2411 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2412 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2413 */ 2167 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417 { 2170 {
2418 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2419 /* If the player hasn't hit something this tick, and does
2420 * so, give them speed boost based on weapon speed. Doing
2421 * it here is better than process_players2, which basically
2422 * incurred a 1 tick offset.
2423 */
2424 if (!op->contr->has_hit)
2425 { 2172 {
2426 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2427
2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2429 }
2430 2174
2431 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2432
2433 /* If attacking another player, that player gets automatic
2434 * hitback, and doesn't loose luck either.
2435 * Disable hitback on the battleground or if the target is
2436 * the wiz.
2437 */
2438 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2439 {
2440 short luck = mon->stats.luck;
2441
2442 mon->contr->has_hit = 1;
2443 skill_attack (op, mon, 0, 0, 0);
2444 mon->stats.luck = luck;
2445 }
2446 2176
2447 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2448 make_visible (op); 2178 make_visible (op);
2449 }
2450 } /* if player should attack something */
2451}
2452 2179
2453int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2454move_player (object *op, int dir) 2188move_player (object *op, int dir)
2455{ 2189{
2456 int pick; 2190 int pick;
2457 2191
2458 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2459 return 0; 2193 return 0;
2460 2194
2461 /* Sanity check: make sure dir is valid */ 2195 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9)) 2196 if ((dir < 0) || (dir >= 9))
2463 { 2197 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir); 2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0; 2199 return 0;
2466 } 2200 }
2467 2201
2468 /* peterm: added following line */ 2202 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2471 2205
2472 op->facing = dir; 2206 op->facing = dir;
2473 2207
2474 if (op->hide) 2208 if (op->hide)
2475 do_hidden_move (op); 2209 do_hidden_move (op);
2476 2210
2211 bool retval;
2212
2477 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2478 /*nop */ ; 2214 retval = RESULT_INT (0);
2479 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2480 fire (op, dir); 2216 retval = fire (op, dir);
2481 else 2217 else
2482 { 2218 {
2483 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2484 pick = check_pick (op); 2220 pick = check_pick (op);
2485 } 2221 }
2486 2222
2487 /* Add special check for newcs players and fire on - this way, the 2223 /* Add special check for newcs players and fire on - this way, the
2488 * server can handle repeat firing. 2224 * server can handle repeat firing.
2495 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2496 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2497 * for players. 2233 * for players.
2498 */ 2234 */
2499 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2500 return 0; 2236
2237 return retval;
2501} 2238}
2502 2239
2503/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2504 * new client/server stuff. 2241 * new client/server stuff.
2505 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2506 * the new speed values for commands. 2243 * the new speed values for commands.
2507 * 2244 *
2508 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2509 */ 2248 */
2510int 2249bool
2511handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2512{ 2251{
2513 if (op->contr->hidden)
2514 {
2515 op->invisible = 1000;
2516 /* the socket code flashes the player visible/invisible
2517 * depending on the value of invisible, so we need to
2518 * alternate it here for it to work correctly.
2519 */
2520 if (pticks & 2)
2521 op->invisible--;
2522 }
2523 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2524 {
2525 op->invisible--;
2526 if (!op->invisible)
2527 {
2528 make_visible (op);
2529 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2530 }
2531 }
2532
2533 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2534 { 2253 {
2535 flee_player (op); 2254 if (op->speed_left > 0.f)
2536 /* If player is still scared, that is his action for this tick */
2537 if (QUERY_FLAG (op, FLAG_SCARED))
2538 { 2255 {
2539 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2540 return 0; 2259 return true;
2541 } 2260 }
2261 else
2262 return false;
2542 } 2263 }
2543
2544 /* I've been seeing crashes where the golem has been destroyed, but
2545 * the player object still points to the defunct golem. The code that
2546 * destroys the golem looks correct, and it doesn't always happen, so
2547 * put this in a a workaround to clean up the golem pointer.
2548 */
2549 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2550 op->contr->ranges[range_golem] = 0;
2551 2264
2552 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2553 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2554 * called, so we recheck it here. 2267 * called, so we recheck it here.
2555 */ 2268 */
2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2269 if (op->contr->ns->handle_command ())
2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2558 ;
2559
2560 if (op->speed_left < 0)
2561 return 0; 2270 return true;
2562 2271
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2564 {
2565 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--;
2567
2568 /* Instead of all the stuff below, let move_player take care
2569 * of it. Also, some of the skill stuff is only put in
2570 * there, as well as the confusion stuff.
2571 */
2572 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2573 if (op->speed_left > 0)
2574 return 1;
2575 else
2576 return 0;
2577 }
2578 2274
2579 return 0; 2275 return false;
2580} 2276}
2581 2277
2582int 2278int
2583save_life (object *op) 2279save_life (object *op)
2584{ 2280{
2601 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2602 2298
2603 if (op->stats.food < 0) 2299 if (op->stats.food < 0)
2604 op->stats.food = 999; 2300 op->stats.food = 999;
2605 2301
2606 fix_player (op); 2302 op->update_stats ();
2607 return 1; 2303 return 1;
2608 } 2304 }
2609 2305
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2619 * from. 2315 * from.
2620 */ 2316 */
2621void 2317void
2622remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2623{ 2319{
2624 object *next;
2625
2626 while (op) 2320 while (op)
2627 { 2321 {
2628 next = op->below; /* Make sure we have a good value, in case 2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2629 * we remove object 'op' 2323
2630 */
2631 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2632 { 2325 {
2633 op->remove ();
2634 op->x = env->x;
2635 op->y = env->y;
2636 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2637 esrv_del_item (env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2638 insert_ob_in_map (op, env->map, NULL, 0); 2328
2329 op->insert_at (env);
2639 } 2330 }
2640 else if (op->inv) 2331 else if (op->inv)
2641 remove_unpaid_objects (op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2642 2333
2643 op = next; 2334 op = next;
2644 } 2335 }
2645} 2336}
2646
2647 2337
2648/* 2338/*
2649 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2650 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2651 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2376 strcat (buf2, buf);
2687 2377
2688 return buf2; 2378 return buf2;
2689} 2379}
2690
2691
2692 2380
2693void 2381void
2694do_some_living (object *op) 2382do_some_living (object *op)
2695{ 2383{
2696 int last_food = op->stats.food; 2384 int last_food = op->stats.food;
2702 int rate_grace = 2000; 2390 int rate_grace = 2000;
2703 const int max_hp = 1; 2391 const int max_hp = 1;
2704 const int max_sp = 1; 2392 const int max_sp = 1;
2705 const int max_grace = 1; 2393 const int max_grace = 1;
2706 2394
2707 if (op->contr->outputs_sync) 2395 if (op->contr->hidden)
2708 {
2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2710 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2711 flush_output_element (op, &op->contr->outputs[i]);
2712 } 2396 {
2397 op->invisible = 1000;
2398 /* the socket code flashes the player visible/invisible
2399 * depending on the value of invisible, so we need to
2400 * alternate it here for it to work correctly.
2401 */
2402 if (pticks & 2)
2403 op->invisible--;
2404 }
2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2406 {
2407 if (!op->invisible--)
2408 {
2409 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2411 }
2412 }
2713 2413
2714 if (op->contr->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2715 { 2415 {
2716
2717 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2718 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2719 if (op->contr->gen_hp >= 0) 2418 if (op->contr->gen_hp >= 0)
2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2721 else 2420 else
2722 { 2421 {
2723 gen_hp = op->stats.maxhp; 2422 gen_hp = op->stats.maxhp;
2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2725 } 2424 }
2425
2726 if (op->contr->gen_sp >= 0) 2426 if (op->contr->gen_sp >= 0)
2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2728 else 2428 else
2729 { 2429 {
2730 gen_sp = op->stats.maxsp; 2430 gen_sp = op->stats.maxsp;
2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2732 } 2432 }
2433
2733 if (op->contr->gen_grace >= 0) 2434 if (op->contr->gen_grace >= 0)
2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2735 else 2436 else
2736 { 2437 {
2737 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2738 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2739 } 2440 }
2740 2441
2741 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2742 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2743 { 2444 {
2744 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2745 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2746 { 2447 {
2747 op->stats.sp++; 2448 op->stats.sp++;
2753 op->stats.food += op->contr->digestion; 2454 op->stats.food += op->contr->digestion;
2754 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2755 op->stats.food = last_food; 2456 op->stats.food = last_food;
2756 } 2457 }
2757 } 2458 }
2459
2758 if (max_sp > 1) 2460 if (max_sp > 1)
2759 { 2461 {
2760 over_sp = (gen_sp + 10) / rate_sp; 2462 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0) 2463 if (over_sp > 0)
2762 { 2464 {
2763 if (op->stats.sp < op->stats.maxsp) 2465 if (op->stats.sp < op->stats.maxsp)
2764 { 2466 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2766 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2767 op->stats.sp--; 2470 op->stats.sp--;
2471
2768 if (op->stats.sp > op->stats.maxsp) 2472 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp; 2473 op->stats.sp = op->stats.maxsp;
2770 } 2474 }
2771 op->last_sp = 0; 2475 op->last_sp = 0;
2772 } 2476 }
2773 else 2477 else
2774 {
2775 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2776 }
2777 } 2479 }
2778 else 2480 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2482 }
2783 2483
2784 /* Regenerate Grace */ 2484 /* Regenerate Grace */
2785 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2786 if (--op->last_grace < 0) 2486 if (--op->last_grace < 0)
2787 { 2487 {
2788 if (op->stats.grace < op->stats.maxgrace / 2) 2488 if (op->stats.grace < op->stats.maxgrace / 2)
2789 op->stats.grace++; /* no penalty in food for regaining grace */ 2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2790 if (max_grace > 1) 2491 if (max_grace > 1)
2791 { 2492 {
2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2793 if (over_grace > 0) 2494 if (over_grace > 0)
2794 { 2495 {
2822 op->stats.food += op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2823 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2824 op->stats.food = last_food; 2525 op->stats.food = last_food;
2825 } 2526 }
2826 } 2527 }
2528
2827 if (max_hp > 1) 2529 if (max_hp > 1)
2828 { 2530 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0) 2532 if (over_hp > 0)
2831 { 2533 {
2844 } 2546 }
2845 2547
2846 /* Digestion */ 2548 /* Digestion */
2847 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2848 { 2550 {
2849#ifdef COZY_SERVER
2850 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2851 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2852#else
2853 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2854#endif
2855 2552
2856 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2857 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2858 else 2555 else
2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2860 /* dms do not consume food */ 2558 /* dms do not consume food */
2861 if (!QUERY_FLAG (op, FLAG_WIZ)) 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2862 op->stats.food--; 2560 op->stats.food--;
2863 } 2561 }
2864 }
2865 2562
2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2867 { 2564 {
2868 object *tmp, *flesh = NULL; 2565 object *tmp, *flesh = 0;
2869 2566
2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2871 {
2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 { 2568 {
2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 { 2570 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2876 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2877 manual_apply (op, tmp, 0); 2574 manual_apply (op, tmp, 0);
2878 if (op->stats.food >= 0 || op->stats.hp < 0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2879 break; 2576 break;
2880 } 2577 }
2881 else if (tmp->type == FLESH) 2578 else if (tmp->type == FLESH)
2882 flesh = tmp; 2579 flesh = tmp;
2883 } /* End if paid for object */ 2580 } /* End if paid for object */
2884 } /* end of for loop */ 2581 } /* end of for loop */
2582
2885 /* If player is still starving, it means they don't have any food, so 2583 /* If player is still starving, it means they don't have any food, so
2886 * eat flesh instead. 2584 * eat flesh instead.
2887 */ 2585 */
2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2889 { 2587 {
2890 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2891 manual_apply (op, flesh, 0); 2589 manual_apply (op, flesh, 0);
2892 } 2590 }
2893 } /* end if player is starving */ 2591 }
2894 2592
2895 while (op->stats.food < 0 && op->stats.hp > 0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2896 op->stats.food++, op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2897 2595
2898 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2899 kill_player (op); 2597 kill_player (op);
2598 }
2900} 2599}
2901
2902
2903 2600
2904/* If the player should die (lack of hp, food, etc), we call this. 2601/* If the player should die (lack of hp, food, etc), we call this.
2905 * op is the player in jeopardy. If the player can not be saved (not 2602 * op is the player in jeopardy. If the player can not be saved (not
2906 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2907 * file. 2604 * file.
2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2939 2636
2940 /* restore player */ 2637 /* restore player */
2941 at = archetype::find ("poisoning"); 2638 at = archetype::find ("poisoning");
2942 tmp = present_arch_in_ob (at, op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2943 if (tmp)
2944 { 2640 {
2945 tmp->destroy (); 2641 tmp->destroy ();
2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2947 } 2643 }
2948 2644
2949 at = archetype::find ("confusion"); 2645 at = archetype::find ("confusion");
2950 tmp = present_arch_in_ob (at, op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2647 {
2953 tmp->destroy (); 2648 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 } 2650 }
2956 2651
2958 op->stats.hp = op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2959 if (op->stats.food <= 0) 2654 if (op->stats.food <= 0)
2960 op->stats.food = 999; 2655 op->stats.food = 999;
2961 2656
2962 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2963 tmp = arch_to_object (archetype::find ("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2964 if (tmp != NULL)
2965 { 2659 {
2966 sprintf (buf, "%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2967 tmp->name = buf; 2661 tmp->name = buf;
2968 sprintf (buf, " This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2969 " the %s, when he was defeated at\n level %d by %s.\n", 2663 " the %s, when he was defeated at\n level %d by %s.\n",
2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2971 tmp->msg = buf; 2665 tmp->msg = buf;
2972 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2666 tmp->value = 0, tmp->type = 0;
2973 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2974 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
2975 insert_ob_in_map (tmp, op->map, op, 0);
2976 } 2669 }
2977 2670
2978 /* teleport defeated player to new destination */ 2671 /* teleport defeated player to new destination */
2979 transfer_ob (op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2980 op->contr->braced = 0; 2673 op->contr->braced = 0;
2985 2678
2986 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2987 2680
2988 if (op->stats.food < 0) 2681 if (op->stats.food < 0)
2989 { 2682 {
2990 if (op->contr->explore)
2991 {
2992 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2993 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2994 op->stats.food = 999;
2995 return;
2996 }
2997 sprintf (buf, "%s starved to death.", &op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
2998 strcpy (op->contr->killer, "starvation"); 2684 strcpy (op->contr->killer, "starvation");
2999 } 2685 }
3000 else 2686 else
3001 {
3002 if (op->contr->explore)
3003 {
3004 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3005 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3006 op->stats.hp = op->stats.maxhp;
3007 return;
3008 }
3009 sprintf (buf, "%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
3010 } 2688
3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3012 2690
3013 /* save the map location for corpse, gravestone */ 2691 /* save the map location for corpse, gravestone */
3014 x = op->x; 2692 x = op->x;
3015 y = op->y; 2693 y = op->y;
3016 map = op->map; 2694 map = op->map;
3017 2695
3018
3019 if (settings.not_permadeth == TRUE)
3020 {
3021 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
3022 * life if they are dead - it takes some exp and a random stat. 2697 * life if they are dead - it takes some exp and a random stat.
3023 * See the config.h file for a little more in depth detail about this. 2698 * See the config.h file for a little more in depth detail about this.
3024 */ 2699 */
3025 2700
3026 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
3027 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
3028 * of death. 2703 * of death.
3029 */ 2704 */
3030#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
3031 if (settings.balanced_stat_loss) 2706 if (settings.balanced_stat_loss)
3032 { 2707 {
3033 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
3034 /* Lower level chars don't lose as many stats because they suffer 2709 /* Lower level chars don't lose as many stats because they suffer
3035 more if they do. */ 2710 more if they do. */
3036 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
3037 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
3038 little bit harder. */ 2713 little bit harder. */
3039 /* GD */ 2714 /* GD */
3040 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
3041 num_stats_lose = 1; 2716 num_stats_lose = 1;
3042 else
3043 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3044 }
3045 else 2717 else
3046 { 2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719 }
2720 else
3047 num_stats_lose = 1; 2721 num_stats_lose = 1;
3048 } 2722
3049 lost_a_stat = 0; 2723 lost_a_stat = 0;
3050 2724
3051 for (z = 0; z < num_stats_lose; z++) 2725 for (z = 0; z < num_stats_lose; z++)
3052 { 2726 {
3053 i = RANDOM () % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
3054 2728
3055 if (settings.stat_loss_on_death) 2729 if (settings.stat_loss_on_death)
2730 {
2731 /* Pick a random stat and take a point off it. Tell the player
2732 * what he lost.
2733 */
2734 change_attr_value (&(op->stats), i, -1);
2735 check_stat_bounds (&(op->stats));
2736 change_attr_value (&(op->contr->orig_stats), i, -1);
2737 check_stat_bounds (&(op->contr->orig_stats));
2738 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2739 lost_a_stat = 1;
2740 }
2741 else
2742 {
2743 /* deplete a stat */
2744 archetype *deparch = archetype::find ("depletion");
2745 object *dep;
2746
2747 dep = present_arch_in_ob (deparch, op);
2748 if (!dep)
3056 { 2749 {
3057 /* Pick a random stat and take a point off it. Tell the player 2750 dep = arch_to_object (deparch);
3058 * what he lost. 2751 insert_ob_in_ob (dep, op);
3059 */
3060 change_attr_value (&(op->stats), i, -1);
3061 check_stat_bounds (&(op->stats));
3062 change_attr_value (&(op->contr->orig_stats), i, -1);
3063 check_stat_bounds (&(op->contr->orig_stats));
3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3065 lost_a_stat = 1;
3066 } 2752 }
3067 else 2753 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss)
3068 { 2755 {
3069 /* deplete a stat */ 2756 /* GD */
3070 archetype *deparch = archetype::find ("depletion"); 2757 /* Get the stat that we're about to deplete. */
3071 object *dep; 2758 this_stat = get_attr_value (&(dep->stats), i);
3072 2759 if (this_stat < 0)
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 { 2760 {
3076 dep = arch_to_object (deparch); 2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3077 insert_ob_in_ob (dep, op); 2762 int keep_chance = this_stat * this_stat;
3078 } 2763
3079 lose_this_stat = 1; 2764 /* Yes, I am paranoid. Sue me. */
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* GD */
3083 /* Get the stat that we're about to deplete. */
3084 this_stat = get_attr_value (&(dep->stats), i);
3085 if (this_stat < 0) 2765 if (keep_chance < 1)
2766 keep_chance = 1;
2767
2768 /* There is a maximum depletion total per level. */
2769 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 { 2770 {
3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 int keep_chance = this_stat * this_stat;
3089
3090 /* Yes, I am paranoid. Sue me. */
3091 if (keep_chance < 1)
3092 keep_chance = 1;
3093
3094 /* There is a maximum depletion total per level. */
3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0; 2771 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we 2772 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */ 2773 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3104 lose_this_stat = 0;
3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3106 this_stat, keep_chance, loss_chance,
3107 lose_this_stat?"LOSE":"KEEP"); */
3108 }
3109 } 2774 }
3110 }
3111
3112 if (lose_this_stat)
3113 {
3114 this_stat = get_attr_value (&(dep->stats), i);
3115 /* We could try to do something clever like find another
3116 * stat to reduce if this fails. But chances are, if
3117 * stats have been depleted to -50, all are pretty low
3118 * and should be roughly the same, so it shouldn't make a
3119 * difference.
3120 */ 2775 else
3121 if (this_stat >= -50)
3122 { 2776 {
3123 change_attr_value (&(dep->stats), i, -1); 2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3124 SET_FLAG (dep, FLAG_APPLIED);
3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3126 fix_player (op);
3127 lost_a_stat = 1; 2778 lose_this_stat = 0;
2779 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2780 this_stat, keep_chance, loss_chance,
2781 lose_this_stat?"LOSE":"KEEP"); */
3128 } 2782 }
3129 } 2783 }
3130 } 2784 }
2785
2786 if (lose_this_stat)
2787 {
2788 this_stat = get_attr_value (&(dep->stats), i);
2789 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a
2793 * difference.
2794 */
2795 if (this_stat >= -50)
2796 {
2797 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 op->update_stats ();
2801 lost_a_stat = 1;
2802 }
3131 } 2803 }
2804 }
2805 }
3132 /* If no stat lost, tell the player. */ 2806 /* If no stat lost, tell the player. */
3133 if (!lost_a_stat) 2807 if (!lost_a_stat)
3134 { 2808 {
3135 /* determine_god() seems to not work sometimes... why is this? 2809 /* determine_god() seems to not work sometimes... why is this?
3136 Should I be using something else? GD */ 2810 Should I be using something else? GD */
3137 const char *god = determine_god (op); 2811 const char *god = determine_god (op);
3138 2812
3139 if (god && (strcmp (god, "none"))) 2813 if (god && (strcmp (god, "none")))
3140 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2814 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3141 else 2815 else
3142 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2816 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3143 } 2817 }
3144#else 2818#else
3145 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3146#endif 2820#endif
3147 2821
3148 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
3149 * exp loss on the stone. 2823 * exp loss on the stone.
3150 */ 2824 */
3151 tmp = arch_to_object (archetype::find ("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
3152 sprintf (buf, "%s's gravestone", &op->name); 2826 sprintf (buf, "%s's gravestone", &op->name);
3153 tmp->name = buf; 2827 tmp->name = buf;
3154 sprintf (buf, "%s's gravestones", &op->name); 2828 sprintf (buf, "%s's gravestones", &op->name);
3155 tmp->name_pl = buf; 2829 tmp->name_pl = buf;
3156 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); 2830 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);
3157 tmp->msg = buf; 2831 tmp->msg = buf;
3158 tmp->x = op->x, tmp->y = op->y; 2832 tmp->x = op->x, tmp->y = op->y;
3159 insert_ob_in_map (tmp, op->map, NULL, 0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
3160 2834
3161 /**************************************/ 2835 /**************************************/
3162 /* */ 2836 /* */
3163 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
3164 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
3165 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
3166 /* */ 2840 /* */
3167 /**************************************/ 2841 /**************************************/
3168 2842
3169 /* remove any poisoning and confusion the character may be suffering. */ 2843 /* remove any poisoning and confusion the character may be suffering. */
3170 /* restore player */ 2844 /* restore player */
3171 at = archetype::find ("poisoning"); 2845 at = archetype::find ("poisoning");
3172 tmp = present_arch_in_ob (at, op); 2846 tmp = present_arch_in_ob (at, op);
3173 2847
3174 if (tmp) 2848 if (tmp)
3175 { 2849 {
3176 tmp->destroy (); 2850 tmp->destroy ();
3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3178 } 2852 }
3179 2853
3180 at = archetype::find ("confusion"); 2854 at = archetype::find ("confusion");
3181 tmp = present_arch_in_ob (at, op); 2855 tmp = present_arch_in_ob (at, op);
3182 if (tmp) 2856 if (tmp)
3183 { 2857 {
3184 tmp->destroy (); 2858 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3186 } 2860 }
3187 2861
3188 cure_disease (op, 0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
3189 2863
3190 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
3191 apply_death_exp_penalty (op); 2865 apply_death_exp_penalty (op);
3192 if (op->stats.food < 100) 2866 if (op->stats.food < 100)
3193 op->stats.food = 900; 2867 op->stats.food = 900;
3194 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3197 2871
3198 /* 2872 /*
3199 * Check to see if the player is in a shop. IF so, then check to see if 2873 * Check to see if the player has any unpaid items. If so, remove them
3200 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
3201 * in the map. 2875 */
3202 */
3203
3204 if (is_in_shop (op))
3205 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
3206 2877
3207 /****************************************/ 2878 /****************************************/
3208 /* */ 2879 /* */
3209 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
3210 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
3211 /* */ 2882 /* */
3212 /****************************************/ 2883 /****************************************/
3213 2884
3214 enter_player_savebed (op); 2885 enter_player_savebed (op);
3215 2886
3216 /* Save the player before inserting the force to reduce
3217 * chance of abuse.
3218 */
3219 op->contr->braced = 0; 2887 op->contr->braced = 0;
3220 save_player (op, 1);
3221 2888
3222 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
3223 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
3224 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
3225 * on the space that might harm the player. 2892 * on the space that might harm the player.
3226 */ 2893 */
3227 will_kill_again = 0; 2894 will_kill_again = 0;
3228 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2895 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3229 if (tmp->type == SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
3230 will_kill_again |= tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
3231 2898
3232 if (will_kill_again) 2899 if (will_kill_again)
3233 { 2900 {
3234 object *force; 2901 object *force;
3235 int at; 2902 int at;
3236 2903
3237 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
3238 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
3239 force->speed = 0.1; 2906 force->speed = 0.1f;
3240 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
3241 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
3242 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
3243 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
3244 force->resist[at] = 100; 2911 force->resist[at] = 100;
3245 2912
3246 insert_ob_in_ob (force, op); 2913 insert_ob_in_ob (force, op);
3247 fix_player (op); 2914 op->update_stats ();
3248 2915
3249 } 2916 }
3250 2917
3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3252 return;
3253 } /* NOT_PERMADETH */
3254 else
3255 {
3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3257 * should probably be embedded in an else statement.
3258 */
3259
3260 op->contr->party = NULL;
3261 if (settings.set_title == TRUE)
3262 op->contr->own_title[0] = '\0';
3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3264 check_score (op);
3265
3266 if (op->contr->ranges[range_golem])
3267 {
3268 remove_friendly_object (op->contr->ranges[range_golem]);
3269 op->contr->ranges[range_golem]->destroy ();
3270 op->contr->ranges[range_golem] = 0;
3271 }
3272
3273 loot_object (op); /* Remove some of the items for good */
3274 op->remove ();
3275 op->direction = 0;
3276
3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
3279 delete_character (op->name, 0);
3280 if (settings.resurrection == TRUE)
3281 {
3282 /* save playerfile sans equipment when player dies
3283 ** then save it as player.pl.dead so that future resurrection
3284 ** type spells will work on them nicely
3285 */
3286 delete_character (op->name, 0);
3287 op->stats.hp = op->stats.maxhp;
3288 op->stats.food = 999;
3289
3290 /* set the location of where the person will reappear when */
3291 /* maybe resurrection code should fix map also */
3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
3293 if (op->map != NULL)
3294 op->map = NULL;
3295 op->x = settings.emergency_x;
3296 op->y = settings.emergency_y;
3297 save_player (op, 0);
3298 op->map = map;
3299 /* please see resurrection.c: peterm */
3300 dead_player (op);
3301 }
3302 else
3303 delete_character (op->name, 1);
3304 }
3305
3306 play_again (op);
3307
3308 /* peterm: added to create a corpse at deathsite. */
3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
3310 sprintf (buf, "%s", &op->name);
3311 tmp->name = tmp->name_pl = buf;
3312 tmp->level = op->level;
3313 tmp->x = x;
3314 tmp->y = y;
3315 tmp->msg = gravestone_text (op);
3316 SET_FLAG (tmp, FLAG_UNIQUE);
3317 insert_ob_in_map (tmp, map, NULL, 0);
3318 }
3319} 2919}
3320
3321 2920
3322void 2921void
3323loot_object (object *op) 2922loot_object (object *op)
3324{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
3325 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
3326 2925
3327 if (op->container) 2926 op->close_container (); /* close open sack first */
3328 { /* close open sack first */
3329 esrv_apply_container (op, op->container);
3330 }
3331 2927
3332 for (tmp = op->inv; tmp != NULL; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
3333 { 2929 {
3334 next = tmp->below; 2930 next = tmp->below;
2931
3335 if (tmp->invisible) 2932 if (tmp->invisible)
3336 continue; 2933 continue;
2934
3337 tmp->remove (); 2935 tmp->remove ();
3338 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
3339 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
3340 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
3341 loot_object (tmp); 2940
3342 }
3343 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3344 { 2942 {
3345 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
3346 { 2944 {
3347 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3348 tmp2->destroy (); 2946 tmp2->destroy ();
3359/* 2957/*
3360 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3361 * what needs to be fixed. Refresh windows and fix speed if anything 2959 * what needs to be fixed. Refresh windows and fix speed if anything
3362 * was changed. 2960 * was changed.
3363 */ 2961 */
3364
3365void 2962void
3366fix_weight (void) 2963fix_weight (void)
3367{ 2964{
3368 player *pl; 2965 for_all_players (pl)
3369
3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 { 2966 {
3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3373 2968
3374 if (old == sum) 2969 if (old == sum)
3375 continue; 2970 continue;
3376 fix_player (pl->ob); 2971 pl->ob->update_stats ();
3377 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3378 } 2973 }
3379} 2974}
3380 2975
3381void 2976void
3382fix_luck (void) 2977fix_luck (void)
3383{ 2978{
3384 player *pl; 2979 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3388 change_luck (pl->ob, 0); 2981 pl->ob->change_luck (0);
3389} 2982}
3390
3391 2983
3392/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3393 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3394 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3395 */ 2987 */
3396
3397void 2988void
3398cast_dust (object *op, object *throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3399{ 2990{
3400 object *skop, *spob; 2991 object *skop, *spob;
3401 2992
3435 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3436 { 3027 {
3437 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3438 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3439 } 3030 }
3031
3440 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3441} 3033}
3442 3034
3443int 3035int
3444is_true_undead (object *op) 3036is_true_undead (object *op)
3445{ 3037{
3446 object *tmp = NULL;
3447
3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3449 return 1; 3039 return 1;
3450 3040
3451 return 0; 3041 return 0;
3452} 3042}
3497/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3498 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3499 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3500 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3501 */ 3091 */
3502
3503void 3092void
3504do_hidden_move (object *op) 3093do_hidden_move (object *op)
3505{ 3094{
3506 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3507 object *skop; 3096 object *skop;
3511 3100
3512 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3513 3102
3514 /* its *extremely* hard to run and sneak/hide at the same time! */ 3103 /* its *extremely* hard to run and sneak/hide at the same time! */
3515 if (op->type == PLAYER && op->contr->run_on) 3104 if (op->type == PLAYER && op->contr->run_on)
3516 {
3517 if (!skop || num >= skop->level) 3105 if (!skop || num >= skop->level)
3518 { 3106 {
3519 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3520 make_visible (op); 3108 make_visible (op);
3521 return; 3109 return;
3522 } 3110 }
3523 else 3111 else
3524 num += 20; 3112 num += 20;
3525 } 3113
3526 num += op->map->difficulty; 3114 num += op->map->difficulty;
3527 hide = hideability (op); /* modify by terrain hidden level */ 3115 hide = hideability (op); /* modify by terrain hidden level */
3528 num -= hide; 3116 num -= hide;
3117
3529 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3530 { 3119 {
3531 make_visible (op); 3120 make_visible (op);
3532 if (op->type == PLAYER) 3121 if (op->type == PLAYER)
3533 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3534 } 3123 }
3535 else if (op->type == PLAYER && skop) 3124 else if (op->type == PLAYER && skop)
3536 {
3537 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3538 }
3539} 3126}
3540 3127
3541/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3542 3129
3543int 3130int
3610 if (pl->type != PLAYER) 3197 if (pl->type != PLAYER)
3611 { 3198 {
3612 LOG (llevError, "player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3613 return -1; 3200 return -1;
3614 } 3201 }
3202
3615 if (!pl || !op) 3203 if (!pl || !op)
3616 return 0; 3204 return 0;
3617 3205
3618 if (op->head)
3619 {
3620 op = op->head; 3206 op = op->head_ ();
3621 } 3207
3622 get_rangevector (pl, op, &rv, 0x1); 3208 get_rangevector (pl, op, &rv, 0x1);
3623 3209
3624 /* starting with the 'head' part, lets loop 3210 /* starting with the 'head' part, lets loop
3625 * through the object and find if it has any 3211 * through the object and find if it has any
3626 * part that is in the los array but isnt on 3212 * part that is in the los array but isnt on
3634 3220
3635 /* only the viewable area the player sees is updated by LOS 3221 /* only the viewable area the player sees is updated by LOS
3636 * code, so we need to restrict ourselves to that range of values 3222 * code, so we need to restrict ourselves to that range of values
3637 * for any meaningful values. 3223 * for any meaningful values.
3638 */ 3224 */
3639 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3640 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3641 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3642 return 1; 3228 return 1;
3643 op = op->more; 3229 op = op->more;
3644 } 3230 }
3645 return 0; 3231 return 0;
3646} 3232}
3743 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3744 int i = 0, j = 0; 3330 int i = 0, j = 0;
3745 3331
3746 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3747 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3748 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3749 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3750 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3751 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3752 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3753 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3754 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3755 3341
3756 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3757 return; 3343 return;
3758 3344
3759 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3760 3346
3761 if (tr == NULL || tr->item == NULL) 3347 if (!tr || !tr->item)
3762 { 3348 {
3763 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3764 return; 3350 return;
3765 } 3351 }
3766 3352
3832 { 3418 {
3833 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3834 object *skin; 3420 object *skin;
3835 3421
3836 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3837 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3425 ;
3426
3838 if (skin == NULL) 3427 if (!skin)
3839 return; 3428 return;
3840 3429
3841 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3842 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3843 { 3432 {
3888 * not readied. 3477 * not readied.
3889 */ 3478 */
3890void 3479void
3891player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3892{ 3481{
3893 rangetype i; 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3894 3484
3895 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3485 if (pl->combat_ob == ob)
3896 { 3486 pl->combat_ob = 0;
3487
3897 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3898 { 3489 pl->ranged_ob = 0;
3899 pl->ranges[i] = NULL;
3900 if (pl->shoottype == i)
3901 {
3902 pl->shoottype = range_none;
3903 }
3904 }
3905 }
3906} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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